R
Roo Stercogburn
Guest
This might apply to Cabalists, possibly Sorcs, I don't know. SM's just got a big kick in the teeth with 1.50.
Mez effectiveness gets reduced, ok, I can see the point of that. Mez resists get increased, that too. Tanks get endurance boosts, self heals and things that make them more combat effective. These too are nice toys to get and help make melee fights take longer.
Hmm, if you're a caster, the only chance you have is to keep the enemy at bay. Thats what mez and root is all about.
General caster realm abilities give us a faster power regen (of use outside fights, not really during) and a little extra damage on spells.
Concentration for non-interuption of spells - nice but not great: by time you are getting attacked close up your getting damaged so fast that won't matter too much. Quickcast timer reset? Nice, not great. Will get you out of a hole once in a while, but not going to change that much in pitched battles.
Every single SpiritMaster-specific realm ability is pet based. Here's why they are a bunch of abilities that will rarely if ever get used:
1) NOBODY in RvR is stupid enough to go for the pet. They always go for the caster. Pet is useless.
2) Sever The Tether can now remove your pet from the field of battle. All those spec points in pet (both level and ra)... wasted. 8 seconds to resummon pet... your dead while trying to. Pointless.
3) Pet cannot kill an even con oppnent in RvR. If they had some snare ability to hold him there, possibly. If you could tackle RvR opponent like PvE (pet holds agro so long as you stick to debuffs and so forth and no dd) you might have a chance. Reaslistically, opponent comes straight at you and again ignores pet.
4) Mez resistances, purge etc. SM is mezzer and lifetapper. (Ignoring future patches for rez and area nuke) Mez effectiveness reduced without any compensation in other areas. Remember that the SM has been underpowered since day 1 in RvR. Solo PvE god, RvR limited use (Keep raids and scaring backstabbers only main areas where they shine).
5) Most of the abilities that have been given to other classes directly combat the effectiveness of SMs. It's been made harder for SMs to affect enemies, yet easier for enemies to affect SMs.
6) In a future patch SMs get a pbae nuke. Thanes are always complaining that they can't use their area nukes in RvR because it breaks mez. Lets give a mez class the ability to nullify themselves. Nicely thought out that one.
7) Don't mention ranged area mez. The cure mez and purge abilities decrease the effectiveness of this when it comes to SMs. Mez is the common deciding factor in battles so I have no problem with purge and cure abilities to prevent the mez/pick-them-off-one-by-one battles. Its the fact that so late in the day a ranged mez ability is given to SMs just as its effectiveness is taken away.
8) Spirit Pets no longer able to enter keeps. The spirit pet is a ghost. Ghosts are known for their abilities to walk through walls (in literature and film, not real life). So. A caster class that can summon ghosts but the ghost cannot do what Casper can do with ease. Other classes will be able to charm Bloodletters that can climb walls, enter keeps and kill the defenders. SMs can no longer send in pet? Nice balancing. Keep raids was an area where we were good. Ability removed.
From DAY ONE the Spirit Master has needed some group friendly spells and abilities. We can be good in groups (debuff on pull, backup heals, dd on mob), but give a group a choice between a runie and an SM and the SM gets at best a polite apology.
How about a group lifetap? Enemy lifetapped and heal split between group? How about an area lifetap that affects a group of enemies? Not a major change to the playstyle of the class, but a group benefit that would be appreciated and help a class that's had difficulties because a) not many know how to play properly and b) the benefits to a group are not readily apparent. (Debuffing a mob is hard to explain to many. I usually have to sit out a pull and watch the group suffer before they see the difference and I'm not keen to do this when it takes a full team effort to take down most of the stuff that gets pulled by groups. I've watched a LOT of SMs play their chars and they treat them as runies without pbt and long range attacks).
This isn't a complaint about a lack of new toys, this is pointing out that the benefits are not there but the damage to the class is great. The effectiveness of the class has been damaged by the abilities given to others with no real compensations. A subtler nerf than most but yet another reason that there are only 5 lvl50 SMs on Prydwen and you're not likely to see that many more (5 more on way that I know of, none others that are in the 35+ range)
All the RA stuff that is specific to SMs is only of use in PvE and even there doesn't increase the class's group-friendliness.
Abilities:
Minion Control: Your pets take 3% less experience per level gained in this ability.
At level 50, who cares.
Wild Minion: Grants 5% chance for a pet to critical hit per level of this ability.
Enemies don't attack pet, they attack you. You're dead before the pet can do enough damage regardless. Ability bypassed.
Mastery of the Art: Additional 3% per level casting speed when casting spells. Please note that the minimum allowed spell casting timer is 2 seconds – this ability will not allow you to go below this hard cap.
Most SM spells are 2 second cast. Useless.
Whip of Encouragement: Your pet moves at twice normal speed for 60 seconds.
Useful for getting pet to enemy so they can sever the tether quicker.
Excited Frenzy: Your pet attacks at 50% faster than normal for 30 seconds
If enemy is blue or green con POSSIBLY is useful. Against even con foe, you're still dead. Remember that pet doesn't do fast damage but steady damage so in PvE it works, but not RvR.
I think with the addition of realm abilities, Mythic have probably given Spirit Masters the final killer blow. I can only assume that they were added as a 'nice idea' and because its a less played class, nobody bothered to check how useful they would be AND they didn't weigh up the negative consequences of all the abilities handed out to other classes.
I would be happy to admit to being wrong if someone can point out how?
Mez effectiveness gets reduced, ok, I can see the point of that. Mez resists get increased, that too. Tanks get endurance boosts, self heals and things that make them more combat effective. These too are nice toys to get and help make melee fights take longer.
Hmm, if you're a caster, the only chance you have is to keep the enemy at bay. Thats what mez and root is all about.
General caster realm abilities give us a faster power regen (of use outside fights, not really during) and a little extra damage on spells.
Concentration for non-interuption of spells - nice but not great: by time you are getting attacked close up your getting damaged so fast that won't matter too much. Quickcast timer reset? Nice, not great. Will get you out of a hole once in a while, but not going to change that much in pitched battles.
Every single SpiritMaster-specific realm ability is pet based. Here's why they are a bunch of abilities that will rarely if ever get used:
1) NOBODY in RvR is stupid enough to go for the pet. They always go for the caster. Pet is useless.
2) Sever The Tether can now remove your pet from the field of battle. All those spec points in pet (both level and ra)... wasted. 8 seconds to resummon pet... your dead while trying to. Pointless.
3) Pet cannot kill an even con oppnent in RvR. If they had some snare ability to hold him there, possibly. If you could tackle RvR opponent like PvE (pet holds agro so long as you stick to debuffs and so forth and no dd) you might have a chance. Reaslistically, opponent comes straight at you and again ignores pet.
4) Mez resistances, purge etc. SM is mezzer and lifetapper. (Ignoring future patches for rez and area nuke) Mez effectiveness reduced without any compensation in other areas. Remember that the SM has been underpowered since day 1 in RvR. Solo PvE god, RvR limited use (Keep raids and scaring backstabbers only main areas where they shine).
5) Most of the abilities that have been given to other classes directly combat the effectiveness of SMs. It's been made harder for SMs to affect enemies, yet easier for enemies to affect SMs.
6) In a future patch SMs get a pbae nuke. Thanes are always complaining that they can't use their area nukes in RvR because it breaks mez. Lets give a mez class the ability to nullify themselves. Nicely thought out that one.
7) Don't mention ranged area mez. The cure mez and purge abilities decrease the effectiveness of this when it comes to SMs. Mez is the common deciding factor in battles so I have no problem with purge and cure abilities to prevent the mez/pick-them-off-one-by-one battles. Its the fact that so late in the day a ranged mez ability is given to SMs just as its effectiveness is taken away.
8) Spirit Pets no longer able to enter keeps. The spirit pet is a ghost. Ghosts are known for their abilities to walk through walls (in literature and film, not real life). So. A caster class that can summon ghosts but the ghost cannot do what Casper can do with ease. Other classes will be able to charm Bloodletters that can climb walls, enter keeps and kill the defenders. SMs can no longer send in pet? Nice balancing. Keep raids was an area where we were good. Ability removed.
From DAY ONE the Spirit Master has needed some group friendly spells and abilities. We can be good in groups (debuff on pull, backup heals, dd on mob), but give a group a choice between a runie and an SM and the SM gets at best a polite apology.
How about a group lifetap? Enemy lifetapped and heal split between group? How about an area lifetap that affects a group of enemies? Not a major change to the playstyle of the class, but a group benefit that would be appreciated and help a class that's had difficulties because a) not many know how to play properly and b) the benefits to a group are not readily apparent. (Debuffing a mob is hard to explain to many. I usually have to sit out a pull and watch the group suffer before they see the difference and I'm not keen to do this when it takes a full team effort to take down most of the stuff that gets pulled by groups. I've watched a LOT of SMs play their chars and they treat them as runies without pbt and long range attacks).
This isn't a complaint about a lack of new toys, this is pointing out that the benefits are not there but the damage to the class is great. The effectiveness of the class has been damaged by the abilities given to others with no real compensations. A subtler nerf than most but yet another reason that there are only 5 lvl50 SMs on Prydwen and you're not likely to see that many more (5 more on way that I know of, none others that are in the 35+ range)
All the RA stuff that is specific to SMs is only of use in PvE and even there doesn't increase the class's group-friendliness.
Abilities:
Minion Control: Your pets take 3% less experience per level gained in this ability.
At level 50, who cares.
Wild Minion: Grants 5% chance for a pet to critical hit per level of this ability.
Enemies don't attack pet, they attack you. You're dead before the pet can do enough damage regardless. Ability bypassed.
Mastery of the Art: Additional 3% per level casting speed when casting spells. Please note that the minimum allowed spell casting timer is 2 seconds – this ability will not allow you to go below this hard cap.
Most SM spells are 2 second cast. Useless.
Whip of Encouragement: Your pet moves at twice normal speed for 60 seconds.
Useful for getting pet to enemy so they can sever the tether quicker.
Excited Frenzy: Your pet attacks at 50% faster than normal for 30 seconds
If enemy is blue or green con POSSIBLY is useful. Against even con foe, you're still dead. Remember that pet doesn't do fast damage but steady damage so in PvE it works, but not RvR.
I think with the addition of realm abilities, Mythic have probably given Spirit Masters the final killer blow. I can only assume that they were added as a 'nice idea' and because its a less played class, nobody bothered to check how useful they would be AND they didn't weigh up the negative consequences of all the abilities handed out to other classes.
I would be happy to admit to being wrong if someone can point out how?