- Joined
- Jun 16, 2011
What is it? I will update this initial summary with any official staff confirmation of Beguiler's new direction. I believe right now staff likes a revamp down the line.
I think we are on the same basic page with the new direction:
Control/Support Mage
More CC/Tricks
Less nukes/damage
More talent should be required than the current Rotation of CC-PB-FireBall-CC-PB
Fireball, Pulse, and PlagueBomb are the only damaging skills of Beguiler. That means that for the new rotation to be "fun" while still being able to flourish as a team support mage AND survive as a 1v1 or 2v2 kiting caster. Thats the goal here.
Disclaimer: No math has been done for this thread, no real numbers used. edit: nor are the skill names. We aren't there yet.
Here are some ideas:
More CC Focused Skillset:
I think we are on the same basic page with the new direction:
Control/Support Mage
More CC/Tricks
Less nukes/damage
More talent should be required than the current Rotation of CC-PB-FireBall-CC-PB
Fireball, Pulse, and PlagueBomb are the only damaging skills of Beguiler. That means that for the new rotation to be "fun" while still being able to flourish as a team support mage AND survive as a 1v1 or 2v2 kiting caster. Thats the goal here.
Disclaimer: No math has been done for this thread, no real numbers used. edit: nor are the skill names. We aren't there yet.
Here are some ideas:
More CC Focused Skillset:
- QuantumDance - Once every 3 seconds you and your target switch places, for 9 seconds. For tethering/kiting. Synergism with QuantumLeap allows Beguiler to do some cool stuff.
- MassPiggify/MassEntangle - Re-add this skill, remove single target entangle/piggify. This skill adds a unique cc to Beguiler, and should be available to them. Balance the inclusion with CD/resource costs.
- Beguile - Add a DoT, or it does a small chunk of Damage at the end of the skill, if not dispelled.
- FalseConfidence: Buffs your enemy target for a duration with +1 block Jump, +2% movement speed, and a bit of extra mana/stamina regen. Does a medium-large amount of damage if the Beguiler Purges FalseConfidence.
- Disarm skill: Discuss adding a disarm/Unequip skill to beguiler, on a longer cooldown than their other CC
- ImAChestGoAway - Like FeignDeath, except the skill does NOT display a death message, it only disguises the Beguiler as a death chest. The skill also can be kept up until OOM (lower CD than duration), and ends when any entity gets within 1-3 blocks. This would mean that beguilers could hide as death chests. Maybe it affects party members, but has a longer CD than duration (WeAreChestsGoAway)?
- Fauxbomb - Current implementation needs revamping to see any use in-game. See next 2 bullets.
- Blinds and other non-movement debuffs - Beguiler has a history of plenty of CC and movement debuffs, but few minor/vision debuffs, which fit the idea of a lower damage support mage. Discuss adding blinds or nasuea to a beguiler skill (like Fauxbomb! ... which would then get a new name, like DirtyBomb!)
- PullBomb - If Fauxbomb does not get a blind or nasuea, then it could receive a Pullback. Like Knockback, Pullback is a displacement effect, but the Enemy would be AOE pulled towards the sheep for a few blocks. This would allow a team with a beguiler to punish enemies who tightly group, much like Beguiler's Nukes currently do without teammate support.
- PlagueBomb - 1/2 damage instantly, 1/2 as a DoT that stacks up to 2 times. Overall damage also reduced. Basically anything that changes the fact that this skill is Beguilers best and most repetitive nuke, and is becoming pretty rudimentary compared to some of the other class playstyles.
- Replace Fireball with BagOfTricks - Beguiler uses one of three random spells, which do a variety of damage or CC. BurningBall does most damage (slightly reduce from current fireball numbers) and sets the target on fire, BlindingBall does less damage but blinds the target, and BouncyBall is a knockback effect ideally functioning like Chain Lightning in that it slightly knocks back each target that it jumps to. Even if BouncyBall's only tiny knockback effect is from doing small damage to each target, I still think it could be interesting and fun to kite with while offering counterplay that already exists against Beguilers (do not tightly group).
- Pulse - Not very useful for Beguilers because they are usually so squishy and they have a stronger, cheaper, and easier to land AOE with PB. I do not think any of this needs to change when we remove the PlagueBomb nukes, Pulse will finally be used for something other than looting leather farms.
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