U82 Preview 1 - Enhancement Changes (and one new Feat!)

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SteelStar

Senior Systems Designer
(1) if your trying to match it to greater shout you should also remove the helpless aspect of it because greater shout doesn't give helpless anymore.

We're not, it's just a different sound-based CC effect, which made it a useful comparison point for immunities specifically.
 

Abramax

Emerald Archer
Warpriest/War Soul
  • Smite Foe (Core 1) now applies “On hit: you are healed for 1d3 per Character Level, which scales with Positive Spell Power. This healing can only trigger once per use of this ability.” (Ameliorating Strike in T4 still applies the heal to nearby allies, and adds the Lesser Restoration to you and nearby allies.)
  • Inflame now has a 40 second cooldown (was 90)
  • Wrathful Weapons now reads: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. +3 Imbue Dice.
  • Warpriest’s Divine Power gains +1 Competence Bonus to Critical Multiplier, making it match War Soul’s.
  • War Caster (Core 5) now grants +5 Melee and Ranged Power in addition to their other effects.
  • Implacable Foe (Core 6) now grants +10 Melee and Ranged Power in addition to their other effects.
  • Fires of Fury now has a Light multiselector
    • Notes: Clerics really want to play with weapon-oriented domains other than War, This opens up those other Domains while still giving a bonus for using the War Domain. This also opens up low splashes and lets Warpriests/Souls focus a little better on one Spell Power. Open to suggestions on how to further make these trees relevant.
I like these changes, good job, especially for the ."Fires of Fury now has a Light multiselector"
here are my suggestions :
- Smite foe : reduce cooldown to 6 seconds (make it AOE for melee and ranged ?)
- Only +6 imbue dice in the tree, should be 10+ imbue dice
- Implacable Foe : it s a capstone for only +10% damage, make it a 40 sec cooldown or even better, a permanent bonus aura for all the party
- Sacred Touch : add a multi selector, When you heal allies you gain +1 to hit and damage for 10 seconds
- Smite Weakness: When you strike an enemy with Smite Foe, they gain ( four to seven) 5 stacks of Vulnerable. (working great with a 6sec CD)
- Magic Backlash: add a multi selector, Smite foe knock down ennemies (add a DC to save or not)
- Radiant Flourish: Deals +[10/20/30]% Damage. On Hit: Enemy takes +[1/2/3] (your imbue dice) d6 Light Damage. This damage scales at 200% with the higher of your Melee / Ranged Power / Light Spell Power. Non-boss enemies (have a small chance to be) ARE blinded with no save. 6 second cooldown. (make it AOE ?)
- Divine Power: multiselector : one for every ability ; +6 to STR OR DEX OR CON OR WIS OR INT OR CHA
- Divine Vessel: Make it a REAL METEOR, with REAL visual effect and knocking down ennemies
- Wrathful Weapons: When you score a Vorpal Hit with your religion's favored weapon, you are blessed with light and add 1d6 damage per character level scaling with 200% with the higher of your Melee / Ranged Power / Light Spell Power for 12 seconds.
 
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LurkingVeteran

Well-known member
Tying it to the strikethrough percentage will become a nightmare to balance and it will just be awkward that the best way to deal AoE damage is to hit the single-target-clicky followed by active AoE attacks.

You are overestimating the value of strikethrough at epics and beyond. Active AoE attack are so strong that they let even TWF AoE clear packs very efficiently.
You are underestimating the value of single target damage at epics and beyond. It is just not raids; single target damage is important in all content after level 20 because at those levels boss health starts to scale far higher than regular mob health.
The result is that focusing on AoE damage is always a mistake because single target damage will always be the bottleneck regardless.

I think you could simply add a big single target boost to the PTHF feat and call it a day. No worries about multipliers getting out of hand or giving players a button that they feel they must press every 60 seconds.
I think without different animations to show a difference, you might as well have it be a permanent single target bonus like Shear suggested. Otherwise it's just going to feel like pointless "work". Also, just make it +30% MP instead of tying it to strikethrough. Or give it extra double strike.
 

Gemini-Dragon

Well-known member
I love the Warpriest changes. I often play melee cleric builds, all those changes are for the better. One suggestion I would have is changing the third core Sanctuary. It is +20 PRR for 20 seconds with a 1 minute cool down and it costs 10 spell points. I've never bothered adding it to my toolbar. It would be nice if it was turned into a defensive stance. Druids, fighters and paladins have stances, clerics could use one as well. Even if the tree doesn't have any bonuses for it, a simple toggle for +20 PRR as a stance would benefit the class greatly. We could then use the new Bulwark of Defense feat. The class is also a bit short on Armor Class this would help a bit.
 

Helswrath

Member
Why are we gutting PDK? And why are we just outright removing the reasons Inquis/Repeater can compete with Shuricannon? Even with the nerfs to shuri thrower it still is going to get WAY more doubleshot than a repeater. I can't speak for longbows as I haven't played with that style. This seems like you guys are just butchering things you have no idea about and haven't ever actually played these classes/races. Now I've gotta TR my for cormyr buffer because that 20 second burst isn't nearly as impactful and not worth gimping my build for.
 

Phaedra

Well-known member
After how many years of asking, Archmage did not make your cut???
I'm going to pretend it's becaue Archmage rework i going to need a whole patch of its own, but it's probably just because they don't have any idea how to fix it, despite 2-3 threads a years full of ideas on how to fix Archmage.

Harper Agent
  • T2 Heroic Companion is removed, and replaced with Multiselector: Harper Lore I: (2AP)
    • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.
    • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
  • T3 Highly Skilled is removed, and replaced with Multiselector: Harper Lore II: (2AP)
    • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.
    • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
  • T4 Throat Dagger’s cooldown changes to 18/15/12 seconds.
  • T4 Throat Dagger is now a multiselector with Silencing Strike: Melee Attack: 20/30/50% Damage: Damaged non-boss enemies cannot cast spells for 6 seconds. Cooldown: 18/15/12 seconds.
  • New T5: Multiselector:
    • The Resolute Blade: +1 Competence Bonus to Critical Threat Range while Single Weapon Fighting. Rank 2: +1 Competence Bonus to Critical Multiplier while Single Weapon Fighting.
    • The Harp’s Magic: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells. Rank 2: An additional +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
+8% Intensity to force/sonic/light/good is stunningly bad compared to trees (All casters) that give +crit chance
  • Especially when Harper doesn't grant access on its own to any source of force, physical, sonic, light, or good damage (with the exception of throat dagger on a 12-second cooldown)
 

Epicsoul

Lava Divers Assistant to the Regional Manager
  • Purple Dragon Knight:
    • The Purple Dragon Knight enhancement, For Cormyr!, no longer requires you to be under 50% HP to grant its damage. Its damage bonus buff has been reduced to half your Charisma modifier, and it now lasts for 20 seconds.
      • Notes: This ability has gotten stronger over the last 10 years, as the level cap and overall available CHA has increased, to the point where its bonus is becoming too integral to certain Raid strategies. This change still lets it grant a meaningful bonus in a more accessible way, while also being more in line with other abilities in similar trees.
FC is a very expensive ability to get. I understand the half charisma modifier adjustment, but could you make it a 5 minute cooldown instead of having charges? I think this would be fair and make the steep AP cost worth it.
 

Diaari

Well-known member
Eldritch Knight (Sorc):
  • I have a 3-option multiselect for Improved Shield (1 rank), while Action Boost: Spellpower is still 3 ranks.
  • Improved Mage Armor is correctly 1 SLA, 1 rank.
  • Arcane Siphon is also still 3 ranks.
Water Savant:
  • Cores still list -10 SP and -1 CL with fire spells
  • I could not tell if the Frost Lance SLA has been updated because it just says 4d5+20 damage per lance
  • Looks like the Frost Ray and Snowball Swarm SLAs don't reflect the new MCL ceiling of 20 and still say 5 and 10, respectively
Air Savant:
  • Cores still list -10 SP and -1 CL with acid spells
  • Electric Loop and Lightning Bolt still show an MCL of 5 and 10, respectively
Divine Disciple:
  • Searing Light SLA still says MCL 10
  • Holy Smite (etc) SLAs still say MCL 10
  • Sun Bolt in the core still says MCL 15
Angel of Vengeance:
  • Sun Bolt SLA still says MCL 15
Dragon Lord
  • Dragon's Roar tooltip should probably be updated to mention that it will only stun specific monster types now
Harper Agent
  • 2 new abilities have missing tooltips

I think you said this is still WIP so posting for posterity.
 

albertjr

Active member
Hello!

Here are a few changes planned for this Balance Pass. In looking at this new feat and changes to Enhancements, we are looking to boost some trees and styles that need some love while bringing down a few over-performing abilities.

New Feat:
  • Lock In
    • Included automatically with Improved Two Handed Fighting and Two Handed Specialty
    • Active: (Requires you to be using a Two Handed Weapon and not be in Animal form to activate. Hand and a Half does not count.) For 20 seconds, you cannot benefit from Strikethrough. For the duration, you gain Melee Power equal to 50% of your Strikethrough. This effect ends early if you switch to a style or weapons that do not meet the requirements. 60 second cooldown.
      • Notes: Two Handed Fighting builds are doing well against large packs of mobs, but they're significantly behind when dealing with Bosses and larger targets, to the point where we're hearing some THF builds are being excluded from Raids. This gives them significantly more ability to deal with single targets, while not at 100% uptime. Exact numbers of MP/Strikethrough ratio are a work in progress.
Melee Weapons:
  • Morningstar and Warhammer are now considered hand-and-a-half weapons, benefiting from Strikethrough and the Two Handed Fighting feats in the same ways Bastard Sword and Dwarven Waraxe do.
  • Notes: We're on the fence about Warhammers with this one, but want to see it play out in this preview before making a final decision. This isn't an enhancement or feat changes, it's here as it's relevant to Battle Engineer especially.
Changed Feats:
  • Master of the Domain of War now gains +10 to Melee and Ranged Power in addition to its other effects, to offset the reduced usefulness of Holy Sword with the changes to Warpriest.
  • Notes: This also isn't an enhancement change, it's here because it's relevant to the Warpriest changes below.

Enhancement Tree Changes:
  • Inquisitive:
  • Dragon Lord:
    • Dragon's Roar now uses a significantly shorter cone.
    • Dragon's Roar no longer affects creatures who are unaffected by Greater Shout; this includes Undead, Elementals, Oozes, etc.
      • Notes: Players feel that Dragon's Roar has singlehandedly obsoleted some forms of casters; it needs to change. This allows it to still be a powerful tool for Dragon Lord Fighters, just at closer range and not quite as universal in all content.
  • Purple Dragon Knight:
    • The Purple Dragon Knight enhancement, For Cormyr!, no longer requires you to be under 50% HP to grant its damage. Its damage bonus buff has been reduced to half your Charisma modifier, and it now lasts for 20 seconds.
      • Notes: This ability has gotten stronger over the last 10 years, as the level cap and overall available CHA has increased, to the point where its bonus is becoming too integral to certain Raid strategies. This change still lets it grant a meaningful bonus in a more accessible way, while also being more in line with other abilities in similar trees.
  • Battle Engineer:
    • See Ranged Changes thread.
    • Battle Engineer's "Hand and a Half Training" has been renamed "Bastard Sword and Dwarven Waraxe Training".
    • Battle Engineer's "Hammer and Morningstar Training" now gains +5% Strikethrough per rank.
    • Haste Boost replaced with Engine Strike: Melee Attack: +200% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown. (This is a parallel melee ability to Fusilade's replacement detailed in the Ranged Changes thread.)
    • Haste Boost has been added in T2 as a multiselector with Action Boost: Power and Attack.
  • Arcanotechnician
    • Multivial of Flame, Frost, Acid, and Sparks are added to the Arti spellbook as level 5 spells. Not actually part of the tree.
    • Arcane Mechanism is removed, and its abilities consolidated into Charged Recoil.
    • NEW: Shock Gauntlet: SLA: Target living, construct, or inanimate object foe at touch range must make an Fortitude Saving Throw (standard spell save) or die. If they succeed, they take 1d6+4 Electric Damage per Caster Level, MCL 25. 20 second cooldown.
    • Notes: Arti Caster just suffers from extremely narrow DPS options, and a lot of the ones they do have are not great. This (along with caster level updates going on in the spell change threads this pass that affect these SLAs) helps significantly flesh out their options.
  • Warpriest/War Soul
    • Smite Foe (Core 1) now applies “On hit: you are healed for 1d3 per Character Level, which scales with Positive Spell Power. This healing can only trigger once per use of this ability.” (Ameliorating Strike in T4 still applies the heal to nearby allies, and adds the Lesser Restoration to you and nearby allies.)
    • Inflame now has a 40 second cooldown (was 90)
    • Wrathful Weapons now reads: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. +3 Imbue Dice.
    • Warpriest’s Divine Power gains +1 Competence Bonus to Critical Multiplier, making it match War Soul’s.
    • War Caster (Core 5) now grants +5 Melee and Ranged Power in addition to their other effects.
    • Implacable Foe (Core 6) now grants +10 Melee and Ranged Power in addition to their other effects.
    • Fires of Fury now has a Light multiselector
      • Notes: Clerics really want to play with weapon-oriented domains other than War, This opens up those other Domains while still giving a bonus for using the War Domain. This also opens up low splashes and lets Warpriests/Souls focus a little better on one Spell Power. Open to suggestions on how to further make these trees relevant.
  • Sorc Savant Trees
    • Unlink the SLAs, so you can take only the ones you want
    • Remove the caster level debuffs from the cores for alt-elements
  • Vanguard
    • T5 Brutal Impact loses “+1 Critical Damage Multiplier on a roll of a 19-20.”, gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Threat Range”.
    • Shield Combat II (Core 4) gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Multiplier”.
      • Fighter Vanguard players are frustrated that they must go mega deep into Kensei to get any Crit options with their weapons, and literally can’t get some at all if they go T5 Vanguard. This opens up options.
  • Renegade Mastermaker
    • Mastermaker (T5) now adds: “+1 Competence Bonus to Critical Threat Range with Weapons”
    • Radiant Forcefield SLA (Core 5) now adds: “Passive: You gain Curative Admixture: Heal as a 6th level Artificer spell”
    • Battlefist’s damage bonus increases to 50%
    • Paragon Body (T5) is removed.
      • Constructive Conduit (Core 4) gains the “+4 Fortitude and you no longer suffer Arcane Spell Failure from Armor” that used to be in Paragon Body.
      • Mastermaker’s Competence Bonus to Max HP increases to 30% (its original 20%, plus the 10% Bonus that used to be in Paragon Body, to the same maximum)
    • NEW T5: Multiselector:
      • Aggression Engine: Melee Attack: +50% damage. On Hit: For the next 6 seconds, you gain +20 Melee Power, +40 Universal Spell Power, and +10% Spell Crit Damage. For the next 20 seconds, you gain a +450% Competence Bonus to Melee Threat and 900% Competence Bonus to Spell Threat. Cooldown: 12 seconds. Passive: +100% Melee and Spell Threat
      • Tactical Engine: Melee Attack: +50% damage. On Hit: For the next 6 seconds, you gain +20 Melee Power, +40 Universal Spell Power, and +10% Spell Crit Damage. For the next 20 seconds, you gain +10% Doublestrike and a +4 Competence Bonus to Spell and Sunder DCs. Cooldown: 12 seconds. Passive: +5 Melee Power
    • Notes: People want to play Renegade Mastermaker, but feel it doesn’t have enough punch vs. what you give up in Battle Engineer. They also want to tank with it, despite not being a tank tree. These changes give them the tools they need to front-line with this tree to tank, and combined with some Battle Engineer, to DPS.
Would it be possible to get a knockdown immunity while using rune-arms?
  • Vile Chemist
    • See Ranged thread notes about Core 2 Doubleshot
    • Wave of Poison and Greater Wave of Poison can now each stack up to 3 times, increasing the damage each time.
    • Notes: Players feel the damage portion of these spells doesn’t hold up, so I’ve made them more like Eladar’s Electric Surge, rewarding you for repeat casts.
  • Harper Agent
    • T2 Heroic Companion is removed, and replaced with Multiselector: Harper Lore I: (2AP)
      • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.
      • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
    • T3 Highly Skilled is removed, and replaced with Multiselector: Harper Lore II: (2AP)
      • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.
      • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
    • T4 Throat Dagger’s cooldown changes to 18/15/12 seconds.
    • T4 Throat Dagger is now a multiselector with Silencing Strike: Melee Attack: 20/30/50% Damage: Damaged non-boss enemies cannot cast spells for 6 seconds. Cooldown: 18/15/12 seconds.
    • New T5: Multiselector:
      • The Resolute Blade: +1 Competence Bonus to Critical Threat Range while Single Weapon Fighting. Rank 2: +1 Competence Bonus to Critical Multiplier while Single Weapon Fighting.
      • The Harp’s Magic: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells. Rank 2: An additional +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells
    • Notes: This gives Harper a little more identity, as well as more avenues for some builds to climb higher in the tree. T5 may not be the most powerful set of T5s, but shouldn’t just be strictly worse than class trees. This ought to give some strong options to SWF builds throughout the game.
  • Sacred Fist:
    • Violence Begets Violence is reduced to 1AP (matching current Monk)
    • Sacred Strike V is reduced to 1AP (matching similar T5 offerings - Henshin Mystic, Kensei, etc)
    • Light of Hope and Light of Glory are reduced to 1AP each
      • Notes: Sacred Fist is one of the most expensive enhancement trees in overall AP. Granted, it has a lot of abilities that are 2AP from other trees, so I’m lightening it where it doesn’t match or doesn’t have an analogue.
We expect that there are other trees and abilities out there that need love, but we (sadly) don't have time for absolutely everything in this pass (or much beyond what's listed here). That said, let us know what you think of these changes, if there are other small changes you think would have a big impact, and anything else you can come up with!


Known Issues:
  • Icons for some of the new Enhancements are placeholders.
  • VFX has not been completed for new active abilities/SLAs listed on this page
 

unbongwah

Well-known member
Morningstar and Warhammer are now considered hand-and-a-half weapons, benefiting from Strikethrough and the Two Handed Fighting feats in the same ways Bastard Sword and Dwarven Waraxe do.
I'm glad we're finally getting blunt hand-and-a-half weapon options, but this is effectively a "reverse nerf" for bastard sword and dwarven waraxe, unless you add both weapons to Knights Training feat. Which should've been done a long time ago IMO, but hey - better late than never.
  • Vanguard
    • T5 Brutal Impact loses “+1 Critical Damage Multiplier on a roll of a 19-20.”, gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Threat Range”.
    • Shield Combat II (Core 4) gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Multiplier”.
Given that these don't stack with Holy Sword, perhaps you could add something else to paladin Vanguard tree, like extra Melee Power.

Good to see Harper Agent finally get some love, but why is its weapon bonuses tied to Single Weapon Fighting? Why not just make them generic to all weapons rather than trying to pigeon-hole Harpers into a single style?
 

woq

Well-known member
Purple Dragon Knight:
  • The Purple Dragon Knight enhancement, For Cormyr!, no longer requires you to be under 50% HP to grant its damage. Its damage bonus buff has been reduced to half your Charisma modifier, and it now lasts for 20 seconds.
Completely gutted the race now. Sad. 83.3% nerf is a bit ridiculous.
I'd make it EITHER half mod or 60s duration. It's 1 charge per rest already. 50% nerf instead of 83%
Well it was straight up op after the upgrade to 120 duration and applying both hit and dmg, for everyone. Not even a little op, but very op, and annoying to use to boot for a double crime.

I'd rather not be charge based anymore, instead have a hefty CD so you can keep supporting people in longer fights with it. 1 use per rest abilities are kinda boring (Crown of Retribution in Angel of Vengeance tree as well is another example of that one-time-per-rest-suckiness).

20s duration, 3min cd would be very desireable for example, even in its rightfully nerfed state.
 

Lotoc

Well-known member
Warpriest/War Soul ... Open to suggestions on how to further make these trees relevant.
Very happy with the changes for these so far, main things I would suggest
Warpriest Implacable foe needs a charisma option or to just be one option with +2 all ability scores or +2 charisma, wisdom, strength and con.
Trance needs a multiselector with a wisdom option.

At the moment the design of warpriest is disjointed because your only option is a Charisma trance but your t5 gives 6 strength and your capstone gives either 2 strength or 2 wisdom - you also do not get wisdom to hit/dmg without going into falconry t3 while FVS gets that for reaching second level.
It basically leads to warpriest builds actively avoiding wisdom and hardfocusing str or charisma and thus their spellpoints and spell options suffer.

Additionally Animal Domain's Feral Charge basically ends up unusable for a warpriest build as they are currently designed because of it being a wisdom based DC while warpriests are effectively locked into trancing charisma, Feral Charge could perhaps stand to use highest of Wisdom, Charisma or Strength.
 

Kitty2Meow

Well-known member
  • Dragon Lord:
    • Dragon's Roar now uses a significantly shorter cone.
    • Dragon's Roar no longer affects creatures who are unaffected by Greater Shout; this includes Undead, Elementals, Oozes, etc.
      • Notes: Players feel that Dragon's Roar has singlehandedly obsoleted some forms of casters; it needs to change. This allows it to still be a powerful tool for Dragon Lord Fighters, just at closer range and not quite as universal in all content.
Since the range of the Roar is shorter, and it affects fewer creatures,
please compensate the update with,

1. Reduce the cooldown from 20s to 12s-16s
2. The AP for the Dragon's Roar (2 AP) + Improved Dragon's Roar (1 AP) = 3 AP, which is quite a bit too much for the update, please consider reducing the Dragon's Roar to 1 AP + Improved Dragon's Roar (1 AP) = so it will be 2 AP in total instead of 3 AP
or keep the 3 AP, but gain 10 Melee Power to the Improved Dragon's Roar

Thanks.
 
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Phloat

Well-known member
Well it was straight up op after the upgrade to 120 duration and applying both hit and dmg, for everyone. Not even a little op, but very op, and annoying to use to boot for a double crime.

I'd rather not be charge based anymore, instead have a hefty CD so you can keep supporting people in longer fights with it. 1 use per rest abilities are kinda boring (Crown of Retribution in Angel of Vengeance tree as well is another example of that one-time-per-rest-suckiness).

20s duration, 3min cd would be very desireable for example, even in its rightfully nerfed state.
Making it 3min cooldown is just buffing the ability. It was balanced around 1 charge per rest and requiring people to be very close to you. Not sure whether you're arguing for a buff or a nerf then lol.
An 83.3% nerf to a T4 racial ability requiring 19 racial points AND almost requiring a weapon swap with Rose Colored Goggles is kinda wack.
 

Cildar

Well-known member
"Multivial of Flame, Frost, Acid, and Sparks are added to the Arti spellbook as level 5 spells. Not actually part of the tree."

What's the point of this since it doesn't have immunity strip. Just to give a caster arti an aoe?
 

woq

Well-known member
Making it 3min cooldown is just buffing the ability. It was balanced around 1 charge per rest. Not sure whether you're arguing for a buff or a nerf then lol.
It'd still give less damage than currently on live (cha mod to half cha mod) so in a game that revolves around burst windows the maximum power would be less.

I like that it's maximum numbers are nerfed because it was overperforming on live, but I don't like once per rest abilities. 3min cd (or even 5min cd) are indeed buffs compared to 1/rest.
 

rabidfox

The People's Champion
"Multivial of Flame, Frost, Acid, and Sparks are added to the Arti spellbook as level 5 spells. Not actually part of the tree."

What's the point of this since it doesn't have immunity strip. Just to give a caster arti an aoe?
Arti caster has an electric strip in its caster tree. And everybody can get strips via feats now. I'd use the electric multivial if I was doing an arti caster life; it'd be a nice bit of extra damage.
 
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