I’ve procrastinated long enough and now it’s time to actually sit down and read the proposed changes to the Archmage/Shaman classes.
1.2.1 is the first step that will introduce some balancing changes:
Summary of Changes
- Increased “Base” Damage for Damage Abilities – Damage on both the AM / SH is low, even when compared to other healers. As such, a moderate increase to damage will happen regardless of further changes.
- Replace x13 Healing Mastery Ability – Both the Archmage’s “Magical infusion” and the Shaman’s “Shrug It Off” will be given a more useful effect in addition to something more unique and only available to the AM / SH healers.
The increase in base damage would have been helpful while leveling, and at max rank it can only help those abilities that heal for the amount of damage you do. This should hopefully push more players to actually use the back and forth mechanic (until the change of course).
Example #2 – Changes to Magical Infusion and Shrug It Off
The old effects of both of these abilities have been removed. Both abilities have been completely replaced with a new “Second Wind” healing effect that will place a buff on the target, and if the target drops below 15% HP, it heals them for a large amount and then is removed. Below are some more details on this change.
- It is instant cast, with a 30 second duration, and a 60 second cool down.
- It costs 55 AP.
- It buffs a friendly target for up to 30 seconds. If the target drops below 15% HP (and is still alive), it heals them for a base value of 1,350 (at full Mastery at Rank 40) and the buff is removed.
For comparison, the 2.5 second heal that the AM / SH have will heal for a base value of 1,125 before stats at Rank 40 with full Mastery.
I’m looking forward to testing this change. That will give me a few extra moments to cast a shield and a big heal while letting that buff give a boost of health to a player. I think this ability will go a long way to help keep someone alive.
1.3 introduces changes to our mastery paths:
While useful, a Buff / Debuff path does not encourage Mastery, and when a player does specialize in this path, they are fairly crippled in their primary role of healing or doing damage. As such, we will re-structure the Mastery Paths so that the third path better complements healers by providing some much-needed damage while healing, and complements nukers with some support healing while nuking. The existing Buffs / Debuffs will be re-distributed out between the three paths to give each one support. The roles of the new Mastery Paths will look something like this:
- Pure Healing
- Pure Damage
- Mixed Healing / Damage (Lifetaps)
These changes to the masteries makes complete sense. This probably should have been done in release, not that we can change that now. Hopefully now, those who want to DPS as an Archmage will be more viable in a group.
1.3.1 will bring us a redo of the class mechanic. Currently the following is what is planned:
1.3.1 Revised Mechanic
The new mechanic changes this behavior away from having to nuke to make heals better to one that reinforces focusing on just heals or just nukes. We would switch to a seven-point mechanic scale, running from three Tranquility to three Force (3 to -3, if you want to look at it like that). At each point, the mechanic grants an effectiveness bonus or penalty to abilities, based on what path the spell is coming from. The bottom chart shows the example bonuses, with +3 being full Tranquility and -3 being full Force.
- +3: 160% of Path 1 (Isha) | 70% of Path 2 (Asuryan) | 100% of Path 3 (Vaul)
- +2: 130% of Path 1 (Isha) | 85% of Path 2 (Asuryan) | 115% of Path 3 (Vaul)
- +1: 115% of Path 1 (Isha) | 92.5% of Path 2 (Asuryan) | 130% of Path 3 (Vaul)
- 0: 100% of Path 1 (Isha) | 100% of Path 2 (Asuryan) | 160% of Path 3 (Vaul)
- -1: 92.5% of Path 1 (Isha) | 115% of Path 2 (Asuryan) | 130% of Path 3 (Vaul)
- -2: 85% of Path 1 (Isha) | 130% of Path 2 (Asuryan) | 115% of Path 3 (Vaul)
- -3: 70% of Path 1 (Isha) | 160% of Path 2 (Asuryan) | 100% of Path 3 (Vaul)
Each time you cast an ability from Path 1 (Isha), you gain a point.
Each time you cast an ability from Path 2 (Asuryan), you lose a point.
Each time you cast an ability from Path 3 (Vaul), you move a point closer to 0. (So, if you are positive it subtracts one point, and if you are negative it adds one point.)
When envisioning this on the UI, just imagine that the Current Tranquility shows a positive count, and the Current Force shows a negative count. As such, if you have -3 on this chart, the UI would show +3 Force.
This has the potential to be awesome. I very rarely used both sides of my mechanic and when I did it was because healing wasn’t needed at that time. I’d throw a couple DOTs just to build up Tranquility so I wasn’t standing around idle. With this change, even when I do use a DOT or for example, Balance Essence, I’ll have slightly less effective healing instead of using/losing all the points I had built up with the current back-and-forth mechanic.
This is just one of the examples given with the new mechanic and balance of healing abilities:
Boon of Hysh
- 1.2 Value: Base tooltip value of 1,125 at Rank 40. With 700 Willpower, that would result in a heal of 1,545.
- New Values (Using the same 700 Willpower)
- Base tooltip value of 820
- 3 Tranquility: 1,984
- 2 Tranquility: 1,612
- 1 Tranquility: 1,426
- 0 (Balanced): 1,240
- 1 Force: 1,153
- 2 Force: 1,054
- 3 Force: 868
So even though they’re lowering the base value of healing you can definitely make up for it in +Willpower. So now the challenge is finding that balance between +Wounds and +Willpower. Happy happy joy joy.
A reply to this on the official forums caught my eye as well:
I loved the idea of the AM/S being flexable casters that are more powerful if they switch back and forth between types of spells, and are weakened if they focus on only one. The new mechanic would outright destroy that idea …
I understand where he/she is coming from. The current mechanic would make a player truly shine if they could effectively balance between the two. Now it may be that I’m not that great player, but as stated before, I rarely got to use this mechanic. When I was healing I needed to heal. There was hardly time to make use of that push and pull mechanic. So where I partly agree with that poster, I’m also happy that this change is being made (or might be made).
Any which way balance happens I’m a fan. I like balance and I tend to overlook the bad in something. So for me, this news is all good. I can’t wait to see it in action.