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TOPIC: 2021 Wizard Relic/Legendary Almost Final!

2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #25

Glad for the clarification on the Ranged vs Spells thing. Thank you so much!


On the Relic Necklace - lowering the damage on the Mad Evokers Charm is nice, but that doesn't do anything for closing the gap between Wizards and other classes. As I see it there are two remaining gaps in the Mad Evoker's Charm for maximum value. Limiting the bonus to base damage and restricting it to one trigger per round.

At the Relic can we remove the 1/round restriction by updating it to double the base damage of all spells cast in that round for 1 trigger cost?

I'd prefer we remove the auto succeed on spell checks and push the success up to +9. Instead maybe allow +3 spell damage on a failed check and +9 on a successful one. So players who normally skip checks get +3/+6 and those who enjoy doing checks can get +6/+12 (nonMEC/MEC)


At the Legendary could we remove the other limitation on the Mad Evoker's Charm and allow it to double all spell damage, not just base? It's very odd to have a legendary token that gains no synergy between any other equipped items. I believe this is the only token in the game above Rare level that gains no bonuses for other equipped tokens.

So could we do

Mad Evoker's Charm except 5HP trigger and doubles all spell damage for the turn.
Spell Checks and Spell Slides add +12 on a successful check. Spell Checks add +6 on a failed or skipped check.
May cast level 0/1/2 spells as a free action 2/room
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #26

I'm trying to analyze the Relic, because it does feel a bit light to me.

A. There is some precedent for combining two same slotted URs into a new slot at Relic:
* Charm of Awakened Synergy
* The fighter Relic is Stu's + Medallion of Valhalla + 1 STR + Reflex bonus for sword and board users

So I'm looking at: Is the Wizard Relic the sum of two neck slot URs.

Ability 1: MeC but instead take only 5 damage. That's a Charm slot UR with a boon. Not a neck slot UR, IMO.

Ability 2: Autosucceed Skill checks and +3 additional damage on your level 0 and 1 spells.

Feels UR-ey in it's complexity. Power level wise, compare to rare +2 damage to melee/ranged/spell from Amulet of Shock which adds 2 to all your spells and also helps you out in random other areas. This wouldn't be a popular UR. I do feel it's a UR though. Maybe more likely to get made in a non-neck slot.

So overall my sense is this is two lower power neck URs combined. The Fighter one is two very strong neck URs combined with a boost that is highly desirable (+1 STR), and a random other boost (Reflex Saves).


I think the Relic is looking a bit dull.
Last edit: by Matthew Hayward.
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #27

Matthew Hayward wrote: I'm trying to analyze the Relic, because it does feel a bit light to me.

A. There is some precedent for combining two same slotted URs into a new slot at Relic:
* Charm of Awakened Synergy
* The fighter Relic is Stu's + Medallion of Valhalla + 1 STR + Reflex bonus for sword and board users

So I'm looking at: Is the Wizard Relic the sum of two neck slot URs.

Ability 1: MeC but instead take only 5 damage. That's a Charm slot UR with a boon. Not a neck slot UR, IMO.

Ability 2: Autosucceed Skill checks and +3 damage on your level 0 and 1 spells. Feels UR-ey in it's complexity, but compare to rare +2 damage to melee/ranged/spell from Amulet of Shock which adds 2 to all your spells and also helps you out in random other areas. This wouldn't be a popular UR. I Feel it's UR-.

So overall my sense is this is two bad neck URs combined. The Fighter one is two very strong neck URs combined with a boost that is highly desirable (+1 STR), and a random other boost (Reflex Saves).


I think the Relic is looking a bit dull.


Would you feel my suggested change would make up for it?

(adding +3/+9 on skill checks on fail/succeed. Remove the auto succeed and allow MEC to trigger on all spells in the turn)
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #28

Possibly combine the mad evoker ability as the relic/legendary are now with the charm necklace only giving us two slots back....the third being the mad evoker original slot?
Fall down......Go boom!

Adam Guay
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #29

Arcanist Kolixela wrote:

Matthew Hayward wrote: I'm trying to analyze the Relic, because it does feel a bit light to me.

A. There is some precedent for combining two same slotted URs into a new slot at Relic:
* Charm of Awakened Synergy
* The fighter Relic is Stu's + Medallion of Valhalla + 1 STR + Reflex bonus for sword and board users

So I'm looking at: Is the Wizard Relic the sum of two neck slot URs.

Ability 1: MeC but instead take only 5 damage. That's a Charm slot UR with a boon. Not a neck slot UR, IMO.

Ability 2: Autosucceed Skill checks and +3 damage on your level 0 and 1 spells. Feels UR-ey in it's complexity, but compare to rare +2 damage to melee/ranged/spell from Amulet of Shock which adds 2 to all your spells and also helps you out in random other areas. This wouldn't be a popular UR. I Feel it's UR-.

So overall my sense is this is two bad neck URs combined. The Fighter one is two very strong neck URs combined with a boost that is highly desirable (+1 STR), and a random other boost (Reflex Saves).


I think the Relic is looking a bit dull.


Would you feel my suggested change would make up for it?

(adding +3/+9 on skill checks on fail/succeed. Remove the auto succeed and allow MEC to trigger on all spells in the turn)


I'm going to bed :) But certainly I think the relic could use some help and your idea is more powerful IMO.
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #30

Arcanist Kolixela wrote: Glad for the clarification on the Ranged vs Spells thing. Thank you so much!


On the Relic Necklace - lowering the damage on the Mad Evokers Charm is nice, but that doesn't do anything for closing the gap between Wizards and other classes. As I see it there are two remaining gaps in the Mad Evoker's Charm for maximum value. Limiting the bonus to base damage and restricting it to one trigger per round.

At the Relic can we remove the 1/round restriction by updating it to double the base damage of all spells cast in that round for 1 trigger cost?

I'd prefer we remove the auto succeed on spell checks and push the success up to +9. Instead maybe allow +3 spell damage on a failed check and +9 on a successful one. So players who normally skip checks get +3/+6 and those who enjoy doing checks can get +6/+12 (nonMEC/MEC)


At the Legendary could we remove the other limitation on the Mad Evoker's Charm and allow it to double all spell damage, not just base? It's very odd to have a legendary token that gains no synergy between any other equipped items. I believe this is the only token in the game above Rare level that gains no bonuses for other equipped tokens.

So could we do

Mad Evoker's Charm except 5HP trigger and doubles all spell damage for the turn.
Spell Checks and Spell Slides add +12 on a successful check. Spell Checks add +6 on a failed or skipped check.
May cast level 0/1/2 spells as a free action 2/room


TLDR

Suggested Relic
Mad Evoker's Necklace
Improved Mad Evoking - 5 HP - doubles the base damage of all spells cast this turn
Improved Spell Checks - +3 base damage on a failed skill check, +9 base damage on a successful skill check. Spell slides gain the +9 damage if they successfully hit.


Suggested Legendary
Jeffagorgon's Crazed Evoker's Amulet
Occam's Razor = 3 HP - doubles the damage of all spells cast this turn (base and bonus)
Perfected Spell Checks - +6 base damage on a failed skill check, +12 base damage on a successful skill check. Spell slides gain the +12 damage if they successfully hit.
Perfect Accuracy = Spell Slides critical on a 19-20
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #31

What about +1 charm slot on the relic? Makes it more powerful/flexible and frees up 2 charm slots so it could replace charm necklace decently.
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #32

Matthew Galambus wrote: ..... try to die now Dave. :laugh:



(Lengthy analysis later)


Challenge accepted.
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #33

Have to think about this some more. It's kind of a swiss army knife of tokens as it tries to provide something to everyone. Parts of it I love. Parts of it I hate.

I also keep thinking about how wizards would still like our "big bang" in room 7 and how other classes got neat new abilities with their legendary. How about something like "Spellstorm" - Cast two spells as a single action. If you have a FA available you get a third spell in the same round. It costs you 3 spells off your card but gives you that one big attack you've waited to use. You can make it a once per game ability. Just a thought.
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #34

Dave wrote:

Matthew Galambus wrote: ..... try to die now Dave. :laugh:



(Lengthy analysis later)


Challenge accepted.


Challenge accepted. You are not dying on my watch. ;)
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #35

Harlax wrote:

Dave wrote:

Matthew Galambus wrote: ..... try to die now Dave. :laugh:



(Lengthy analysis later)


Challenge accepted.


Challenge accepted. You are not dying on my watch. ;)


Going to wear Psyferre's Spectacles on your Dwarf Fighter just to use healing scrolls on Dave?
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2021 Wizard Relic/Legendary Almost Final! 3 years 7 months ago #36

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