- Joined
- Apr 17, 2011
- Location
- CANADA
This thread was inspired by @jazza411 's thread about Beguiler. I felt that the changes I am suggesting need their own thread, because I have a load of things I would like to say about Beguiler.
Beguiler, as hard as it is to believe, is intended to be a support class. However, with such high damage, cc, and AoE, it seems to have lost the role. I would love to see this class become more of a support, and not as much a slam your face into the keyboard and win. I liked the route that Pyromancer took, requiring skillshots to play the skill well. Me, playing bard, can die to a beguiler if they see me first, and I can hardly do anything to them. I have 5 seconds of silence, a speed boost, and a slow, and I have lots of trouble fighting this class 1v1. Why exactly?
I don't believe Beguiler takes any skill to play. If you see someone in the world, you open up with a piggify. While they are stunned, you toss up a plaguebomb, and fireball just before it hits the ground, making an insane combo for maybe... 375 damage? Having any agility adds to the kiting aspect of this class, while you wait a grand total of 10 seconds for plaguebomb and fireball to be off cooldown. Oh, they are about to catch up to you? Well, either you can turn around and fireball them to throw them off a bit, you can beguile them, or you can masspiggify, to have them stunned again. The combos for the class are simple. I wish that all classes would take skill to play. Unfortunately, in this case that doesn't apply.
With high levels of intellect, some wisdom, and a balance of agility, endurance, and constitution, this class can kill any class 1v1. When I say any class, I mean any class. At the moment, there is no direct counter to beguiler right now. So what exactly am I trying to get at? At the moment, I find the class to be overpowered. I want beguiler to be switched to a unique playstyle; a class that requires skill to play, and can amass to great value when played correctly. So, here are some thoughts I have about the class at the moment.
Plaguebomb needs a bit longer cooldown. The damage the class can produce right now is crazy. Having this at a higher cooldown will help with the insane burst of Beguiler.
Fireball appears to be doing too much damage. Yes, I know what you are thinking; fireball. It is one of the classes strong damage abilities, and it is doing crazy amounts of damage. When someone is on a pig, landing the plaguebomb fireball combo isn't hard at all.
I was playing around with Beguiler on the test server. The class is simple to play. I haven't played the class in a while, and I was missing a few plaguebombs. I STILL killed majority of the people I fought. The only way I would die, is either through someone ganking me while I was low, or dying in an unfair fight (2v1).
So, my goal is to try and make this class more "support" like. Here are my ideas:
I would like to rework how this class plays. I would love to see changes to beguiler that change it's overall playstyle. While some may say
"Why not just nerf the class, why remake it?" I think that beguiler should have something new. The class has had the same abilities for a while. While in it's current state the class appears to be too strong, why not take this opportunity to change around the class? So, without further adieu; my Beguiler rework:
Beguiler: A cunning sorcerer who revolves around trickery and magic abilities to aid allies, and harm foes.
Base HP: 775 (+5 per point of Constitution)
Base Mana: 850 (+10 per point of Intellect)
Base Mana Regen: 35 (+1 per point of Wisdom)
Base Armour Weight: 25 (+0.50 per point of Endurance)
Base Movement Speed: 98% (+ 0.3% per point of Agility)
What I am thinking for skills:
Piggify: You force all targets within 4 blocks to ride a pig, stunning them for 1 second (+0.25 per point of Charisma).
Mana cost: 215 mana
Cooldown: 45 seconds
Shock: You send a bolt of lightning down at the targeted area, dealing 85 damage to all targets within 5 blocks, and slowing the targets hit for 2 seconds. (Slowness III)
Mana cost: 115 mana
Cooldown: 7 seconds
I see this skill being made sort of like fireblast - you need to aim it as opposed to targeting people with it.
Feigndeath: Same skill as Necromancer has, same mana cost, and same cooldown.
Ink: You fire off a squid (same projectile speed as darkbolt) into the targeted area, dealing 30 damage and blinding all targets within 5 blocks of the landing location for 1 second (+0.1 per point of Charisma)
Mana cost: 100 mana.
Cooldown: 20 seconds
Quantumleap: Same skill as it is now, same mana cost.
Cooldown: 25 seconds
Plaguebomb: You fire off an explosive sheep that explodes on impact, dealing 175 damage +(0.75 damage per point of Intellect)
Mana cost: 220
Cooldown: 13 seconds
Wisdom: All allies within 12 blocks restore mana 10% faster for 3 minutes. +(0.15% per point of Charisma)
Mana cost: 75
Cooldown: 1 minute
Might: You grant all allies within 12 blocks a spell of might, increasing all damage done by any abilities by 10% for 3 minutes.
+(0.3% per point of Charisma).
Mana cost: 75
Cooldown: 1 minute
Scan: Scan is scan. Nothing special
Batfury: You summon a colony of bats around your target, hitting as well as poisoning them, and any target within 5 blocks for 10 damage over 5 seconds. +(0.5 damage per point of Inellect)
Mana cost: 165
Cooldown: 30 seconds
Flicker: You appear in and out of sight for 5 seconds. +(0.25 per point of Charisma)
Cooldown: 45 seconds
Teleport: You teleport to a party member, bringing you to their exact location
Mana cost: 600 mana
Cooldown: 15 Minutes
The levels at which you would get these skills:
1: Shock
1:Scan
10: Piggify
20:Wisdom
25:Might
30: Plaguebomb
35:Batfury
42:Quantumleap
45:Teleport
50:Ink
55:Feigndeath
65: Flicker
So everyone, these are my current thoughts and ideas on Beguiler. This post was sort of spontaneous, as I was thinking about ideas as I was writing them down. Please leave feedback on the ideas presented.
-Pew
EDIT: Fixed a few typos, added in teleport as a skill for level 45 Beguilers.
Beguiler, as hard as it is to believe, is intended to be a support class. However, with such high damage, cc, and AoE, it seems to have lost the role. I would love to see this class become more of a support, and not as much a slam your face into the keyboard and win. I liked the route that Pyromancer took, requiring skillshots to play the skill well. Me, playing bard, can die to a beguiler if they see me first, and I can hardly do anything to them. I have 5 seconds of silence, a speed boost, and a slow, and I have lots of trouble fighting this class 1v1. Why exactly?
I don't believe Beguiler takes any skill to play. If you see someone in the world, you open up with a piggify. While they are stunned, you toss up a plaguebomb, and fireball just before it hits the ground, making an insane combo for maybe... 375 damage? Having any agility adds to the kiting aspect of this class, while you wait a grand total of 10 seconds for plaguebomb and fireball to be off cooldown. Oh, they are about to catch up to you? Well, either you can turn around and fireball them to throw them off a bit, you can beguile them, or you can masspiggify, to have them stunned again. The combos for the class are simple. I wish that all classes would take skill to play. Unfortunately, in this case that doesn't apply.
With high levels of intellect, some wisdom, and a balance of agility, endurance, and constitution, this class can kill any class 1v1. When I say any class, I mean any class. At the moment, there is no direct counter to beguiler right now. So what exactly am I trying to get at? At the moment, I find the class to be overpowered. I want beguiler to be switched to a unique playstyle; a class that requires skill to play, and can amass to great value when played correctly. So, here are some thoughts I have about the class at the moment.
Plaguebomb needs a bit longer cooldown. The damage the class can produce right now is crazy. Having this at a higher cooldown will help with the insane burst of Beguiler.
Fireball appears to be doing too much damage. Yes, I know what you are thinking; fireball. It is one of the classes strong damage abilities, and it is doing crazy amounts of damage. When someone is on a pig, landing the plaguebomb fireball combo isn't hard at all.
I was playing around with Beguiler on the test server. The class is simple to play. I haven't played the class in a while, and I was missing a few plaguebombs. I STILL killed majority of the people I fought. The only way I would die, is either through someone ganking me while I was low, or dying in an unfair fight (2v1).
So, my goal is to try and make this class more "support" like. Here are my ideas:
I would like to rework how this class plays. I would love to see changes to beguiler that change it's overall playstyle. While some may say
"Why not just nerf the class, why remake it?" I think that beguiler should have something new. The class has had the same abilities for a while. While in it's current state the class appears to be too strong, why not take this opportunity to change around the class? So, without further adieu; my Beguiler rework:
Beguiler: A cunning sorcerer who revolves around trickery and magic abilities to aid allies, and harm foes.
Base HP: 775 (+5 per point of Constitution)
Base Mana: 850 (+10 per point of Intellect)
Base Mana Regen: 35 (+1 per point of Wisdom)
Base Armour Weight: 25 (+0.50 per point of Endurance)
Base Movement Speed: 98% (+ 0.3% per point of Agility)
What I am thinking for skills:
Piggify: You force all targets within 4 blocks to ride a pig, stunning them for 1 second (+0.25 per point of Charisma).
Mana cost: 215 mana
Cooldown: 45 seconds
Shock: You send a bolt of lightning down at the targeted area, dealing 85 damage to all targets within 5 blocks, and slowing the targets hit for 2 seconds. (Slowness III)
Mana cost: 115 mana
Cooldown: 7 seconds
I see this skill being made sort of like fireblast - you need to aim it as opposed to targeting people with it.
Feigndeath: Same skill as Necromancer has, same mana cost, and same cooldown.
Ink: You fire off a squid (same projectile speed as darkbolt) into the targeted area, dealing 30 damage and blinding all targets within 5 blocks of the landing location for 1 second (+0.1 per point of Charisma)
Mana cost: 100 mana.
Cooldown: 20 seconds
Quantumleap: Same skill as it is now, same mana cost.
Cooldown: 25 seconds
Plaguebomb: You fire off an explosive sheep that explodes on impact, dealing 175 damage +(0.75 damage per point of Intellect)
Mana cost: 220
Cooldown: 13 seconds
Wisdom: All allies within 12 blocks restore mana 10% faster for 3 minutes. +(0.15% per point of Charisma)
Mana cost: 75
Cooldown: 1 minute
Might: You grant all allies within 12 blocks a spell of might, increasing all damage done by any abilities by 10% for 3 minutes.
+(0.3% per point of Charisma).
Mana cost: 75
Cooldown: 1 minute
Scan: Scan is scan. Nothing special
Batfury: You summon a colony of bats around your target, hitting as well as poisoning them, and any target within 5 blocks for 10 damage over 5 seconds. +(0.5 damage per point of Inellect)
Mana cost: 165
Cooldown: 30 seconds
Flicker: You appear in and out of sight for 5 seconds. +(0.25 per point of Charisma)
Cooldown: 45 seconds
Teleport: You teleport to a party member, bringing you to their exact location
Mana cost: 600 mana
Cooldown: 15 Minutes
The levels at which you would get these skills:
1: Shock
1:Scan
10: Piggify
20:Wisdom
25:Might
30: Plaguebomb
35:Batfury
42:Quantumleap
45:Teleport
50:Ink
55:Feigndeath
65: Flicker
So everyone, these are my current thoughts and ideas on Beguiler. This post was sort of spontaneous, as I was thinking about ideas as I was writing them down. Please leave feedback on the ideas presented.
-Pew
EDIT: Fixed a few typos, added in teleport as a skill for level 45 Beguilers.
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