Wizard Buff Proposal

Proposed alterations for existing sets:

Tal-Rasha’s Elements:

  • 2 piece effect:
    • Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type. Casting an elemental skill may reduce the remaining cooldown of meteors of the same damage type by 0.25 second.
    • Comment: The idea is to grant single elemental users some power by allowing their attacks to lower the meteor cooldown, this of course should still benefit multi-elemental users as well.
  • 4 piece effect:
    • Elemental attacks increase all resistances and meteor damage by 25% for 8 seconds, this effect stacks four times. Additional attacks will refresh the effect.
    • Comment: Saw the post above with the idea to boost meteor and thought it was neat. Also allow players to utilize three or less elemental attacks and still benefit.
  • 6 piece effect:
    • Elemental attacks increase total damage done by 800% for 8 seconds, this effect stacks 10 times and will refresh upon additional casts. Casting a different elemental attack from the last attack grants two stacks, while casting a different elemental attack from the last two attacks grants three stacks, and casting a different elemental attack from the last three attacks grants four stacks.
    • Comment: The current iteration of Tal-Rasha requires players to juggle their elements in order to attain the full damage bonus; after the fourth stack has been gained however, players may mostly juggle between two different elemental skills, rarely using any more unless it’s to reapply the 4 or 6 piece effect (if it’s been lost). That said, removing the juggling aspect of the set is not my intent, on the contrary using different elemental attacks will still be beneficial as players who utilize different elemental attacks will gain the full damage bonus faster than players who may opt for a more singular elemental specialization.

Delsere’s Magnum Opus:

  • 2 piece effect:
    • Casting a primary or arcane spender skill reduces the remaining cooldown of Slow Time by three seconds. Also reduce the resource and cooldown cost of all skills by 20% while within a Slow Time Sphere.
  • 4 piece effect:
    • The Wizard takes 60% reduced damage and move xx% faster while they have a Slow Time sphere up, and allies within the sphere take 30% reduced damage.
  • 6 piece effect:
    • Casting Slow Time will also create a Time Bubble that’ll follow the Wizard for 15 seconds and any additional Slow Time casts will refresh the duration. Attacking with a primary or spender skill while within a time bubble will grant a time stack, up to 5 stacks. Each time stack causes enemies affected by your Slow Time to take XXXX% weapon damage every second. Enemies affected by Slow Time take 8500% more damage from all primary and arcane spender skills and XXXX% more damage from the Slow Time spheres. This effect, as well as Slow Time’s usual effects, persist for 5 seconds after enemies leave the sphere.
    • Comment: The proposed idea is to return Delsere to its roots by allowing Slow Time to act as a damage dealing skill while also adding more skills to the set’s arsenal.

Firebird’s Finery:

  • 2 piece effect:
    • When you die, a meteor falls from the sky, reviving you. This effect has a 150 second cooldown. Upon taking fire damage, reduce the effect’s cooldown by 1 second and for 15 seconds after reviving recover 0.5% of your maximum life.
  • 4 piece effect:
    • Dealing fire damage to enemies causes them to become ignited, making them take xx% more damage from all fire attacks. Dealing additional fire damage to ignited enemies causes them to explode, dealing xxx% to nearby enemies and to themselves. Upon igniting an enemy, take 60% reduced damage and gain xx% movement speed for 10 seconds (effect is reapplied whenever you first ignite an enemy or damage an already ignited enemy with fire attacks).
  • 6 piece effect:
    • While an enemy is ignited, convert X% of any damage you take to fire and increase all fire damage dealt by xxxx%. Upon an ignited enemy exploding for a fourth time, engulf the ground beneath them in lava that deals xxxx% damage per second for 5 seconds.
    • Comment: Honestly, I would just want to get rid of needing more than one fire spell to ignite an enemy as well as the elite dragging aspect that makes up the current iteration of the set.

Vyr’s Amazing Arcana:

  • Quick Note: I honestly believe that the archon skill should have the Combustion, Teleport, and Slow Time abilities by default. Doing so would free up three runes of the skill, which could then be changed into something else entirely.
    • For example:

Now in the event that no such change will or can occur:

  • 2 piece effect:
    • For every 10 archon stacks gained, reduce the remaining cooldown of Archon by 5%. Archon gains effects of all Runes.
    • Comment: Having a natural cooldown reduction ability can allow players to opt out of stacking cooldown reduction or zodiac and use an alternative instead.
  • 4 piece effect:
    • Archon kill stacks also increase Attack Speed, Armor and Resistances by 1% per stack.
  • 6 piece effect:
    • Gain one Archon stack per hit or per tick of damage of any Archon ability. Archon stacks also reduce damage taken by 0.15% each and their damage bonus increases to 100% per stack. Increase the damage of all Archon abilities by XX% per Archon Stack.
    • Comment: An issue in my opinion with the Vyr’s Archon is that the archon skills themselves deal very little damage, especially when in comparison to the Chantodo set. This creates a problem whereas instead of being an optional support set for vyr, Chantodo is a set that’s absolutely mandatory for when using vyr’s archon.

As for legendary items, I’ll hold off on that for now.

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