Kyros123 -> Master Soulweaver needs a rework (5/14/2021 22:09:45)
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Now I'm not usually one to post suggestion threads but from my recent experiences I've noticed Master Soulweaver has been lagging behind the other tier 3 classes in viability (and I don't just mean Inn Challenges, I mean actual story quests). So below is a description of all MSW skills and what I'd think can be done to improve them. Reckoning Effect: 14 hits of 25% damage for a total of 350% damage. Mana Cost: 35 Cooldown: 15 Element: As weapon Attack Type: As weapon Your basic nuke skill, every class has them one, high burst damage in exchange for a high cooldown. Doesn't really require changing. Soul Seal Effect: 2 hits of 90% damage for a total of 180% damage; if successful, applies 'Sealed Power' (-25 Bonus, -40 Boost) to target for 5 turns. Mana Cost: 35 Cooldown: 9 Element: As weapon Attack Type: As weapon Mainly used to reduce incoming damage, use to improve survivability in boss fights. The -25 Bonus doesn't really do much and I thought the -40 Boost was a bit on the low side until I realized you can stack it with the -30 Boost from Soul Vacuum (listed down below). Still I'd prefer if it was brought up to -50 Boost or if the cooldown was lowered or if it lasted longer than 5 turns but there's enough of an argument to justify no changing it. Soul Lock Effect: 1 hit of 135% damage and stuns target for 3 turns. Mana Cost: 30 Cooldown: 14 Element: As weapon Attack Type: As weapon Stuns are in a weird position in DF in that they're either extremely overpowered or completely useless with no in-between. Having a 3 turn head start over your opponent pretty much guarantees victory so much so that the enemies you actually want to use stuns on pretty much all have have 300 immobility resist. On par with almost every other classes stun so no changing required. Meditation Effect: Recovers 15% of player Max Mana. Mana Cost: 0 Cooldown: 8 Element: N/A Attack Type: N/A A more unique still (not many classes have MP recovery skills) and can keep MSW feasible during longer quests but ultimately inferior to just bringing extra MP potions and Technomancer's Mana Eruption (which actually does a good amount of damage). Valor Impact Effect: 3 hits of 80% damage for a total of 240% damage with +200 Crit. Mana Cost: 25 Cooldown: 4 Element: As weapon Attack Type: As weapon You're basic triple hit skill requiring Soul Pierce to unlock but with chance to crit. Decent but I've noticed not immediately using it can cause the skill to relock, limiting flexibility if you want to use another skill. Soul Pierce Effect: 1 hit of 150% damage with +250 Bonus. Mana Cost: 20 Cooldown: 2 Element: As weapon Attack Type: As weapon The second most useless skill MSW has since it only boosts bonus for the single attack. That and it actually requires a hit to actually unlock meaning you can't use it on demand when a monster increases avoidance. It skill could only be viable if it didn't require a hit to unlock and increased bonus to hit for a number of turns. Soul Aegis Effect: +200 Melee Def/Pierce Def/Magic Def to player for 2 turns. Mana Cost: 25 Cooldown: 6 Element: N/A Attack Type: N/A Your basic shield skill. Inferior to some other tier 3 classes shields due to only 2 turns instead of 3 but it can be used in conjunction with Soul Banish. to create a 5 turn gap where you're basically untouchable. The downside of all shield skills in the game is that most bosses nowadays have a insta-kill nuke which you pretty much have to save your shield for. Repentance Effect: 10 hits of 25% damage for a total of 250% damage; if successful, applies 'Sorrow', a 100% weapon damage Melee DoT, to target for 4 turns. Mana Cost: 60 Cooldown: 9 Element: As weapon Attack Type: As weapon Decent damage and DoT. No changing required. Purge Effect: Removes all effects on you. Mana Cost: 30 Cooldown: 4 Element: N/A Attack Type: N/A The most useless skill Master Soulweaver has and arguably the most useless skill in the entire game. Not a bad skill in concept but enemies that apply negative effects are either 1. Mooks who it's easier to just kill to end the battle since all negative effects disappear when battle ends (and thus not worth wasting a turn to purge the negative effect) or 2. Bosses who are guarantied to just reapply the negative effect the next turn effectively making you waste a turn. Add to the fact that this skill also purges positive effects and you have the most worthless skill in the game. This skill could be viable it it actually prevented negative effects from being applied to you for a set number of turns while not preventing positive effects but as it is it's too niche to be worth using and even worse, it doesn't even fulfill the need of it's specific niche. Soul Banish Effect: 2 hits of 50% damage for a total of 100% damage. Applies 'Banished', a Magic None DoT to the value of the target's HP at the start of the turn, to the target, (Pop-up: Foe banished!), reliant on the following criteria: If your foe's Max HP is greater than 5 times your Max HP, Soul Banishment will activate if your foe has less than or equal to 5% of their Max HP. If your foe's Max HP is between 3 and 5 times your Max HP, Soul Banishment will activate if your foe has less than or equal to 10% of their Max HP. If your foe's Max HP is between 2 and 3 times your Max HP, Soul Banishment threshold is 15% enemy Max HP. If your foe's Max HP is between 1 and 2 times your Max HP, Soul Banishment threshold is 20% enemy Max HP. If your foe's Max HP is between 1/2 and 1 times your Max HP, Soul Banishment threshold is 50% enemy Max HP. If your foe's Max HP is less than 1/2 your Max HP, Soul Banishment threshold is 70% enemy Max HP. If none of the above criteria are met, instead applies 'Soul Banished' (-100 Bonus) to target for 3 turns. Mana Cost: 35 Cooldown: 4 Element: As weapon Attack Type: As weapon The insta-kill effect is a cool gimmick but the real benefit of the skill is the 3 turn -100 bonus. Couple that with a quick cooldown and this skill can barely just feel borderline overpowered. Soul Burst Effect: 1 hit of 140-180% variable damage; applies 'All damage taken increased!' (-20 All Resist) to target for 4 turns; applies 'Mana burning away', a Magic Mana DoT between the values of 8% of the player's and the foe's Max MP, to target for 4 turns. Mana Cost: 30 Cooldown: 10 Element: As weapon Attack Type: As weapon Mana burn skills are useless since most enemies in the game aside from Minx Fairies don't use mana. The 4 turn -20 All resist is just too underpowered. Either buff to -50 all resist or increase number of turns. Soul Vacuum Effect: 2 hits of 90% damage for a total of 180% damage; applies 'Soulless' to target, stunning it for 1 turn; applies 'Essence Torn Away' (-30 Boost) to target for 4 turns. Mana Cost: 45 Cooldown: 10 Element: As weapon Attack Type: As weapon Another somewhat underpowered skill which requires just a minor rework. Maybe make the 1 turn stun a stun that bypasses immobility resist (like ChaosWeaver) and increase the number of the turns the -30 boost. I was gonna recommend buffing the -30 boost to -50 but realized you can stack this still with Soul Seal. Remorse Effect: 1 hit of 155% damage to all foes. Mana Cost: 40 Cooldown: 1 Element: As weapon Attack Type: As weapon A typical multi hit skill. Every class seem to need to have one so it's fine as it is. SoulSynch Effect: Applies 'Focusing inner self' (+35 Boost) to player for 2 turns; charges up a powerful attack which will unlock in 2 turns. (Pop-up: You calm your mind and body.) After 2 turns, applies 'Able to Synchronize' (+35 Boost) to player for 99 turns; unlocks a powerful attack, changing tooltip to 'Ready to unleash!'. (Pop-up: Your spirit is calmed and focused.) Upon second use, Aegis is summoned to blast the target with 3 hits of 155% damage for a total of 465% damage; removes 'Able to Synchronize' from player. (Pop-up: Your calmed spirit releases a brilliant, focused attack!) Mana Cost: 40 Cooldown: 2 Element: As weapon Attack Type: As weapon The other nuke skill. Since it requires 2 turns to actually use in reality the damage per turn works out to around 233% rounded up. The in reality low end nuke damage is offset by the lower cooldown and the risk/reward dilemma of do I use the skill a second time for burst damage or do I keep 35 boost for 99 turns. Maybe can be improved with a slight buff. Buff damage to 480% (I would of said 500% but that's a bit unreasonable) and +35 Boost to +40 Boost. But it's probably fine to leave as it is if you think that it make the skill too op.
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