Just take it from the jar of swears.Azarael wrote: Tue Aug 28, 2018 12:17 pm If I had a penny for every time people strawman on these forums...

Just take it from the jar of swears.Azarael wrote: Tue Aug 28, 2018 12:17 pm If I had a penny for every time people strawman on these forums...
Ignore them, you are doing an amazing job! Before your patches we were stuck with melee-train-defensive-meta where BW wasnt even able to scratch a healer or a marauderAzarael wrote: Tue Aug 28, 2018 12:17 pm In this thread: We ignore the constraints of the limiter mechanic and act like AM has the ability to perform both roles to maximum efficiency at once.
If I had a penny for every time people strawman on these forums...
Intersting points. But, don't you think we should start discussing AM healing fist as it is primely a healing class?live4treasure wrote: Tue Sep 04, 2018 2:30 pm Ready to give my thoughts on the class once again. After playing it more extensively and in a variety of environments, I guess I was right to initially hesitate in making my earlier post. I did get some things wrong, but some things I did get right. I'll speak about certain cornerstones of the DPS AM that I feel are worth discussing, as well as attempt to give you a general overview of the class.
Another important thing I will be discussing is the changes to Drain Magic from the DPS AM perspective. I'm not quite ready to talk about the change of the healer and DPS AM's focus onto the Vaul tree together with MotM's shift.
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1) Damage Dealing: Trials and Tribulations
So first of all, DPS AM is a dps class, obviously. Hybrid or not, the main thing it does is do damage, and everything else is a secondary benefit it brings to the party. As soon as it does enough damage, those secondary aspects it brings start to factor in to the equation. So the obvious question is, does it do enough damage?
Uuuuh... kind of? To be honest, the opinions on this with people I've done 6v6 with are split. Many think it's just good enough, many think it isn't good enough. You don't see DPS AMs in the topend 6v6 gameplay right now, as the favored comp is still that of a double melee with slayer/wl for dps slots. It's difficult to tell whether it does enough or not, but the damage it deals is still a frequent point of contention when whether it should be brought in to a 6v6 group or not is being discussed. I suppose if you were to ask me, I'd say it has other far more important issues built into it that are seriously holding it back, where without adressing them first no matter how much damage they deal, it won't matter. Before I get to that, though, let me give you a general overview of the classes performance in smallscale pvp.
Earlier I stated that it was in a weird spot where it doesn't do enough pressure to be at least close to a true pressure class like the slayer and doesn't do enough burst to be equal to a burst class like the white lion. This sort of remains true after a closer inspection, but while I initially thought that the Archmage style of damage dealing is a problem, I have made the mistake of thinking that Dissipating Energies, the ability that many likely both love and hate, isn't a worthwhile ability to use outside of aoe situations. To my surprise, the truth was the opposite. Dissipating Energies is literally the difference between what could have been a potential kill and failure. After you have your dots up, cast Radiant Lance into Dissipating Energies on a nearby mdps or tank and go into Searing Touch immediately.
In pug SCs or RVR roaming this is actually a very difficult task because a number of things can go wrong which are not under your control, for example any sort of CC can easily allow an enemy to exit out of range. On the other hand in 6v6 this ability becomes much more reliable, because it's highly likely that your target is always in range of your tanks or melee and it's not as easy to, say, punt the DE target away. However, if you do manage to get Dissipating Energies and as such complete your rotation, your next 5 seconds will be that of glory and satisfaction. It is simply the most important spell in our "burst" rotation.
I guess the AM rotation is characterized as a strange in-between of pressure and burst. It's burst damage that is spread out over 5 seconds with about 8.5 seconds of prep time. This can be reduced to a minimum of 6.5 seconds if you have an SM to debuff spirit for you, saving you the need to cast Storm of Cronos and if you choose not to use Transfer Essence, which is arguably still much to weak in terms of damage output compared to your other dots. Not to say you shouldn't ever use it, but you won't always have the time to do so.
And here-in actually lies the aforementioned main problem of the current DPS Archmage. Those 6.5 seconds of preptime are requried every single time you switch to a new target to do any meaningful damage to them. You often have to switch from target to target because of guards, defensive abilities, detaunts etc. Often enough by the time you set up your 3 dots, dissipating energies and searing touch, it's too late to do any damage to a given target.
So, in short, we're in a much much better position that before! If you set up everything, you start feeling like a real dps class, and as far as I'm concerned, that is a huge win in terms of game design for RoR. A great time to be playing DPS AM, especially if you can find your way into a stable 6 man.
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2) Drain Magic
So what changed? I think the patch notes were clear enough on this. Basically you can now remove 1 blessing from the target every 10 seconds and regain a good bit of AP, as well as apply a weakish ap drain to the target. On its own, the drain effect on your target won't do that much. It is important to say that AM has a lost a powerful CC tool with the current iteration of Drain Magic, which is a problem, because it was a big contender in DPS AM viability in 6v6 as you could, for example, throw it onto a choppa and he's going to be doing a lot less dps going forward if you manage to keep it up on him. It won't be quite as impactful now, of course.
So are there any good things? Well for a start, it's been made more reliable for healing AMs. This change alone will likely free up a tactic slot like Restorative Burst, which is a noticable improvement. It also provides the AM class as a whole with a reliable blessing removal, whereas before this utility was constrained to a RNG based tactic in the DPS tree.
It's not the end of the world, however, as it still has its uses. Zealots and DoKs are a very popular choice for destro 6 man groups, so anywhere outside of solo-roaming you will almost always have a target to use it on. The actual utility of this is that you can decrease enemy initiative by draining off the zealot buff, or significantly reduce enemy resistances by draining off their resistance buff. It's not impossible to reduce enemy resistances to very low values with this combined with our resistance debuff.
Another thing here that is worth considering is the fact that this ended up being a huge hit to DPS AMs in pve situations. Losing our source of AP regain has somewhat crippled our damage dealing capabilities in prolonged pve fights. It's my hope that this wasn't intended, of course.
A small benefit to this change is that DPS AM has actually become more balanced for solo roaming. No one really cares about this, but I suspect the devs aren't completely blind to the solo scene and administer small changes as long as they don't interfere with the balance of the classes in more important content like 6v6 and largescale. In that sense I've found the change to be positive as I now actually have a chance to lose to some classes which I never would have lost to before.
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3) Radiant Burst: AOE DPS AM
I simply love the fact that this exists nowLove the name and especially the animations with lasers flying everywhere
Sadly tho, you can't say much more than that at present. Your damage output on an aoe is pretty low, the aoe itself doesn't actually seem that big in practice and the utility of Radiant Gaze boils down to -5% chance to critical hit, which isn't really meaningful considering how much critical chance the aoe classes tend to have, while the more meaningful -5% damage done is overshadowed by things like challenge or even the SM's -15% thing.
I suppose the actual aoe dps of an AM can be called aoe contribution rather than dps. If you manage to line up DE with RG, RL and the cast speed M2 you can get something decent going on, but it's definitely not worth a dps slot even with the supposed utility of Dispell Magic. The 100 ft. range is very interesting and fun, though. All in all, it's very fun, but not especially functional.
The tactic is actually quite nice to have for PVE though. Just a bit of extra versatility for a greater variety of situations.
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4) Suggestions
The current design space for AM, it seems to me, is the following:
a) Dispell Magic the tactic has lost a lot of its luster with its utility now being worked into Drain Magic. I think this tactic has become new design space for both Shaman and AM in order to fix some of their underlying problems.
b) Arcing Power, the tactic is too weak to slot for any situation. Even in solo roaming, after extensive testing, it doesn't seem to be doing much at all. As far as Radiant Burst + Arcing Power goes, even that is usually very weak. Not even worthwhile for farming mobs, it seems. Therefore, it is also design space for the AM, alternatively, making the healing from this apply to the whole party would likely make it viable in a sort of hybrid heal aoe dps AM with Radiant Burst for largescale.
c) Golden Aura, the benefit of it is way too hard to use. It's also very easy to counter. Shatters, damage... etc, just a lot of ways to get past the shield. I think it's no surprise, since it basically hasn't seen play ever outside of testing it and then dropping it for something more substantial. As such, it is also design space for more ideas and whatnot. Although buffing this one to viability is pretty easy if the immunity it grants sticks for a certain duration and is not tied to the shield itself.
The best suggestion I can give, one I've talked over with several other players, is that perhaps instead of Dispell Magic, which is now somewhat obsolete with the blessing removal of Drain Magic, we would have a tactic that would allow Drain Magic to "consume" all of the 4 dots an AM has as if they were a blessing and then in some fashion reapply them to a new target, perhaps just by using any form of offensive spell upon said new target.
I think the actual drain effect is nerfed enough that even if you slot this hypothetical tactic for solo roaming in order to drain your targets, it won't be as destructive in a 1v1 fights as it used to be, especially for something that requires a tactic to work in a certain manner. This allows DPS AM to switch its dots to a new target once every 10 seconds, which solves one of the key issues the class has. It also has the benefit of alleviating the huge hit it took for PVE, although still at the cost of a tactic, obviously.
In some sense I would have loved such an ability to be something core, because abilities like this seem to be a staple for any dot-heavy class in any mmo and for good reason, but if this suggestion ends up having some influence on future decisions, a tactic is good enough for me as this will patch up the last remaining hole in the DPS AM's design.
Unless i stack 2 ap tatic, or use life tap (wich is crap for healing), its pretty easy.
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