Rework existing Legendary Mystic Enchant.
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The thing i like the most in this game is trying builds.
I spend hours to create them, looking for ther best Mystic combination, finding the optimal rotation, spamming the dummies...
I get in the hype train, every time i hear new mystics are comming, cause i know its that much new way to explore.
But there is another thing that bother me. It's the amount of Legendaries fall into oblivion, or underpowered... Let's be honest, A BUNCH...
What an open field to imagine how changes can make those better.
First, i've taken the time to list each that seems, in my opinion, not played, or in a lake of something. I quickly realize that it would be too much, and "limited" myself to the 25ish most in need.
Then the lines to follow:
- Stay close to the spirit of the original design, at least to the name.
- Promote new mechanics.
- Put forward Spell / Ability / Talent rarely seen.
- Stimulate the "Class" mixing
Let all stew for some days, here what i come up with:
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Zany zealot /Eccentric Elementalist / Deranged druid / Crazy cultist / Wacky wizardry / Paly pal (paladin version to be create):
When you cast "class" harmfull spell, cast an additional random cast "class" harmfull spell.
When you cast "class" healing spell, cast an additional random cast "class" healing spell.
No buff spell can be cast.
Each has a 5 sec internal cooldown. -
Warcry:
*Teach you Warcry if you know Battle shout. Require last rank of Booming Voice.
Warcry: Can only be use under the effect of Battle shout. Sends a wave of force in front, causing damage (based on attack power) to all enemy within 10 yards in a frontal cone. increasing the critical chance of your next Bloodthrist, Steady shot, Shattering thow or Mongoose Bite by 100% for 3 sec. Scale with Battle shout modifiers. 25 rage. 6 sec cool down.*
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Time warp:
Teach you Flicker if you know Blink. After casting Blink or Flicker your spell damage, spell haste, and spell critical strike chance is increased by 1% for 6 seconds. Stacking up to 8 times. You will also learn to create a Time Warp, allowing you to return to your original Blink position if cast within 5 seconds.
Flicker: a 4 sec cooldown spell that transport you randomly 4 yards away from your position. do not trigger GCD.
Tidecaller
Your Healing Wave is cast 20 % faster and applies 5 stacks of Tidecaller's Boon on the target. This effect increases the healing they take from your periodic Nature healing spells by 20% per stack, but reduces the healing they take from your Healing Wave by 3% per stack. Tidecaller's Boon stacks up to 15 times and your periodic Nature healing removes one stack. Earth shield heals also apply 1 stacks of Tidecaller's Boon on the target.
Stormbringer
Your non-periodic damaging abilities and spells have a chance to strike your target's location with lightning, dealing additional Nature damage to the target and leaving an electrified area slowing enemies by 50% and dealing damage every second for 4 seconds.
Lightning bolt you cast on target in this area automatically trigger Lightning Overload.
In addition Thunderstorm also leave the Stormbringer slowing area at your feet. -
Unbounded Spell Slinger
Your Arcane damaging Spell give you a stack of Spell slinger stack. At 5 you cast a second iteration of your next spell, which strike your target and nearby enemies, dealing additional Arcane damage and triggering the Lesser Clearcasting effect, reducing the mana cost of your next ability by 20%. Arcane Barrage spell is copy 1 more time when consuming spell slinger stacks.
Righteous Zealot
Your damaging abilities have a chance to Smite your target, dealing additional Holy damage and healing nearby party members for a small amount. This effect scales with your Smite ability. Damage reduced by 80% against players. This effect cannot occur more than once every 4.5 seconds. You can now have 10 stacks of Holy Vengeance. Further application gives you a stack of Holy specialization. Each consummed stack of holy specialization reduce the cooldown of Avenging Wrath by 1sec.
Martial Crescendo:
Only Active if no equipment in main and off hand slot. Those slots no longer count in your ilvl count. Your bare hands damage are based on your ilvl. You are counted as wielding a dagger, a sword, an axe, a maces and staff.
Each direct damage Physical ability grants you a stack of Martial Crescendo, increasing your Attack Speed by 1%, stacking 100 times. Any Non-physical damage resets all stacks.
At 25 stack your attack cannot be parry or dodge, at 50 your attacks cannot miss, at 75 you gain 15% critical chance with melee attack, at 100 you ignore 20% of target armor. Additionaly you learn Palm Strike a 10 sec cooldown attack that drain all your ressources (rage, energy and mana) dealing dommage in fonction of the ressources spended. -
Battle Fervor
Your Charge ability triggers Improved Victory Rush.
Gain Battle Fervor stance counting has Berzerk, battle and defensive stance.
Piercing Howl is change in Battle Order. Increases your nearby allies and you according to your warrior stance. Berserker stance increase your attack speed and movement speed by 5% for 3 seconds. Battle Stance increase your physical dammage by 5% for 3 sec. Defensive stance reduce incomming damage by 3% for 3sec. Those effects are double on yourself. 15 rage. 10 sec cooldown.
While using a 2 handed weapons victory Rush also trigger Revenge.
While using a shield victory Rush also trigger Shield Slam.Battlemage:
Your warrior abilities have 50% chances to trigger Charged Weapon.
Heroic strike consume Charged Weapon empower it, dealing Fusion damage and scale with spell power and Fireball modifiers. Fusion damage is a combination of physical and fire.
Using mage spells give you a stack of Battle mage increasing you spell by 5% of you strength and reducing the cast time of your next Falling Blades
Blizzard is transforn in Falling Blades. 3 sec cast. Dealing Fusion damage around your target location. scale with blizzard modifier. Doubling damage on target higher then 70.
When Battle Stance and Mage Armor are both active your melee critical refresh Ignite.Stormborn:
During Shamanistic Rage, increase your melee attack speed by 15%, your Stormstrike deals additional Nature damage to all enemies in front of you and its cooldown is reduce by 1.5 sec.
Your Lava lash is change in Thunder punch. An instant unmodified off hand attack dealing 125% dommage. increase by 25% if the weapon is imbued with Rockbitter weapon, and always triggering static shock is main hand is imbued with windfury weapon.
In addition, the damage of your Lightning Bolt and Chain Lightning spells is now increased by 20% your attack power, and your Lightning Shield orbs by 10% of your attack power. -
Soul of The Warden:
Teaches you the Fan of Knives ability. Increases the effect of your Deadly Throw ability by 10%. Reduces the cooldown of your Blink ability by 50% while out of combat.
After Blink your next Deadly Throw and Fan of Knives ability cost no ressources and do not trigger GCD.
Your Blade Flurry now also give you the Soul of Warden buff making your auto attacks reducing the cooldown of Blink by 1 sec.Holy Supernova:
Your Holy Nova is transformed into Holy Supernova, giving it a 45 second cooldown, a dammaging stun (knock back in PVP) effect on enemies, and a healing cleanse effect for allies, in a 50 yard radius. Nearest the target are more powerfull is the effect up to +50%.
Consumming a stack of serendipity reduce the cooldown of Holy Supernova by 3 sec.
You can now also make you Holy shock consumme your serendipity stacks giving it +33% crit chance per stack.
Penance give you a stack of serendipity per tick.Guardians of the Grove:
Your Treants now heal your allies instead of dealing damage. These Treants will not heal you if you are above 90%. But have their health reduced by 66%.
Casting Regrowth the cooldown of treant by 2 sec and Healing Touch by 3 sec.
Casting riptide extend the duration by 3 sec.
Your treants will use your known Druid healing spells except for Tranqulity. -
Endless Agony:
Transform your Curse of Agony in Curse of Endless Agony.
Curse of endless Agony has an infinite duration (40sec in PVP), inflicting periodic shadow damage every 3 sec and increases the damage the target takes from your Curse of Endless Agony ability by 5%. Stacks 50 times.
In addition, for 12 seconds after dealing damage with Shadow Word: Death your Shadow, the target also receive all dommage you take and your direct shadow spell casts make you lose 5% of your current health.Ambidextrous:
Increase your melee hit chance by 12%.
Every 10 auto attack give you a stack of coordination, increasing your next single minded fury attack by 15% and giving you the double strike buff for 2.5sec.
Double strike: make your next Execute deal 40% more dammage.Frost Lich:
Your damaging abilities have a chance to chill your target, dealing Frost damage and slowing the target by 50% for 4 seconds. This effect cannot occur more than once every 8 seconds. Empower some off your Spell that target an enemy under this effect.
Shadow Word: Death - Increase +50% dammage as frost and no longer inflict you dammage.
Cone of Cold - Increase shadow dammage on the target by 10% for 8 sec.
Frost Shock - Add a shadow dammage-over-time but no longer slow -
Harbinger of Flame:
Your damaging abilities have a chance to ignite enemies, dealing Fire damage to your target and enemies within 8 yards and setting them ablaze, dealing additional Fire damage over 4 seconds and increasing your Fire damage done to the targets by 3%. This effect cannot occur more than once every 5 seconds.
The fire dammage of you tamed dragon always triger this effect.
Flameshock, immolation and fireball each increase the damage of your pet by 50%.Unbounded Deathbringer:
You and your dominated unundead non-periodic damaging spells and abilities have a chance to drain the life force of your target and his nearby allies, dealing additional Shadow damage and returning a portion of it to you. This effect scales with your Vampiric touch and Haunt ability.
Your Vampiric touch and Haunt ability each increase the damage of your pet by 50%Shadow Visions:
Fully channeled Mind Flay grants you a Shadow Visions for the next 4 sec. Shadow Visions give you 10 % cast speed and empowers your next ability:
Shadow Word: Pain - Afflicts up to 4 additional nearby enemies. Costs no mana.
Mind Blast - Causes the target and every nearby enemy to take 5% more Shadow damage from you for 12 seconds.
Devouring Plague - Is also spread to every nearby enemy with Shadow Word: Pain, and reduces the periodic interval by 33%.
Haunt - Deals 33% more damage.
Additionaly your Shadowfiend hits 5% faster on target with Devouring plague and inflict 50% more dammage on target with Haunt. This bonus is double when target have both. -
Let me know what you think on those changes, if there's one you really like.
And perhaps see some live
Thanks.
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Hey have they ever actually taken something from suggestions and put it in game? i'm curious. if you have an example i'd love to know.
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@Kyusthr33
Not that i know. but if we push together why not. -
@Armadragon oh, thats.... i thought the reply would be 'yeah all the time' so do they even read this stuff?
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@Armadragon
One thing I would change from Holy Supernova is the pushback for PVP and a stun for PVE so the tnak wont kick you out from the dungeon XD -
You're right, push back can be tricky in PVE, especially with that range. Made the changes.
Thanks. -
I've actually been fairly happy with Tidecaller, Righteous Zealot, Unbounded Spell Slinger and Unbounded Deathbringer in-game. I like the current version of Shadow Visions better only because it lets you generate stacks in bursts and keep the stacks until you're ready to use them, rather than requiring a full channel, which makes things trickier sometimes.
I would suggest that Battlemage simply changes Arcane Barrage, Fire Blast and Ice Lance to deal additional damage based off attack power and removes their mana cost. The suggested change seems unnecessarily complicated, in my opinion.
I do really like the suggested changes to the Zany Zealot, etc., type of enchants. The current "random" element is not a good design, especially for a legendary. I also like your Martial Crescendo, except I wouldn't require the character to be unarmed (I feel like that would be tricky to program and execute, plus that takes away slots for random enchants and shaman enchants / poisons). Instead, I would push for a "hidden weapon" transmog like others have suggested in other threads and simply have the enchant require 1-handed weapons in each hand. I really like the building up of passive bonuses as you attack.
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Glad you liked the "random one" changes.
On my side never seen anyone play spell slinger, deathbringer, righteous zealot or tidecaller. But i dont do any PvP, perhaps overthere? Here is to bring something a little bit deeper then a elemantal proc...
For Martial Crescendo, I wanted a Monk feeling. Unarmed fist figth. The main thing was to compensate by the enchant, the fact that you loose both of your weapons, and by the same way RE and shaman rogue power up. And have a ramping power along the fight, start slow and finish BIG. The numbers are just theorical to give general idea of the concept. Surely hard to but way more original.
Battlemage was tricky, because even if we change spell the synergies was really poor. Your idea is interresting but look like a maelstrom weapon. But i have to admit that i've design this one for my own pleasure blades falling from the skies, new damage type... You unmask me. couldnt pass trought your detection ^^
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@Kyusthr33 sadly I cannot show or link the proof to you because they reset the threads on the Forums with the season change; but a couple things have been changed in game that I have submitted.
I told them a while back that they should add a "sales" tab in the online store because originally it was all just random and the filters barely worked. They updated the store after commenting on my post the next day. (Small but was still neat to see it happen)
I also posted a while back about how bad the screen flare originally was whenever you'd level up. It would flash all over your screen with every single possible spell you gained access to. I complained saying I had died several times because I couldn't see what I was even fighting and they thanked me for the feedback and changed it within two days.
Most of the things I've seen passed through the forums honestly are more quality of life related or major issues with the client itself. Sadly there are a ton of great ideas for enchants, but they can only do so many with the time and staff they have. It becomes a balancing struggle with each new enchant on top of the agenda they already had planned for that season. But if people really want something bad enough we just have to be vocal and polite and I'm sure they will add it in some way or another
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That's so good to know. If a community feels listened, it stay strong.
Even if the post were deleted, do you remenber if there was a lot of returns / votes / views to climb up to them, or they saw it and made the change?
Is it possible to tag some Dev to show the ideas?I understand that any enchant they become a new thing to balance. that's why i think it is important to work on what's currently existing. A good revamp will make us feel they are "new".
What did you think of my ideas?
Last release was quite big, 25 more RE, lot of spells... Would be a thing to plan keeping season like 3 months long but with "only about" 10 RE (1/2 tanks, 2/3 heal and 6/7 dps), lesser content and take that time to balance them, rework old stuff in need, develop the next one. Transfert to 52. Reset. Start the next one. But that's my greedy player view, easy to say...
Most important thing is they listen to us.
Love this game.
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@Armadragon said in Rework existing Legendary Mystic Enchant.:
But i have to admit that i've design this one for my own pleasure blades falling from the skies, new damage type. ^^
That part of your idea I really liked, I just felt like it would make its own really cool enchant rather than changing Battlemage. I've used Battlemage in the past, once with Arcane Barrage on a melee hybrid that used Lunar Spirits / Missile Barrage talent and once with Fire Blast on a melee hybrid that used Maelstrom Weapon / Hot Streak / Fire Fire Fireball / Flamekeeper. It worked okay for both, but I couldn't keep track how often the free Arcane Barrage proc'd Missile Barrage or how often the free Fire Blast proc'd Hot Streak.
There's a spell in D&D 5th edition called Conjure Volley and another called Conjure Barrage which basically causes WoW's Volley effect but uses daggers, which I thought would make an interesting enchantment and sounds like what you're suggesting.
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