It seems there's a need to clarify something about the current AM for those of you who say it's overpowered. I wanted to put this off a little bit longer, but I think my assesment is essentially correct at this point.
DISCLAIMER: I will be speaking purely from a smallscale pvp perspective. I need more time with the Radiant Burst tactic to form a proper opinion on it. I also really wanted to avoid pseudo-mathematics in this post, but I found that I just could not get the point across clearly without them. You'll have to forgive me for this
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1) Damage potential.
a) Burst Damage.
The burst damage a dps class can do to a target, if we pretend everything crits, which it can, because that's what burst DPS classes are geared towards more often than not, is in the 8000 ballpark over a period of about 2-3 seconds on an unguarded squishy target, which often times means the tanks can't always react to it happening. This is definitely the case for something like BW who can easily sit at about 60+ crit chance with some investment and pretty close to the old white lion who could sit at around 40-45ish crit with buffs from lion. That said, this is a very approximate number.
The burst damage a DPS AM can do assuming everything crits, which it won't because AM can have 30% crit at best without gimping its intellect levels to extremely low values (around 750 before pot), is around 6000 on the same squishy target, however in addition to having lower crit chance, you need to prepare this burst for 4.4 seconds, then cast a 2s spell, then cast a 1s spell. So in actuality, the preparation required to apply these potential 6k bursts, which will more likely end up at around 4.5k depending on target rr, ends up being a massive 7.5 seconds and requires you to stand at a punishing 65 feet. You have more than enough time to have both tanks switch to the target you're going to burst and make that 5k turn into 2.2k~ burst damage on average and this is assuming the target has 0 toughness and resistances, which it won't of course, so the real number you will see even with resist debuff would be something more like 1.4~k. So the point is that it is unreliable. Usually you actually only have time to really apply 2 dots before it's too late to do any damage because the target has been guarded.
b) Sustained Damage.
This is where the DPS AM is supposed to shine, however. Let us assume a slayer's sustained dps on a single target is in the 2k ballpark, at least that's the approximate number I got by asking around earlier. So a slayer would do 2k sustained dps before mitigation. It's actually probably closer to 3k than it is to 2k, considering how two slayers can easily cause unguarded dps tanks, who usually have about 4k armor and 7.5k hp and 500ish toughness, to explode in a few seconds.
Alright, well, after an AM spends 7.5 seconds of prep time, or at least 6.4 if done at 100 feet (which lowers the burst), the bis AM can have around 1.8-2.1~k dps on an unguarded, unmitigated target... for 3 seconds. More than 60% of this short bit of sustained damage comes from Scorching Touch, while the DPS AM dots contribute maybe at best 640 dps, while scorching touch easily does double that amount. In short, what I'm saying is, even in that short 3 second window, the sustained damage a DPS AM brings is lower than the damage a slayer can reliably keep pumping out every single second.
Actually, the fact of the matter is that in a 6 man you often don't have time to apply Transfer Force and Law of Conductivity, because it takes too long and just gives the enemy more time to guard or the other dps in your group will have already started going through their rotation and dealing actual pressure, so you can throw about 320ish dps out the window there. Meaning, that's about 1.5-1.7~k dps on an unguarded, unmitigated target.
I'm actually using the example of an AM that invested full points into Asuryan tree to squeeze out every bit of damage he could, which doesn't allow him to take, for example, Magical Infusion.
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2) General overview.
The point is, the damage is still much lower than that of a pure dps class. If you're experiencing problems with AM then the reason for that is because you are either poorly geared, have low rr (aka low defensive stats as a result) or don't have a healer or guard on you. All these things are usually symptoms of a pug SC, where the DPS AM most certainly shines. It's very good at stomping pugs after it gets some gear and it always was quite good at that, but afaik from testing so far, it still doesn't seem to fit into a dps slot of anything serious.
DPS AM provides a good bit of extra healing in a tight spot for a group that decided to take it, but the damage on all fronts seems to, amazingly, STILL be a bit lacking. What a DPS AM can kill in 10 seconds, a BW can kill in 3, what a DPS AM can whittle down in 15 seconds, a slayer can whittle down in 7~ish.
DPS AM, however, certainly has good burst healing for his group. Sadly, because of the low damage it still isn't quite viable for a dps slot.
PROs
- Tankier than a sorc/bw, has aoe detaunt for 5s.
- Has quite decent healing for his group, can save the party from a wipe in some situations.
- Healdebuff with 90% uptime, downside of this is that it's disrupt, so not completely reliable against healers.
- Can remove blessings, but the proc chance makes it somewhat unreliable.
CONs
- Very long ramp up to get damage going, about twice that of other single target dps classes
- Low damage, about 30ish~% less than other dps classes
- Damage is concentrated in a 3 second window, which means it is too spread out to be considered burst and too short to be considered sustained
- Still pretty darn squishy and has no escape mechanic
- Dots can easily be dispelled so at times have to waste even more time setting up covers for them
(Seems to be strong because of the fluff damage dots do in scenario scoreboards)
What the Scorching Touch tactic means for us:
First of all, to take this tactic you have to sacrifice Dispell Magic. Obviously, you can't do that. So that means you actually sacrifice the racial 10% strikethrough tactic. As good as it was, our limited tactic slots simply have no open space for the extra strikethrough. You will have to brute force your way through disrupt values with gear-based strikethrough values, which means the bis setup has changed for us slightly. In your circlet slot you would usually have Mercenary because it offered you 20ish more intellect, but now because Discerning Offense is marginalized the optimal piece of gear in that slot is Dominator for the 2% strikethrough, while the crucial 2 piece mercenary set bonus should be achieved through the robe. We lose some intellect, but we gain some wounds for our trouble. In optimal gear you should be looking at about 7% disrupt. Of course, sometimes you can allow yourself to run Discerning Offense or Centuries of Training instead of Dispell Magic, mainly depending on the enemy comp.
Your rotation stays the same, albeit you have much more incentive to stick to the end of Searing Touch instead of just using one tick for burst damage. It's almost always worthwhile to do so outside of a situation where the target got double guarded or has detaunted you.
Conclusion:
This is much better, but it still doesn't quite fit into the dps slot and also doesn't fit into the healer slot. My initial thoughts were that Dispell Magic will be able to carry us the rest of the way, but it doesn't seem to be quite significant enough. I would say that it still needs a push to be viable and we are DEFINITELY getting closer to the dream. My current understanding is that increasing the damage of DPS AM any further without nerfing its healing would actually start going into overpowered territory. So the two suggestions I have will be made with this in mind.
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3) Suggestions:
a) I believe if Scorching Touch did not decrease the duration of Searing Touch to 3 seconds, it would be a start, because that means the dps of a DPS AM would upgrade from roughly a 25% uptime with less than 35% of the dps available for the remaining 75% of the time to a 55ish% uptime. Remember, our burst is low and scorching touch can't really be considered actual burst damage because it is spread out. Obviously you don't want to make it do all of its damage in the span of a second, so the other natural solution I see is to increase the duration of the channel without increasing the interval between the ticks to push it closer towards being actual sustained damage. I believe this change will not cause any radical shifts in the AMs powerlevel because the amount of damage per second dealt remains the same, but it will certainly make it somewhat better. It is also my belief that going forward, if trying to push the DPS AM towards being a real class in 6v6 and smallscale still remains on the agenda, changes should be done slowly and step by step, because I feel that that from this point on this class balances on a rather narrow road, where stepping too far to one side or the other could send it into being overpowered. On one side, you have healing. On the other, damage. Going forward, assuming this change would be implemented, any damage buffs should be countered with healing capacity nerfs. However it is important not to nerf the AMs self-healing capability because what constitutes for the Archmage's survivability mechanic is easily countered by a heal debuff, cutting it down to about 50% of its efficiency. If this is nerfed it will quickly bring us to below or at least only slightly higher levels of survivability to a sorcerer/bw, because their dominator proc is an automatic detaunt and they can stack defensive stats over intelligence due to naturally high values, while having a fraction of the damage.
b) This coincides with the prevous suggestion, however it is my belief that if any further changes are to be done and my suggestions are taken to heart, that the first suggestion be implimented first and then the result be monitored. It is possible that AM might squeeze its way through to some less popular group compositions and find a spot as a support dps in something like a 3 tank 1 dps 1 dps am 1 healer group, where the healing capacity along will be enough to have good survivability through triple guard and the sustained damage bolstered by a dps tank or two will be enough to have good kill potential. Anyway, the suggestion itself would be to tie in a 10% damage increase and 10-15-20% healing done to others reduction with one of the already popular tactics. The optimal target for this would be Master of Force. It would mirror the tactic that provides crit and parry to WP in a very roundabout way, and I only mention this because there is a comparison I wish to make here. You might think 10% damage is way better than 10% parry, which is true, but then the healing decrease of said tactic doesn't effect lifetap healing, which is exactly what a dps or melee healer warrior priest would be using for self and group healing, so the downside is more of a shoehorning into using specific healing tools rather than an overall decrease. In the case of the AM such a downside would be real and definitely not imagined, because the DPS AM will often be sitting at force stacks and simply unable to make use of his lifetaps, aside from Transfer Force which we have already established is actually rarely worth the global cooldown investment, and so this tactic would decrease the actual group healing potential of the AM while giving it much needed damage. Of course, if Master of Force isn't the right tactic to attach this bonus and downside to, it could be added to Scorching Touch, although it is my belief that giving the aoe AM a bit more damage likely won't really break anything at all as it is still very far behind the damage of a BW without even counting morale bombs. A 10-15-20% healing-on-others decrease would definitely be a noticable and fair trade off, but likely not fatal to its healing potential.
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Comment: The reasons I do not suggest a buff to dispell magic is because; 1) it may have uncontrollable effects for the AOE AM, 2) it may become too punishing for blessing-based healers, 3) spellbreaker exists, so the utility of a blessing removal in a tactic slot is questionable, not useless, but with a 2h slayer in the group, questionable 4) the main reason is it puts too much weight on a gimmick rather than giving the class a solid foundation to stand on.
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This concludes my thoughts on the recent DPS AM in smallscale pvp. Honestly, I thought this was the patch. The patch that will make the DPS AM dream come true, but it turns out we're still not quite there yet. Once again, thank you for your attention.
P.S. Had my lolmath wrong for dps AM damage, I used 200% critical damage instead of 150%. Fixed