Reworked Legendary Enchant: Eldritch Knight Idea
Prenote: I noticed that Eldritch Knight has been in the game for a few years. And I have never seen anyone ever take it. Taking to account that an Eldritch Knight typically means a Warrior with Arcane Magic. And Knights in most lore are Paladins in a nutshell. Since Battlemage already really delivers the Mage-Warrior idea. I wanted to do a bigger idea on a Paladin-Arcane Mage combo with a focus on Mana to keep some of it's history.
Current Legendary Enchant Eldritch Knight: Your Successful Melee Attacks generate Mana.
Legendary Enchant Eldritch Knight
Req: Arcane Barrage
Req: Seal of Wisdom
Req: Judgement of Wisdom
Transforms your Seal of Wisdom into Seal of Enlightenment - You gain 1% of your missing mana whenever you deal physical damage. Additionally, you gain a stack of Enlightenment increasing all arcane damage you do by 2% for 10 seconds; stacking up to 10 times.
At maximum Enlightenment stacks, your Arcane Barrage deals Divine Damage (Benefitting from highest modifier Arcane and Holy Schools) costs 5% of your max mana additionally to cast. Increasing the damage of the spell based on the amount of mana spent. Additionally Arcane Barrage cooldown is reduced to 2 sconds and does not share the Global Cooldown.
Using Judgement of Wisdom will expunge your Enlightenment Stacks dealing massive area of effect Divine Damage. And restoring 12% of your Base Mana per mob hit.
Whenever you dip below 10% mana, you gain Cultivating Insight. Restoring up to 20% of your max mana over 10 seconds. This Effect has a 30 second cooldown.
Afternotes: The idea of playing with your mana more directly and giving you a focused damage option in Arcane Barrage. Removing it from the GCD gives players the ability to weave their spells more and output more damage. Plus being able to benefit from effects like Avenging Wrath prevents players from being forced into one singular power up spell. With ways of dumping mass amounts of their mana with Arcane Barrage and Arcane Explosion spamming, and other ways of naturally being able to regenerate their mana through single and aoe methods. It keeps it from being over the top, where the right combination of mana restoration spells and physical damage spells. Gives you in my opinion one of the more unique possible Hybrid-DPSer that I believe a lot of players would have fun, and the bigger thing to see more diversity in the RE Pool to play with. I really feel like there is no real Paladin-Arcane Mage combo in the game, and this would satisfy that idea. That or move Eldritch Knight to a Epic so we can mix it in builds that need mana help.
@Kohtrag Not discounting your ideas, as I do agree that the measly 2% per hit as a legendary doesn't feel like much, as it is essentially a utility LRE which is a weird bag, as most people don't use LRE for utility. (I do use it for the memes sometimes, 100% sustain hard to kill mana shield, unless someone has a mana drain...)
Anyways first thing is first, making it divine damage doesn't make sense... Eldritch implies "ghostly" or "horror", so I'm thinking Shadow Priest + Warrior or Shadow Priest + Paladin.... (Not a Death Knight)
Anyways, I agree with you, but I think working with Arcane Barrage and the Seals with the implication that it's an Arcane Knight sounds too much like Battlemage and Knight of the Eclipse... (granted the seals are unique to the idea)
My only retort I have to your very constructive criticism, and it really is much appreciated. Is that I was Imagining it as a Paladin delving out of Holy Magic as an Eldritch Knight and tapping into the Arcane, most sensibly the focus on that fact that it is about Mana. Without completely breaking the mold of what is provided already, while also wanting to give more thought toward the true definition of what an Eldritch Knight is as a Fighter that dips their toes in the realm of arcane magic. But not truly becoming a Mage Knight, or a Battlemage where they would use more elemental grasps.
While trying to provide more availability to people wanting to do Arcane Melee Builds. I might have focused a little too much in the Divine Damage idea personally, but the thought came from the idea that I believed it would lack viability being two largely separate trees. The other thought I had was converting all holy into arcane. But, I really didn't want to try and redesign the wheel so to speak.
But I do appreciate your opinion on the matter, gives me more to think about.
@Kohtrag very nice rework, and using the seal makes sense, only thing that i don't understand is the arcane damage buff when there is so much divine damage that would push you towards specing holy rather then arcane.
Also it might be more fun if it should be played with low max mana rather then a big mana pool, kinda like vanilla shammy and paladins who would have to time the hts with mana regen