Archmage Cores
Keep the existing core structure and SLAs with the following bonuses per core taken:
- +1 to caster level and max caster level.
- +1 Spell Penetration per core
- +3 Universal Spell Power per core
Core SLAs
I don't think the existing SLAs need to be thrown away if the spells can be made relevant past Heroics. The problem is that many of them are simply old and underwhelming even in Heroics.
Tier 1
Energy of the Scholar
Increase the value of this ability so that it feels worthwhile as an early Archmage investment.
Examples:
By providing some Universal Spell Power alongside the Spell Points.
By providing “Mobile Spellcaster” as a passive effect of taking Energy of the Scholar.
The important part is that investing in Archmage should immediately feel useful.
Wand and Scroll Mastery
No one really uses this… So maybe replace it with…
Inertia (AP 2): Whenever you cast a damaging spell or SLA, gain +3 to your Universal Spell Power for 6 seconds. This stacks up to five times, with each additional stack refreshing the duration.
Traditionalist Caster
Its functional but pretty basic. Maybe what is needed here is something that would really make an Archmage stand out in a group. Becoming their iconic signature look…
Example: Traditionalist Caster (AP2): Your Wizard can now wield a Staff in one hand simultaneously with an Orb in the other. Passive: +3% Spell Critical Chance while wielding both a Staff and an Orb.
Tier 2
Wizards are painfully slow, often arriving too late to really contribute in a meaningful way. What could help is something similar to what works for Bards.
Velocity Squared (AP 2): While holding a Staff or Orb, you can move 1% faster for each of your Heroic Wizard levels.
Tier 3
Arcane Bolt
Place Bolt in Tier 2, while raising the MCL limitation, so that this scales into Epics.
Add in its place: Deep Thought (AP 1, Ranks 3): You slowly regenerate your spell points at a rate of 1 every 2 seconds, for 30/60/120 seconds. Cooldown: 20 seconds, 5 Charges per rest. Each spell or SLA cast has a 2% chance to restore one charge. Passive: You gain +1 Spell Point Regeneration for each Mental Toughness feat you possess.
Tier 4
One of the biggest problems with being a Wizard, is the ridiculous gear requirements of building for multiple elements just to remain a viable generalist. My proposal…
Convergence (AP A)
: Your spells now use your highest Spell Power and Spell Critical Chance.
School Mastery: Is pretty basic for the +2 AP investment. Perhaps rather than being a Specialist Mastery, this would become a Generalist Mastery. Effectively becoming +1DC to all schools.
Tier 5
Arcane Blast
Place Blast in Tier 4, while raising the MCL limitation, so that this scales into Epics.
Add in its place:
Forceful Magic (AP 2): Add a Spell Imbue Toggle: Direct-damage spells and SLAs gain one 1d6 Force Imbue Die per Metamagic feat taken. The effect may trigger once per target, per spell / SLA cast. Scales with 100% Force Spell Power.
Example 1: Fireball is cast triggering Forceful Magic upon impact. All mobs within the AoE of Fireball receives 1d6 Force damage per Metamagic feat the Wizard has.
Example 2: Our wizard hits a mobs with a damage over time effect. The mob is damaged by Forceful magic, only during the first tick of the effect.
Arcane Supremacy: Its biggest issue is that it’s completely random, unlike many Martial abilities that are clickable effects.
Example… Arcane Supremacy (AP 2): Clickable effect, +25% Spell Critical Chance, +100% Spell Critical Damage. 15 seconds duration, with 60 second cooldown.