Jeff Martin wrote: I see Wizards as glass cannons. I want them to do the best damage in the game, but I want them to die the most of all the classes because of their weak AC and hp. With great damage comes the big drawback of you will probably die if you aren't careful or lucky.
So...give me your thoughts on how we can redo the MEC to coordinate with the Relic and Legendary (and all the crazy Cabal/Spell Storing/ etc. powers out there.
If it helps, I am open to redesigning the Wizards cards next week to increase spell damage there. It would be better to fix the game on the cards rather than with tokens. Let's assume spell damage is roughly doubled moving forward.
To get Wizards to top damage, and to stay there, one of two things needs to happen as I understand it:
1. Either (on averag) Wizards need to gain access to full spell bonus twice a round (or double the entire spell bonus once a round).
This is because melee Rangers and Monks get access to their melee damage bonus twice per round, and as time goes on and more melee boosters come about they get double the effect (if they slide well).
2. Or remove the ability of melee Rangers and Monks to (on average) get access to their melee damage bonus twice per round.
Since in human psychology, losing things is normally much more painful than gaining things is joyful, I'd propose to spare the Ranger's and Monks the pain of losing something they have, and uplevel the Wizard instead.
Ways to get there:
1. Damage spells as a free action available ~every round. (Perhaps limited by number of combat rounds expected).
2. Wands/scrolls/other magic items as a free action AND modified by full spell bonus.
3. An effect that doubles both spell base AND bonus (perhaps this effect requires a FA so you can't cast two spells in that round).
Alternatives:
A huge static bonus like Retributive Strike could push Wizards to the top of the damage rankings, but unless stackable melee stops or has some cap, eventually it will be eclipsed by melee players (Ranger and Monk first, followed by people who can easily get crits like Rogues and Thor's wielders).
BiS Monks under VTD rules expect to do around 100 points of damage a round right now, just sliding (one target). (~45 damage per puck, 10% chance of a miss, 70% chance of hit, 20% chance of a crit).
Perhaps retributive strike should do 3x your spell damage modifier instead so it scales over time?