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How would you balance Arcanist?

MurkyWetWolf198
MurkyWetWolf198
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Arcanist currently dominate high-end PvE, and subclassing is gonna boost them even more. So, what should change to make it less dominating? Share ideas please, you might have better idea than what I listed
Edited by MurkyWetWolf198 on 21 April 2025 18:59

How would you balance Arcanist? 104 votes

Nerf Arcanist Beam
38%
SolarikenStxSilafbirdikTannus15actoshTeeba_SheiMatheriosAylishfred4emilyhyoyeonceruuleanmaster_vanargandPzTnTDarth_LucSkyBretonMagegorynych_88AfteripRkindaleftLonelyStone 40 votes
Buff other classes potential
48%
Izanagi.Xiiib16_ESOi_azazei_iShagrethAlpQuaesivisilentxthreatsilky_softRomoMrCray78KickimanjaroValarMorghulis1896ADarkloreRebornV3xAlpheu5meekmikoPureEnvelope35TyrobagWarbow7MJalldayDrybonez32 50 votes
Make other classes easier to play
13%
ZeldrosiShorayelRlyDontKnowCaptainVenomPsychpsych13coop500J18696FoolishOptimistRaptorRodeoGodZodiarkslayerLunaFloranecro_the_craftersans-culottesT0kii 14 votes
  • Stx
    Stx
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    Nerf Arcanist Beam
    To start, make Beam direct damage like every other spammable.
  • necro_the_crafter
    necro_the_crafter
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    Make other classes easier to play
    Introduce more diverse playstyles. PvE on pts is split between beam vs no beam right now. We never had a proper channeled ranged burst skill in the game, closest thing was other morph of crystal frags, before it got changed to crystal weapon.

    We have melee options for channeled burst skills like jabs and uppercut, but those are quite behind rn and, well, melee. Something that can be casted from range and dealt enough damage to be on par with heavy attack/ live arcanist at least (for ST), it will have less learning curve due to it being low APM, and will be good altarnarive to those.
  • Ingenon
    Ingenon
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    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".
  • MurkyWetWolf198
    MurkyWetWolf198
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    Buff other classes potential
    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair
  • Trejgon
    Trejgon
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    I'd start with distributing arcanist power budget across the rest of the toolset. grand majority of arcanist power being tied to fatecarver, is precisely why slapping beam on everything with multiclassing is such a strong proposition in the first place.
  • Ingenon
    Ingenon
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    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair

    Everybody is entitled to their own opinion. The builds I have seen posted on PTS have one arcanist skill line and two other classes skill line, which means you will show up in trial group as any one of three different classes and still have a top performing DPS build.
  • fred4
    fred4
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    Nerf Arcanist Beam
    Treat the beam like Jabs / Sweeps on live, e.g. full damage to one target only. As to Jabs / Sweeps, I'm not sure where it needs to land. You don't need to build crux for it, so it should be weaker than a fully buffed beam, but it's melee and arguably needs to be stronger than on live, considering the Radiant nerf. Also for PvP.
  • ceruulean
    ceruulean
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    Nerf Arcanist Beam
    Splintered Secrets passive should also give bonus max magicka for each Herald skill slotted. Something to make up for magarc's disadvantages. Or make Tentacular Dread offer a group debuff, like minor brittle for 3 seconds, and take minor brittle off the Eldritch Rune skill.
    Edited by ceruulean on 21 April 2025 20:04
  • Joy_Division
    Joy_Division
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    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair

    Wait and not do anything hasty.

    You can't respect it doing nothing for now? Why? Because knee-jerk reactions demand short-sighted fixes to first impressions?

    Here are two 170K parses by someone who has been DPSing for a long time.

    An Arcanist with no beam:

    https://www.youtube.com/watch?v=SpKKzflfR5o

    A parse with no Arcanist lines:

    https://www.youtube.com/watch?v=YGDa78_EM0E

    Edited by Joy_Division on 22 April 2025 03:33
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Ezhh
    Ezhh
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    Ingenon wrote: »
    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair

    Everybody is entitled to their own opinion. The builds I have seen posted on PTS have one arcanist skill line and two other classes skill line, which means you will show up in trial group as any one of three different classes and still have a top performing DPS build.

    One of three classes that play exactly the same way. Is that really three different classes at this point?

    Even if you only consider the base class and want to argue it's three different classes being meta, arc will come ahead due to class mastery, so it's still all about arc if you are trying to optimise.
  • ApoAlaia
    ApoAlaia
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    I'd just buff return HAs to form.

    Bring back per tick AoE rather than just the last tick and increase it to 100% of the damage (templar style).

    Make the AoE tick 8m radius rather than 5m.

    Then Arcanist won't be perceived as an issue anymore.

    Also, fun. Much fun to be had.
  • Ezhh
    Ezhh
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    Maybe you posted a wrong link? This is using beam.
  • Ingenon
    Ingenon
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    ApoAlaia wrote: »
    I'd just buff return HAs to form.

    Bring back per tick AoE rather than just the last tick and increase it to 100% of the damage (templar style).

    Make the AoE tick 8m radius rather than 5m.

    Then Arcanist won't be perceived as an issue anymore.

    Also, fun. Much fun to be had.

    Sign me up for this option. HA builds that take down mobs. Sounds like my kind of fun!
  • BananaBender
    BananaBender
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    Nerf Arcanist Beam
    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair

    Wait and not do anything hasty.

    You can't respect it doing nothing for now? Why? Because knee-jerk reactions demand short-sighted fixes to first impressions?

    Here are two 170K parses by someone who has been DPSing for a long time.

    An Arcanist with no beam:

    https://www.youtube.com/watch?v=3wbPSMMvbUI

    A parse with no Arcanist lines:

    https://www.youtube.com/watch?v=YGDa78_EM0E

    There are parses which have surpassed the highest beam build by now (still using arcanist though), but if you look at the damage solely on dummy you are missing the problem entirely. The highest beam build is able to do the same damage to 6 targets extremely reliably, since it's not relying on single target skills or ground AoEs. If the builds are this close in pure single target, in content it's not even close. On live the other classes can compete with Arc because of Azureblight (other classes can utilize it better than arcanist can), but on PTS arcanist beam is by far and beyond the best AoE tool available since Azure is heavily nerfed as a group set.

    The main problem is how insanely well arcanist can utilize subclassing. You have 98% of your offensive power in the one skill line, so subclassing isn't really a trade off, it's just a serious upgrade. This is the same case for necro, but to a slightly lesser degree. All other classes have to give something to access subclassing, but arcanist doesn't.

    Herald of the Tome is the best skill line for PvE and it's not even close. The beam enables it for insane AoE and single target damage, and the flail with it's unique debuff enables it for every non beam build. They also get a good spammable which works for magicka and stamina and I haven't even talked about the insanely stacked passives. The whole skill line is just way too overloaded. Previously this was barely kept in check by the other lines not doing much, especially in terms of damage, but that's not the case anymore.
    Edited by BananaBender on 21 April 2025 23:14
  • J18696
    J18696
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    Make other classes easier to play
    Ezhh wrote: »

    Maybe you posted a wrong link? This is using beam.

    Joy division most likely meant to post this

    https://youtu.be/SpKKzflfR5o?si=2gYcNFTzZ9GTdTg7

    I also accidentally voted but I kinda agree to a point I would see how it lands but the main reason people currently play arcanist on live over other alternatives is the ease of use dk and necro are super competitive with it but they require much more competent player to pull off and effort
    Edited by J18696 on 21 April 2025 22:03
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • MurkyWetWolf198
    MurkyWetWolf198
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    Buff other classes potential
    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair

    Wait and not do anything hasty.

    You can't respect it doing nothing for now? Why? Because knee-jerk reactions demand short-sighted fixes to first impressions?

    Here are two 170K parses by someone who has been DPSing for a long time.

    An Arcanist with no beam:

    https://www.youtube.com/watch?v=3wbPSMMvbUI

    A parse with no Arcanist lines:

    https://www.youtube.com/watch?v=YGDa78_EM0E

    There are parses which have surpassed the highest beam build by now (still using arcanist though), but if you look at the damage solely on dummy you are missing the problem entirely. The highest beam build is able to do the same damage to 6 targets extremely reliably, since it's not relying on single target skills or ground AoEs. If the builds are this close in pure single target, in content it's not even close. On live the other classes can compete with Arc because of Azureblight (other classes can utilize it better than arcanist can), but on PTS arcanist beam is by far and beyond the best AoE tool available since Azure is heavily nerfed as a group set.

    The main problem is how insanely well arcanist can utilize subclassing. You have 98% of your offensive power in the one skill line, so subclassing isn't really a trade off, it's just a serious upgrade. This is the same case for necro, but to a slightly lesser degree. All other classes have to give something to access subclassing, but arcanist doesn't.

    Herald of the Tome is the skill line for PvE and it's not even close. The beam enables it for insane AoE and single target damage, and the flail with it's unique debuff enables it for every non beam build. They also get a good spammable which works for magicka and stamina and I haven't even talked about the insanely stacked passives. The whole skill line is just way too overloaded. Previously this was barely kept in check by the other lines not doing much, especially in terms of damage, but that's not the case anymore.

    Maybe distributing the offensive power across the skill lines a little would help then?
  • Marto
    Marto
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    Move one (or more) of the damage passives Arcanist has into the Soldier of Apocrypha and/or Curative Runeforms skilltrees.

    That way beam will be naturally stronger on pure or nearly-pure arcanists, but weaker if you spec into other classes.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • BananaBender
    BananaBender
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    Nerf Arcanist Beam
    Ingenon wrote: »
    I think you should add a "Do Nothing" option. Because that is the option I want to pick.

    I think that all the players will never agree on what class balance looks like. Every update, I see players post something like "Too many players are playing that class" or "My class needs a buff" or "That other class needs a nerf".

    Doing “nothing” right now is not an option I can respect. Arc is too dominant, and subclassing is pushing it 30k dps higher than its peers. That cannot stay as is.

    Just because we’ll never have a perfectly balanced game doesn’t mean we can’t try to make it better, and fair

    Wait and not do anything hasty.

    You can't respect it doing nothing for now? Why? Because knee-jerk reactions demand short-sighted fixes to first impressions?

    Here are two 170K parses by someone who has been DPSing for a long time.

    An Arcanist with no beam:

    https://www.youtube.com/watch?v=3wbPSMMvbUI

    A parse with no Arcanist lines:

    https://www.youtube.com/watch?v=YGDa78_EM0E

    There are parses which have surpassed the highest beam build by now (still using arcanist though), but if you look at the damage solely on dummy you are missing the problem entirely. The highest beam build is able to do the same damage to 6 targets extremely reliably, since it's not relying on single target skills or ground AoEs. If the builds are this close in pure single target, in content it's not even close. On live the other classes can compete with Arc because of Azureblight (other classes can utilize it better than arcanist can), but on PTS arcanist beam is by far and beyond the best AoE tool available since Azure is heavily nerfed as a group set.

    The main problem is how insanely well arcanist can utilize subclassing. You have 98% of your offensive power in the one skill line, so subclassing isn't really a trade off, it's just a serious upgrade. This is the same case for necro, but to a slightly lesser degree. All other classes have to give something to access subclassing, but arcanist doesn't.

    Herald of the Tome is the skill line for PvE and it's not even close. The beam enables it for insane AoE and single target damage, and the flail with it's unique debuff enables it for every non beam build. They also get a good spammable which works for magicka and stamina and I haven't even talked about the insanely stacked passives. The whole skill line is just way too overloaded. Previously this was barely kept in check by the other lines not doing much, especially in terms of damage, but that's not the case anymore.

    Maybe distributing the offensive power across the skill lines a little would help then?

    That would definitely be a good start
  • master_vanargand
    master_vanargand
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    Nerf Arcanist Beam
    Remember that Fatecarver is an AoE?
    AoE DPS is everything in PvE.
    If 170k+ dps with Fatecarver, there's no to use another builds.
    Live is 120k+ dps with Arcanist, other classes are 140k dps.
    On the PTS there's little difference anymore. There's no doubt that Arcanist skill is the king of PvE.
  • Thal
    Thal
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    Many comments from me, but one primary issue is that the DLC classes’ skill lines are much more fully conceived/streamlined into DPS/Tanking/Healing. Some of the original lines are exceptions (Assassination), but many are incoherent. DLC classes (especially Arc) are sacrificing nearly nothing to subclass.

    Re: beam in general, one piece of feedback is the banner giving a crux vastly outperforms all the other class buffs. It’s not even close. Remove that or bring the others up to par.

    My main point of frustration is how well low APM skills are working. Design feels like it’s removing any need to play fast and is frankly boring. Yes, playing fast on an arc yields the best parses of that subgroup but no action for 5 seconds is exceedingly boring and should never outperform 1 action per second.
  • Faint_One
    Faint_One
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    1、decrease beam base damage to AOE spam base per sec,to makes it less potential than whirl wind
    or flail in total while you JUST spam zero core beam

    2、decrease beam damage of 3core bonus to makes it Only little higher than base single target spam in it's duration

    3、flail never gain core on it's hit(but still 1 by inspired),also never consume core,this skill basically gives you 5% damage bonus and more per core,shorten it's duration,moves heal to magicka morph,return excute damage to stamina morph

    4、decrease frequency of arc class cribe

    In total,these changes force Arcs to end up with beam but always need to build core by runeblades,re-cast flail more often to gain bonus damage,to dilute beam’s effect in hole fight,to makes another classes hard to use because it's long combo chain.
  • tomofhyrule
    tomofhyrule
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    For me, I'd honestly try to balance the two morphs of tentacles first.

    The Cephaliarch's Flail (the one that everyone uses to prep for Fatecarver) is the one almost everyone uses, because it's a setup for Fatecarver and there's no way that Runeblades -> Tentacular Dread could ever hope to match up to that.
    1. Remove the Abyssal Ink debuff. At least from the standard and the Flail morphs; the Dread morph could maybe keep it but change it to only apply based on Crux spent (e.g. 0%, 3%, 6%, 9% damage taken)
    2. Give the Dread morph the execute scaling that the old Flail morph had.

    That would at least make the Dread morph more appealing, which means that there would be a reason people may want to go to Runeblades->Dread instead of Flail->Fatecarver.

    Another thing they could easily do is change the tick rate. Fatecarver ticks every 0.3s, so just having it tick every 0.5s instead even at the same power would drop the power of Fatecarver by about 40% (and may save server compute cycles...)
  • J18696
    J18696
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    Make other classes easier to play
    For me, I'd honestly try to balance the two morphs of tentacles first.

    The Cephaliarch's Flail (the one that everyone uses to prep for Fatecarver) is the one almost everyone uses, because it's a setup for Fatecarver and there's no way that Runeblades -> Tentacular Dread could ever hope to match up to that.
    1. Remove the Abyssal Ink debuff. At least from the standard and the Flail morphs; the Dread morph could maybe keep it but change it to only apply based on Crux spent (e.g. 0%, 3%, 6%, 9% damage taken)
    2. Give the Dread morph the execute scaling that the old Flail morph had.

    That would at least make the Dread morph more appealing, which means that there would be a reason people may want to go to Runeblades->Dread instead of Flail->Fatecarver.

    Another thing they could easily do is change the tick rate. Fatecarver ticks every 0.3s, so just having it tick every 0.5s instead even at the same power would drop the power of Fatecarver by about 40% (and may save server compute cycles...)

    It already has the % dmg done increase based on crux consumed for the other morph 33% dmg per crux and 2% dmg done debuff per crux
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • tomofhyrule
    tomofhyrule
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    J18696 wrote: »
    For me, I'd honestly try to balance the two morphs of tentacles first.

    The Cephaliarch's Flail (the one that everyone uses to prep for Fatecarver) is the one almost everyone uses, because it's a setup for Fatecarver and there's no way that Runeblades -> Tentacular Dread could ever hope to match up to that.
    1. Remove the Abyssal Ink debuff. At least from the standard and the Flail morphs; the Dread morph could maybe keep it but change it to only apply based on Crux spent (e.g. 0%, 3%, 6%, 9% damage taken)
    2. Give the Dread morph the execute scaling that the old Flail morph had.

    That would at least make the Dread morph more appealing, which means that there would be a reason people may want to go to Runeblades->Dread instead of Flail->Fatecarver.

    Another thing they could easily do is change the tick rate. Fatecarver ticks every 0.3s, so just having it tick every 0.5s instead even at the same power would drop the power of Fatecarver by about 40% (and may save server compute cycles...)

    It already has the % dmg done increase based on crux consumed for the other morph 33% dmg per crux and 2% dmg done debuff per crux

    I know... currently at a 5%, 7%, 9%, 11% based on Crux. I'd nerf it a bit if it's being kept at all, but the idea of a unique damage taken debuff from one specific person is something that I'm not a huge fan of in the first place. Either that or change it to be a full on support morph and apply Vuln like Azandar's version so that anyone can take advantage of that debuff and not just the person who cast tentacles.

    But that is the issue with Dread is that it's a consumer, so no matter how many Crux you have, Dread will never be outclassed by Fatecarver, so people don't tend to run it at all. Some love should be given to Dread to make it more appealing, because then people would actually have to choose between Flail to set up for Fatecarver, or a finish with Dread (which means Fatecarver won't happen and you need a different setup)
  • J18696
    J18696
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    Make other classes easier to play
    J18696 wrote: »
    For me, I'd honestly try to balance the two morphs of tentacles first.

    The Cephaliarch's Flail (the one that everyone uses to prep for Fatecarver) is the one almost everyone uses, because it's a setup for Fatecarver and there's no way that Runeblades -> Tentacular Dread could ever hope to match up to that.
    1. Remove the Abyssal Ink debuff. At least from the standard and the Flail morphs; the Dread morph could maybe keep it but change it to only apply based on Crux spent (e.g. 0%, 3%, 6%, 9% damage taken)
    2. Give the Dread morph the execute scaling that the old Flail morph had.

    That would at least make the Dread morph more appealing, which means that there would be a reason people may want to go to Runeblades->Dread instead of Flail->Fatecarver.

    Another thing they could easily do is change the tick rate. Fatecarver ticks every 0.3s, so just having it tick every 0.5s instead even at the same power would drop the power of Fatecarver by about 40% (and may save server compute cycles...)

    It already has the % dmg done increase based on crux consumed for the other morph 33% dmg per crux and 2% dmg done debuff per crux

    I know... currently at a 5%, 7%, 9%, 11% based on Crux. I'd nerf it a bit if it's being kept at all, but the idea of a unique damage taken debuff from one specific person is something that I'm not a huge fan of in the first place. Either that or change it to be a full on support morph and apply Vuln like Azandar's version so that anyone can take advantage of that debuff and not just the person who cast tentacles.

    But that is the issue with Dread is that it's a consumer, so no matter how many Crux you have, Dread will never be outclassed by Fatecarver, so people don't tend to run it at all. Some love should be given to Dread to make it more appealing, because then people would actually have to choose between Flail to set up for Fatecarver, or a finish with Dread (which means Fatecarver won't happen and you need a different setup)

    You might already know and I'm just assuming something out of nothing but the dmg taken debuff is unique to the person other people do not benefit from it nvm but yeah I think it dosnt really matter since that unique dmg bonus is going to have tobe applied into the kit else where if it's removed anyways

    The real issue I don't think is beam itself runeblades and Dread out perform beam in single target by a fair amount at the high end but every single fight in the game is desgined around aoe so why bother running single target builds at all
    Edited by J18696 on 22 April 2025 03:15
    PC NA Server
    @J18696
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    Pridē - Dragonknight
    Vanıty - Arcanist
  • FoolishOptimist
    FoolishOptimist
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    Make other classes easier to play
    Introducing channeled skill play for PvE situations has honestly been a godsend for me personally. I much prefer it over the juggling of typical LA weaving playstyles and its presence means that I can contribute to group play meaningfully without relying on being a support role.

    I’d love to see other Channeled skills introduced. With Fatecarver’s long-ranged and narrow hit box and Jabs’ short-ranged and moderate hit box, it would be interesting to introduce more skills balanced around these dynamics.

    I’d love to see a Channelled morph of Mage’s Wrath that removes the execute function and improves DPS akin to Fatecarver and Jabs; maybe a long-range cylindrical AoE
  • Joy_Division
    Joy_Division
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    Ezhh wrote: »

    Maybe you posted a wrong link? This is using beam.

    My bad, Thx fixed.

    I'm not even going to care anymore after ZOS nerfs the crap out of the actual classes because of sub-classing and silly things like a scribing "support" skill just feeding Beam bc/ of a particular class mastery script.
    Edited by Joy_Division on 22 April 2025 03:43
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • alpha_synuclein
    alpha_synuclein
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    Nerf Arcanist Beam
    The cost increase and target cap that are currently on pts were good moves. Without the damage buff these would put beam in a more leveled place.

    But for subclassing the crux generating and spending skills should be distributed through multiple skill lines. Just to make more choices comparably strong without destroying pure arcas playstyle.
  • amig186
    amig186
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    Buff other classes potential
    I picked the wrong option, just nerf the beam.

    Right now we're seeing nerfs to other classes' abilities simply because they would make fatecarver too powerful when used together in subclassing. It's not ideal but better to just nerf fatecarver and make arcanist a little worse than nerf everyone else for this reason. Ideally, the subclassed skills would be seperate from the original ones and could be nerfed without harming the original class, but since that isn't the case, any buff is also an indirect one to the arcanist. It sucks, but the way subclassing is implemented makes balancing a bit of a no win scenario
    PC EU
  • Major_Mangle
    Major_Mangle
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    The problem with arcanist was the core design flaw around the crux mechanic. Instead of having crux work similar to how reawakened hierophant works, where depending on how many crux you spend a skill does different things, zos went with the lazy approach where "more crux = more power".
    They had a perfect opportunity to make arcanist a more complex class with the crux mechanic but decided that accessibility was more important.

    Arc could've remained a powerful class in PvE if it actually took more effort than "Flail --> beam --> repeat" (obviously there is more too it but with banner and class mastery it's not far from an actual rotation) and had a more complex system similar to what I described above.

    The 2nd issue has nothing to do with the class itself but rather with how ZOS designs content. Every new trial is so trash/aoe heavy that it makes 0 sense to bring anything that doesn't excel in the AoE department for most trial-/progression groups, and arc fits too perfectly into that category.
    Edited by Major_Mangle on 22 April 2025 10:41
    Ps4 EU 2016-2020
    PC/EU: 2020 -
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