Arcanist Kolixela wrote:
Arnold wrote:
Wade Schwendemann wrote:
Daniel White wrote: I would be for increasing the skill check bonus and not making it automatic. Skill checks are a cool mechanic, and should have a point.
I don't know how I feel about removing the MEC 1/ round limitation. I feel at least that if that happens, it should be on the relic or legendary, and not on MEC as a UR. MEC as a UR is already far more powerful than the baseline for the charm slot.
I'm not so sure about that. Trading 10 HP for 20 damage (3rd level) or 11 damage (1st level plus skill check) isnt OP IMO.
If it did spell bonus as well, then yes, I would agree.
Arcanist Kolixela wrote: EXACTLY
STR: 12
DEX: 14
CON: 18
INT: 19
WIS: 11
CHA: 11
Spell:
Damage: 35 Heal: 22 Resist: 0
Melee Mainhand: Drake’s +5 Staff of Focus
Eyes: Lenses of Focus
Wrist: Bracelets of the Cabal
Hands: Blessed Tempest Gloves
Neck: Slithigarrette's Arch-Mage Medallion (current iteration)
Ring: Relsa’s Ring of Supreme Focus
Ring: Ring of Greater Focus
Ring: Ring of the Drake
Waist: Arcane Belt
Shirt: Shirt of Focus
Legs: Kilt of Dungeonbane - Constitution
Boots: Boots of the Four Winds
Charm: Charm of Glory
Ioun Stone: Ioun Stone Banshee Prism
Slotless: Gregor’s Tome of Focus
Slotless: Rod of Seven Parts
Standard Action: Lightning Storm, 20 dmg
+ MEC it, 20 dmg
Dmg modifier, 35 dmg
Free Action: Fire Dart, 6dmg
+ Skill Check, 10dmg
+ MEC it, 16dmg
+Dmg modifier, 35dmg
20 + 20 + 35 + 6 + 10 + 16 + 35 = 142
I wasn't sure I understood what Wade was implying. What I inferred from his comment was:
A - MEC isn't that strong
B - MEC wouldn't be so bad if you could use it more than once per round
C - Here is an example of how paying 10 life to double Lightning Storm is not so bad.
So I replied to Wade to mostly say- "MEC only requires you to pay 5 damage, but hey, MEC'ing on your free action can net you some more damage."
Trading 10 hp under the new neck token gets you a lot farther than 20 dmg.
The Mad Evoker's Charm still requires 10HP and is only usable 1 spell/ round.
The current active relic design is 5HP and still only usable 1 spell/ round.
My suggested relic is where we get to add the damage doubler to both spells. (off 1 trigger not 2)
At the proposed Relic we'd be looking at adding + 18 damage on the second free action spell assuming you have some way to free action a second spell and cast a level 2 sliding spell with it(which is only currently via Ring of Spell Storing or the 3 piece Cabal set. Also the reason we wanted those additional free action spells on the old necklace. To actually get to double cast spells)
Granting plentiful free actions is a Pandora's Box.
I think it's a relative consensus that Rangers and Monks are OP. The thing that makes them OP is the fact that they can gain a bonus from their modifiers 2x per round.
That's essentially the same thing that happens when you cast as a free action.
The legendary as-proposed all but guarantees that a Wizard will never cast a spell that deals less than 16 damage (sliding spells notwithstanding).
Compare this with a legendary Deathcleaver that averages ~13 damage.
BUT, stacking melee damage is vastly easier to do than spell damage. A BIS melee sports ~63 damage.
IMHO, To balance things out, Wizards need to close the gap between 35 spell dmg and 63 melee dmg.
There is a very tricky variable in there due to MEC, and there's a lot to consider because it's never a given that MEC is triggered....and as correctly pointed out, it requires a Wizard to assemble his/her build in a specific way.
This is all to say I've never been a fan of granting FA spells. I don't want to be a broken record and rehash why I think they're troublesome. Only TPTB know how to balance their game, though...so I'll leave it to them to figure out.
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C