Title says it all.
I got a few ideas for new effects. They can be improved, for sure. My intention is to find ways to make Evokers be consistent without altering the base range.
These names are just placeholders, not really important.
- “Living Magic”: New evoker passive: Greatly increases the tolerance to targets moving out of range (25 yrds, at least). for the spell. It also allows a spell the Evokers has already began casting to hit targets who have moved out of line-of-sight.
The idea is help soften the way shorter range causes problems and sometimes cripples the Evoker with constant interrupts and repositioning.
- “Double Effect”: Passive: Causes your spells to also take effect around the Evoker, instead of only around the Evoker’s target. Small area, 10 yrd at most.
E.g. Casting Firestorm will work as usual, with the addition of another Firestorm effects attached to the Evoker, meaning the first Firestorm is static on the ground, the 2nd moves with the Evoker. Other examples would be Fire Breath, Eternity Surge, also affecting targets around the Evoker.
Target restrictions still apply and there will be no increase in output. The point is soften the facing and provide better flexibility so targets can be hit in an area beyond the main target.
- “Kil’jaeden’s Cunning”: Old warlock talent, allowed them to move while casting but caused a small, stackable slow (15/30%, if memory serves). The point is to give the Evoker the option to start moving and not cancel the spell with a cost.
The cost could be slow, increase to cooldowns, reduction to stats like haste. Any of these should have very short durations.
And here are some tweeks:
- Firestorm should be instant.
- Focusing Iris and Snapfire should be baked into their respective spells, becoming baseline.
- Feed the Flame - Shouldn’t be based on Pyres, but on Red spells. The amount could be increased to 15 in order to trigger, but stacks could proc from Firestorm, Ruby Embers and Fire Breath dot ticks as well.
- Everburning Flame - Should cause 1 sec of Fire Breath debuff, not just extend it. Ruby Embers should provide this benefit based on the amount of stacks (doesn’t seem to be the case, at the moment).
- Volatility - Should trigger on single targets too.
- Font of Magic, Power Nexus, Essence Attunement, Essence Burst - Should all be in the class talent tree and/or baseline, not in the Talent spec tree.
- Innate Magic, Enkindled, Instinctive Arcana, Attuned to the Dream, Inherent Resistance, Extended Flight: Should be turned into one-point talents instead of 2, freeing up some space for the ones above.
- Quell should provide access to Recall, Cauterizing Flame should provide access to Tailwind, and Heavy Wingbeats/Clobbering Sweep would provide a path to both Recall and Tailwind.
Talents that feel too basic to be in a talent tree. Others feel too clunky and could work better.
In case some of these changes open up too much space, more talents that add gameplay options can be made.