
Originally Posted by
Tzain
I see the major points as these.
Astral/Umbral timers double penalizing a moving mage (casters already cant do damage while moving, which means the penalty is already there):
Solution - remove the Timer entirely.
New problem: Now there's no sense of difficulty to the class. The double penalty is fine, the trouble is they make certain spells too stringent.
Procs cannot stack and cannot be used tactically.
Solution: Procs now stack so that they can be stored up, duration is removed or set to a very high value.
The only thing that makes sense, but stacking would remove the urgency of using it.
Umbral Ice spells and phase are not helpful. There's no reason to WANT to cast a Ice spell, it's a universal damage loss.
Rebuttal: As mentioned earlier in the post, they're a deliberate downtime specifically designed to balance Black Mage. Not to mention, you can think of it as a proverbial coolant to an overheating gun.
Solution - Remove all Blizz spells, rename the Thunder DoTs to Blizzard and change their damage type to Ice. Change Thunderstorm to Coldsnap (same effect, new name).
Dilemma: Even if this works, Coldsnap isn't a very good name. Hailstorm or Deep Frost would be better. Also, you utterly destroy the flow that most players had been used to, forcing them to relearn the entire class from day one. Bard and Monk had done this,
in 3.0 and in 4.0 respectively. Look how much complaining had sprung up as a result!
Blizzard DoT ticks proc Firestarter to extend Astral Fire phases, Fire spells proc Coldsnap(formerly thunderstorm) to make Umbral into a sort of Burst Damage phase depending on the number of stacks in play. Coldsnap and Firestarter only affect Ice I,II,III or Fire I,II,III spells that are cast while under the effect of Umbral Ice or Astral Fire respectively. Remove all damage penalties from Umbral Ice, have it increase the ice damage same as Astral does for Fire.
Missed the point: You basically don't know what Astral Fire is, if you think that you needed to turn Umbral Ice into a burst phase. Mind you, it's still not a dedicated burst phase, but you have to be blind to not notice the effects of the spells. The way you're making this sound is a class that has nothing but high damage all around to the point that no matter what kind of support they get, they will be far weaker than Black Mage ever will.
What about Thunder?
Thunder spells are now instant Direct Damage spells for use in high mobility situations. They have no effect on, nor effected by, umbral or Astral phases. Thunder II is a copy of Blizzard II changed to Lightening damage and without cast time.
Okay, but New!Thunder II is still useless. Also, more forcing people to relearn the class.
Ok...what about Enochian?
Enochian is now a trait.
Blizz IV works the same as it did before: It's a Direct Damage spell that creates Umbral hearts.
Fire IV works a little different. It now adds 3 Astral Minds, which increase the potency of the next 3 Ice Spells cast.
Missing the point because Umbral Ice is not supposed to be a burst phase.
Each time a heart or mind is consumed, it adds to the Enochian gauge. Which when full allows the casting of Foul.
Already mentioned it, but the problem with Foul is the stringency of the things around it, not foul itself.
And lastly.
Sleep: No change to sleep itself, but when the spell is resisted or breaks it causes the effect 'groggy' which decreases the enemies offensive capabilities for a time. This gives it usefulness when CC is not useful. Also, remove the HW and SB obsession with Adds or Trash being Sleep immune.
Don't 100% disagree with making Sleep not useless.