I have been SS, since the Beta, still refuse to play anything else. I would love for a few tweaks to allow it to be more smooth and effective. Primarily looking at redundancies in the Tier and in the Talents that keep it from shining.
1-- 4-piece Tier is great, launching another Barrage grants 4 arcane charges, except when it’s not. The redundancy here is with orb barrage. There is a good chance that both the 4-piece tier and orb barrage trigger at the same time. Orb barrage often effectively does THE SAME THING as the tier bonus (but it also launches an orb), meaning I got zero benefit from the Tier set. Occasionally, I do benefit from Tier because I don’t proc orb barrage and it lands at just the right time for me to need those 4 arcane charges back.
Would love the arcane charges up front, before my next barrage, rather than after. This way if orb barrage procs on that cast, I still benefit from the orbs and still benefit from the tier piece. This also helps with Spellslinger Tempo.
So, instead of the current “Casting Arcane Blast or Arcane Barrage has a 5% chance to make your next Arcane Barrage deal 20% increased damage and generate 4 Arcane Charges”
In would read: “Casting Arcane Blast or Arcane Barrage has a 5% chance to generate 4 Arcane Charges and make your next Arcane Barrage deal 20% increased damage” Key difference is generating charges on the front end…though as I think about it, if you’re at full charges this sucks as a solution…ok I’m out of ideas, but it is still redundant. Maybe the issue here is more to do with blast and barrage both being the “trigger” for the effect. One is a builder and one is a spender…so…hmmm
2-- SpellForst Teachings Hero Talent; launching an orb and increasing orb spell power for 10 sec is great, except when it’s not. This again is often redundant with Orb barrage, or just fires out on top of a slew of other things and launches completely wrong-time wrong-place and grants very little benefit some times. It’s nice to get the bonus damage (10 sec is not awesome, but ok), but it’s random nature is often less helpful than it could be. Better yet would be a simple reset to arcane orb charge(s). Maybe a way to play off picking charged orb talent from arcane tree, this could reset up to 2 arcane orb charges (so like talent synergy, huh?, huh!), this would also help SS tempo because I now have another source to fire off an orb and generate splinters/charges to get back into barrages.
Bottom line: SpellSlinger Forever!!! Please make us into the beauty we were meant to be.
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The biggest problem with Spellslinger is you can go fairly large periods of time without a single Clearcasting proc.
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Good point, perhaps we just need one of the talents in the hero tree to grant an additional CC proc chance, like another 3 or 5%. Just replace the one that grants uninspired crit chance.
I also like SS and hope the new patch can smooth out a few bumps.
Didn’t we get that? what are your initial thought for the patch?
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Spellslinger
- New Talent: Signature Spell – Arcane: When Magi’s Spark explodes, you conjure 6 Arcane Splinters. Frost: Consuming Winter’s Chill with Glacial Spike conjures 2 additional Frost Splinters.
Arcane
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New Talent: Aethervision – Consuming Nether Precision with Arcane Blast increases the damage of your next Arcane Barrage by 10% and causes it to generate 2 Arcane Charges. Stacks up to 2 times.
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Time Loop has been updated – Now also increases the duration of Arcane Debilitation by 2 seconds and its chance to trigger increased to 25% (was 15%).
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Leydrinker has been updated – No longer affects Arcane Barrage and casting Touch of the Magi now grants Leydrinker. Leydrinker’s chance to trigger increased to 25% (was 20%).
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Charged Orb has been updated – Now also increases the damage of Arcane Orb by 15%.
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Consortium’s Bauble has been updated – Now increases Arcane Blast’s damage by 8% and reduces its mana cost by 5%. Consortium Bauble’s position in the tree has changed.
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Fixed an issue that caused Arcane Debilitation to contribute twice its damage increase.
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Fixed an issue that allowed players to double dip the last stack of Nether Precision with a spell-queued Arcane Barrage.
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Arcane Missiles no longer consumes Ice Floes if you have Slipstream talented.
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Some talents have changed positions.
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Resonant Orbs has been removed.
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Spellslinger
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Arcane Splinter damage increased by 26%.
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Spellfrost Teachings chance to trigger reduced to 2%.
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Splinterstorm now has a 5% chance to generate Clearcasting.
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Unerring Proficiency damage bonus increased to 20% (was 16%).
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Spellfrost Teachings now properly increases your Arcane Orb damage by 10% for 10 seconds.
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Fixed an issue where Splinterstorm damage was not equal to Splinter damage.
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Splintering Orbs can now generate a maximum of 6 Splinters (was 4 Splinters).
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Volatile Magic now correctly benefits from damage bonuses.
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Gravity Lapse cooldown increased to 40 seconds (was 30 seconds).
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I was tracking some of these, but did not see them all. I like what I’m seeing though! These should help a lot.
i hear SS could be anywhere from 10-15% increase which will narrow the gap with sunfury a lot but who knows, happy either way
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I’m with you, I locked in as Spell slinger due to the game play for M+ and never looked back. SS with an Aug Evoker in the group, is super fun.
I should do something different for raid, but honestly was kinda of waiting to see how this patch lands.
I struggle to find resources around spell slinger, I’m not even sure what the correct stats are.
I have been using Haste/Crit, because i am not sure how mastery or vers would interact with the splinters, and i play in the 9-11 bracket so the affix bonuses play well into the build.
I’m kinda of getting the impression that orbs damage might actually be substantial and might want to focus more on mastery, but i need to see the adjusted tree first, Prodigious Savant could be huge with the mastery buff week, if i can fit it in.
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So far, for next week, ss will still be over 8% behind sunfury.
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Tbh 8% is really not that bad. And that’s optimal sunfury gameplay. SS is much easier to play.
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I was running haste/vers build (because delves really) and didn’t enjoy it enough, so swapped out every piece I could with mastery and talented back into Prodigious Savant and I like it better, but with the upcoming changes, maybe even better, so we’ll see what comes of it.
But if anyone told me what stat priority is, I’d probly shift to it. I think I need batter tinkers too, like every season I keep hot swapping them looking for the best combo, lol.