Rob F wrote:
Arcanist Kolixela wrote:
Endgame wrote:
Arcanist Kolixela wrote: For the Mystic Staff can we please have it's attack counted as a spell? That one change would make it into the backup weapon Wizards have needed for years.
It's nowhere near an auto hit, even adding +INT modifier to the ranged to hit value. Cut the damage values down to 1/2/3/4 and let it be the backup weapon it's been designed to be. Just make it count as a spell and it's a viable backup weapon that becomes a part of every spellcasting Wizards gear.
As it stands today it's only useful for the Alertness ability, make it a spell and the class have a valid item of last resort.
So what’s the wizard drawback if they never meaningfully run out of spells? Isn’t the idea “phenomenal cosmic power” that quickly turns into sling bot once those spells are gone?
The drawback? Other than lowest HP AC and Saves in the group?
And being lower damage even tho they have finite resources?
And being made to use HP as a resource to use their Legendary Necklace?
And their necklace being the ONLY class legendary in the game that has limited uses?
What drawbacks other than that you mean?
Wenever I see Wizards posting about the lowest AC and hp I just have to say.. That's because their Wizards. Wizards are supposed to have the lowest AC and hp. In reality though, Wizards have some of the highest AC numbers in the game which in turn makes their low hp less of an issue. Unless of course there's no Paladin in the party or they are not guarding the Wizard, both of which are very rare.
Yes of course it's because we are Wizards. But he was asking what drawbacks being a Wizard has if we get a reusable spell attack and can't run out of spells.
Lowest AC in the game (mitigated by having a paladin guard if they are built for AC)
Low HP (mitigated by equipping HP/CON boosting tokens, many of which conflict with our spell damage boosting token options)
Limited Resources (HP used as a resource for the class legendary. Class legendary limited to 1 use per room for each ability)
Lower Damage output than other pure DPS classes, gap increasing for every combat round past round 1.
Those are the drawbacks for playing Wizard, mitigated or not that's what exists in design.
What I am asking for is a single weapon that can convert my spell damage into a standard sliding attack for the situations where my spells are all expended (which happens in sealed events, early normal/hardcore runs, challenge runs, Hardcore and Nightmare grind events, True Horde and other similar events)
I literally want the ability to continue contributing to the event at a similar level when my spells run out. That's literally all I am asking for. Let me spell damage build Wizard have a way to make my spell damage build tokens continue to have function once my spells run out since there's no existing level 0 damage spell that doesn't run out of charges.