NightGod wrote:
Arcanist Kolixela wrote:
Mike Steele wrote:
Arcanist Kolixela wrote: The Mage Medallion Relic provides some nice options of effects in Quicken and Sharpen, assuming the Wizard player likes sliding spells. Bringing the Crown of Elemental Expertise into the options list is nice, but could use a few more elements to allow for greater diversity.
Fork is a great design but I worry about the limitation of it being damage only. That seems to me that it could be used as a way to restrict Wizards from Forking our strongest spells to a second target by tacking on an unwanted secondary effect. I would suggest instead saying the secondary target only receives the damage of the initial target but is not affected by any secondary effect. That removes the chance of double dipping in secondary effects without removing options from the ability.
Intensify makes me very unhappy to see as a Wizard. Spell Resistance coming into effect again in combat leads to potential MASSIVE wasted HP on a spell trigger that deals no damage simply because the Wizard has no way to know spell resistance is active before casting the spell. It also still gives a 25% chance for the spell to fail, which slows down combat and potentially wastes a powerful spell and HP investiture. And only affects 1 spell cast that turn, AND is only usable 1 time per room. Having spell damage return and having the class relic only be partially effective against it, and only if you know it's coming and only 1 time per room leads to situations where I, as a Wizard, sit out an entire combat, because I did my only 1 spell that can deal damage and it's not worth casting anything I know has a large chance of failing.
At the Relic level I do not see there being much chance that I ever use the Relic necklace Mage Powers more than 1 time per combat.
Intensity is situational, Fork is situational, Alter is situational
Quicken and Sharpen I see getting used together on the same slide spell in every room. Possibly Alter if I know of an elemental resistance or vulnerability specifically related to the only 3 damage options I have on that ability.
No matter what the situation I see this as my combat with the Relic.
Round 1
Quickened, Sharpened, Mad Evokered Scorching Ray (possibly Altered) at a cost of 35HP
Standard Action Spell (Magic missile, scorching ray, etc)
Round 2-100
Mad Evokered whatever spell is strongest.
The Relic no longer gives me any bonus over just having the charm.
The Legendary has the same problem.
I would suggest instead
Relic - Choose 4 Mage Powers, you have access only to these mage powers this run
As a free action 1/round you may apply 1 or 2 of your chosen Mage Powers to a spell. You may also apply Mad Evoker's Charm effect to it as your 1/round application if desired.
Legendary - Choose 7 Mage or Arch Mage powers, you have access only to these powers this run.
As a free action 1/round you may apply 1, 2 or 3 of your chosen Mage Powers to a spell. You may also apply Mad Evoker's Charm effect to it as your 1/round application if desired.
This gives the Wizard the ability to choose powers to match their playstyle and allows the necklace to provide a turn by turn bonus to the Wizard the same as all other class specific tokens currently do.
Giving the Wizard Free Action spells with the ability to cast two damage spells per round every round would be very overpowered. Even just allowing it once per room combines with the Cabal set to give it twice per room.
....... Are you SERIOUSLY saying this after getting FIVE Free Action spells off an Ultra Rare Ring? SERIOUSLY?
Don't forget pushing up to the final hour to get that changed to unlimited, too. Druids now have 5 FAs on a UR ring for no cost and wizards have a max of four (assuming 4 combat rooms, more commonly 3), with a max of one per room AND at the cost of 5HP and having to create a Legendary.
I'm personally missing where the balance is here.
I can't believe that people are still arguing that the Druids are overpowered. Druids have only seven damage spells, and none of them area attacks (unlike the Wizard). Even if they free action the three (not five, since two are healing spells) damage spells from this UR Ring, they will use up six of their seven damage spells in just one room in three rounds of combat. Total base damage plus skill checks for those spells is only 97, or 117 if you spell surge Lightning Storm. Even assuming 30 points of bonus spell damage on each spell, the total damage for all 7 damage spells is only 327. Adding in Charm of Spell Swapping grants at most three additional spells, for 36 more points of base + SK damage, and figuring in 30 points of bonus spell damage that still only gets the Druid to a total of 453 spell damage - for the entire Dungeon.
Wizards have 14 Damage spells (including an Area attack spell), or 16 with Charm of Spell Swapping, and the new UR Ring grants them an additional 3-4 spells (one per room). The MEC allows base and SK spell damage to double, the Wizard Relic allows an additional spell to have damage done to a second monster (doubling the damage) plus allows a spell to be cast as an instant in every room. Unlike the Druid, the Wizard can take full advantage of this because he isn't going to run out of damage spells. Conserve allows the Wizard to recast their best spell in every single room without marking it off (3-4 more 20 point Area attack spells per Dungeon). Combining the new UR Ring, the Legendary class token, and the Charm of Spell Swapping the Wizard can get 22-24 damage spells per adventure to the Druid's 10, and the Wizard gets their best damage spell (which is an area attack spell) 4-5 times in an adventure compared to once for the Druid.
Let's look at the Wizard's Area attack ability with the Legendary Ring. The Wizard can do their area attack spell the regular time plus another 3-4 times per Dungeon (via Conserve), and make their next best spell damage two monsters at once another 3-4 times per Dungeon (via Fork). That's 7-9 Area Attack Spells per Dungeon for the Wizard. Plus, the Wizard can do their best Area Attack spell plus forking their second best damage spell in the first round of every room via Quicken, and one can be MECed.
There is simply no comparison in the amount of spell damage a Druid can do to what a Wizard can do, the Wizard is tremendously far ahead.
Trying to increase the Wizard's power by arguing that the Druid is overpowered is a false argument. The amount of spell damage the Druid can do is only a fraction of what the Wizard can do.