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Is Arcanist Beam too powerful?

  • MurkyWetWolf198
    MurkyWetWolf198
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    Ezhh wrote: »
    There is no other spammable in the game that can compare. It's not just about ST damage or any specific parses on PTS right now. It's an issue on live too and subclassing + an 8% base damage increase are inflating the issue.
    That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.
    But to even use those you need another DoT runnning and for just flail beam the banner. And the stars need to align so banner doesn't hit before the DoT after consuming crux or you'll be down to flail flail beam instead (part of the nuissances of actually playing an Arca). Factoring in inspired scholarship we're at ~1.95 Damage per Power.
    So for the 1.95 Damage per Power you are using 4 skill slots.

    For comparison: the pre-nerf (U34) Jabs had ~1.58 for Jabs + 0.63 for Burning Light for a combined 2.21 and you could actually just spam that without keeping anything up. Cleave damage was half damage and it was melee, but in return you got a very strong self-heal.
    Ezhh wrote: »
    If you hate beaming that much, then don’t use it. It’s not like you’re forced to. Even less so with the new build options.

    This is extremely unhelpful.

    If you personally think imbalances are fine because "you don't have to play a certain way" then please try to understand that people might want good performance and the ability to play the playstyle they prefer at the same time.
    I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?

    Let's take a look at live necro: https://www.youtube.com/watch?v=3GK69RxnGIY - particularly the alternatives setups past the actual parse.
    The skills are all AoE. Even in AoE gear (which hits slightly lower dummy numbers) this performs around the same level as Arca in ST and Cleave. In turn you have to be melee and the targets shouldn't move around too much. Neither of those should be a major issue in an organized group. In return you get some target debuffs.

    Apparently this still qualifies as "no alternative to Arcanist". So my question is: what qualifies as alternative? What exactly are you asking other classes to get?
    Ezhh wrote: »
    The only way that the existence of a simpler build that clears the bar of being good enough is not an issue according to your reasoning is if it doesn’t exist. It doesn’t need to be the best. As long as it’s good enough people will get further by being able to pay more attention and thus progress further. So the only option to fix your issue is to nerf the good enough build so hard into the ground that it’s not good enough, anymore.

    Please don't put words in my mouth.

    I don't care if arc beam is as good as other playstyles and can do the same content. It should be able to. What I care about is that it's so far ahead in almost every single scenario. (So we are very clear, a large part of this is due to the range and cleave on beam).

    Someone getting the same damage numbers on a simpler build than me is 100% acceptable, since in that scenario I have chosen to use the more complicated build. What isn't okay is that there are many situations where someone can objectively play extremely well on another class/playstyle and it will be practically impossible for them to hold their own with an arc. (Again, ranged cleave is a big part of this. The design of recent trials has heavily focused on situations where cleave is really important. If there'd been more ST focused fights in recent trials, the situation on live would be different.)
    I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?
    I agree that range can be an advantage in some cases, but most trials don't need range (especially not from everyone).
    Ezhh wrote: »
    So… just leave it around there. It doesn’t need the buff it got PTS week one. And if people agree it needs a slight nerf (say 5%), sure, go for it. I couldn’t care less. But don’t change so drastically it becomes useless (like turning it into direct damage, huge damage nerf, or other similar “just get rid of it” suggestions). It’s nowhere near that strong.

    If you check some of my previous comments, you'll see I've actually pointed out the difficulties and issues with "nerfing" beam in a way that doesn't break the class and create the same problem but in the other direction (beam no longer keeping up with high CPM gameplay). What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time. Either way, to balance this isn't a simple issue and I don't envy the hole ZOS dug for themselves with this.
    I don't think this will satisfy anyone, really. If you look at Templar U34 or even older you had a very similar build to what arca is today (simple rotation, good damage, etc.) with the following differences:
    * 1s channel instead of 5.5s channel
    * melee instead of range
    * reduced cleave damage, but with self-heal instead of full cleave damage
    * a self-heal during execute to rescue the day
    * some other defensive passives (notably minor protection, extra armor, it paired well with high-elf which provides extra damage reduction while chanelling) that made it quite tanky
    At that point there were plenty alternatives providing similar or better power and most fights were ST or with very little adds.

    And yet: there were the exact same complaints about Templar. It's too strong, it's too easy, you have it - and it got nerfed so hard it never recovered.

    But if you want some alterantives to the hard nerf hammer:
    Take the beam's range away and make it 8x6m (jabs size) or something like that. It already qualifies as melee, anyway. So let it actually be melee.
    Buff templar back to what it was, so we have a 1s channel alternative to Arcanist with different trade-offs.

    But I'm pretty sure people will keep complaining about arcanist until it's so far behind other classes that it's just unplayable. Because as long as simple builds are good enough (say 5-10% behind others with no DPS checks requiring this extra damage), people will play them.

    A few critiques.

    I think you undervalue range. Many Strats and teams require it, and while melee is still ideal, even for arc, the fact that arc barely suffers from pulling back is an outlier from the other comped out builds. They lose blade cloak, and maybe some ult gen, no more than 10kdps, worst case. Other builds lose entire spammable windows, upwards of 50k dps.

    Also, Arcs latent pen and crit damage make buff sourcing easier. No other class can reach pen cap in medium armor with just alkosh in group. Only a few can hit crit cap with just EC, and of those warden and blade have other drawbacks. Excluding arc, stam ranged builds are mid at best.

    Any one of these would give the class a niche. A few of these would make it strong and competitive. All of it combined, along with how easy it is to pick up and hit hard, makes it dominating.

    I don’t mind if Arc is strong. I don’t mind if it’s even meta. But it should not be so strong that the only other DDs accepted into raid comp are support bots.
    Edited by MurkyWetWolf198 on 22 April 2025 07:13
  • Faulgor
    Faulgor
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    Remember Heavy Attack builds?

    Low APM, range, cleave. ZOS said no, pick 2.

    Make Arcanist pick, too.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • GloatingSwine
    GloatingSwine
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    Beam is, functionally, the core reason why Arc is so absurdly strong and so hard to balance. It requires little to no skill to actually pull competitive numbers. At least in the current meta, DKs, Cros and Templars have a lot of value. Their single target is much higher potentially than Arc, and there are fights where that is incredibly important. With subclassing, I feel fairly confident in saying those days are gone. Beam is just so absurdly powerful, got buffed by ~8%, now it gets ~15% on top from the mag BB effect, along with the passive from siphon, the NB ult, the list goes on and on.

    The underlying issue is that beam pretty much the core feature of Arcanist. Nothing else you can spend crux on is competing with firin' ur lazor. And it has to be because it's a 4ish second channel that locks off your ability to fire other skills whilst it's happening so you're reducing your ability to do things like weave light attacks.

    So it has to be the best thing on the class to be worth using, but that means when you can load it up with everyone else's buffs it becomes the best overall thing in the game, and therefore every class is Arcanist with extra steps.


    EDIT: Maybe the answer to stop beam being the king of both single target and cleave is to have the bonus damage from crux only apply to the closest enemy, so only one target is getting the full power.
    Edited by GloatingSwine on 22 April 2025 13:08
  • Ezhh
    Ezhh
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    That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.
    But to even use those you need another DoT runnning and for just flail beam the banner. And the stars need to align so banner doesn't hit before the DoT after consuming crux or you'll be down to flail flail beam instead (part of the nuissances of actually playing an Arca). Factoring in inspired scholarship we're at ~1.95 Damage per Power.
    So for the 1.95 Damage per Power you are using 4 skill slots.

    For comparison: the pre-nerf (U34) Jabs had ~1.58 for Jabs + 0.63 for Burning Light for a combined 2.21 and you could actually just spam that without keeping anything up. Cleave damage was half damage and it was melee, but in return you got a very strong self-heal.

    I'm not sure how comparing pre-nerf plar is relevant to whether beam is overpowered.

    I'm a big fan of plar - the channels for the class on live are just the right length that they feel fine to me and very responsive - and I think the jabs change on PTS right now is quite nice. The problem for me (and other PvE plars I heard from) is the beam change. It's now even longer than arc beam and moves the class into unplayable for me. I'd support a bit more of a buff to plar regardless of how they go ahead with its beam, but this thread isn't about plar.

    I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?

    Feel like I'm repeating myself here - but I never said an easier playstyle should be worse. My stance is that it should not be so much better than anything else.
    I've told you what the issue is.
    Let's take a look at live necro: https://www.youtube.com/watch?v=3GK69RxnGIY - particularly the alternatives setups past the actual parse.
    The skills are all AoE. Even in AoE gear (which hits slightly lower dummy numbers) this performs around the same level as Arca in ST and Cleave. In turn you have to be melee and the targets shouldn't move around too much. Neither of those should be a major issue in an organized group. In return you get some target debuffs.

    Apparently this still qualifies as "no alternative to Arcanist".

    I'm not going to go and watch a link right now sorry, but I've mostly heard complaints about how cro works and that bad choices have been made around the class. I've tried the class several times and found it ridiculously janky and unfun to play. That's on me and if it's measuring up to arc somehow despite everything I've heard, I'm happy. But that brings us to 2/7 classes performing acceptably at best if it is. I don't see how this fixes anything.

    Then there's the issue that this is on live, not PTS where class has way less meaning and it's just about skills. On PTS cro looks like it is mostly just being used for its passives to buff beam more. That's the thing now though - live builds don't matter much in this conversation. It's just about whether beam is so strong that it leaves other playstyles too far behind.
    So my question is: what qualifies as alternative? What exactly are you asking other classes to get?

    Again, it's not about other classes. I have no issues with arcanist the class. I'd also be quite happy to play arcanist if it worked well without beam (it somewhat can but not with cleave).

    I've also already answered this, so to quote what I said in my last post: What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time.
    I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?
    I agree that range can be an advantage in some cases, but most trials don't need range (especially not from everyone).

    If you haven't done the most recent trials then you're in no real position to judge how much need for cleave there is. This is where I'm doubting that cro is a good alternative; you admit it has to be melee. DK can also compete in melee. Yet range is king.

    You don't seem to believe this, and I'm not going to argue it with you. I'll just direct you to this since it sums up my own thoughts quite perfectly.

    I think you undervalue range. Many Strats and teams require it, and while melee is still ideal, even for arc, the fact that arc barely suffers from pulling back is an outlier from the other comped out builds. They lose blade cloak, and maybe some ult gen, no more than 10kdps, worst case. Other builds lose entire spammable windows, upwards of 50k dps.

    Also, Arcs latent pen and crit damage make buff sourcing easier. No other class can reach pen cap in medium armor with just alkosh in group. Only a few can hit crit cap with just EC, and of those warden and blade have other drawbacks. Excluding arc, stam ranged builds are mid at best.

    Any one of these would give the class a niche. A few of these would make it strong and competitive. All of it combined, along with how easy it is to pick up and hit hard, makes it dominating.

    I don’t mind if Arc is strong. I don’t mind if it’s even meta. But it should not be so strong that the only other DDs accepted into raid comp are support bots.

    And finally:
    But I'm pretty sure people will keep complaining about arcanist until it's so far behind other classes that it's just unplayable. Because as long as simple builds are good enough (say 5-10% behind others with no DPS checks requiring this extra damage), people will play them.

    I'm not one of those people, so please direct some of these comments to those who are saying such things, not to me.
  • sarahthes
    sarahthes
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    Ezhh wrote: »
    There is no other spammable in the game that can compare. It's not just about ST damage or any specific parses on PTS right now. It's an issue on live too and subclassing + an 8% base damage increase are inflating the issue.
    That's because it's not a spammable per se. You can't just spam it, you have to build the crux first. A flail flail beam combination lands at ~1.76 Damager per Power. A flail beam combination lands at around 1.89 Damage per Power.
    But to even use those you need another DoT runnning and for just flail beam the banner. And the stars need to align so banner doesn't hit before the DoT after consuming crux or you'll be down to flail flail beam instead (part of the nuissances of actually playing an Arca). Factoring in inspired scholarship we're at ~1.95 Damage per Power.
    So for the 1.95 Damage per Power you are using 4 skill slots.

    For comparison: the pre-nerf (U34) Jabs had ~1.58 for Jabs + 0.63 for Burning Light for a combined 2.21 and you could actually just spam that without keeping anything up. Cleave damage was half damage and it was melee, but in return you got a very strong self-heal.
    Ezhh wrote: »
    If you hate beaming that much, then don’t use it. It’s not like you’re forced to. Even less so with the new build options.

    This is extremely unhelpful.

    If you personally think imbalances are fine because "you don't have to play a certain way" then please try to understand that people might want good performance and the ability to play the playstyle they prefer at the same time.
    I don't think imbalances are fine. But the discussion about Arcanists is not just imbalances. It's about how much worse an easier playstyle should be. I'm perfectly fine if beam gets turned down a notch. But this isn't what people are calling for. And the templar treatments in the past have shown that this isn't where it stops. So the question is: what is the actual issue here?

    Let's take a look at live necro: https://www.youtube.com/watch?v=3GK69RxnGIY - particularly the alternatives setups past the actual parse.
    The skills are all AoE. Even in AoE gear (which hits slightly lower dummy numbers) this performs around the same level as Arca in ST and Cleave. In turn you have to be melee and the targets shouldn't move around too much. Neither of those should be a major issue in an organized group. In return you get some target debuffs.

    Apparently this still qualifies as "no alternative to Arcanist". So my question is: what qualifies as alternative? What exactly are you asking other classes to get?
    Ezhh wrote: »
    The only way that the existence of a simpler build that clears the bar of being good enough is not an issue according to your reasoning is if it doesn’t exist. It doesn’t need to be the best. As long as it’s good enough people will get further by being able to pay more attention and thus progress further. So the only option to fix your issue is to nerf the good enough build so hard into the ground that it’s not good enough, anymore.

    Please don't put words in my mouth.

    I don't care if arc beam is as good as other playstyles and can do the same content. It should be able to. What I care about is that it's so far ahead in almost every single scenario. (So we are very clear, a large part of this is due to the range and cleave on beam).

    Someone getting the same damage numbers on a simpler build than me is 100% acceptable, since in that scenario I have chosen to use the more complicated build. What isn't okay is that there are many situations where someone can objectively play extremely well on another class/playstyle and it will be practically impossible for them to hold their own with an arc. (Again, ranged cleave is a big part of this. The design of recent trials has heavily focused on situations where cleave is really important. If there'd been more ST focused fights in recent trials, the situation on live would be different.)
    I agree it's unfortunate that there's so much focus on cleave lately. I have to admit I haven't done that much of the most recent trials as I just recently got back into the game, but where exactly is there so much need for *ranged* cleave?
    I agree that range can be an advantage in some cases, but most trials don't need range (especially not from everyone).
    Ezhh wrote: »
    So… just leave it around there. It doesn’t need the buff it got PTS week one. And if people agree it needs a slight nerf (say 5%), sure, go for it. I couldn’t care less. But don’t change so drastically it becomes useless (like turning it into direct damage, huge damage nerf, or other similar “just get rid of it” suggestions). It’s nowhere near that strong.

    If you check some of my previous comments, you'll see I've actually pointed out the difficulties and issues with "nerfing" beam in a way that doesn't break the class and create the same problem but in the other direction (beam no longer keeping up with high CPM gameplay). What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time. Either way, to balance this isn't a simple issue and I don't envy the hole ZOS dug for themselves with this.
    I don't think this will satisfy anyone, really. If you look at Templar U34 or even older you had a very similar build to what arca is today (simple rotation, good damage, etc.) with the following differences:
    * 1s channel instead of 5.5s channel
    * melee instead of range
    * reduced cleave damage, but with self-heal instead of full cleave damage
    * a self-heal during execute to rescue the day
    * some other defensive passives (notably minor protection, extra armor, it paired well with high-elf which provides extra damage reduction while chanelling) that made it quite tanky
    At that point there were plenty alternatives providing similar or better power and most fights were ST or with very little adds.

    And yet: there were the exact same complaints about Templar. It's too strong, it's too easy, you have it - and it got nerfed so hard it never recovered.

    But if you want some alterantives to the hard nerf hammer:
    Take the beam's range away and make it 8x6m (jabs size) or something like that. It already qualifies as melee, anyway. So let it actually be melee.
    Buff templar back to what it was, so we have a 1s channel alternative to Arcanist with different trade-offs.

    But I'm pretty sure people will keep complaining about arcanist until it's so far behind other classes that it's just unplayable. Because as long as simple builds are good enough (say 5-10% behind others with no DPS checks requiring this extra damage), people will play them.

    In the four newest trials and, even more so, the new trial on pts, being able to keep up damage at range is king. The below all refers to hard mode.

    Rockgrove:
    Oax - aside from scorepush strats that don't focus minis, arcs are the only class that can clear boss 1 cleanly and fast, unless the tanks are perfect in their positioning. Half a step too far apart and a necro, dk, and sorc needed to turn around to focus the mini. An arc can stand on the mini's hip, kill them on time, and still push the boss. Slower clears are possible but it's safer to clear faster due to fewer poisons and fewer charges going out.

    Bahsei - most groups want as many arcs as possible to be able to keep up damage on multiple aboms while still pushing the boss. Again, scorepushing is different as you spawn fewer minis due to the speed of the fight.

    Xalvakka - single target melee fight.

    Dreadsail Reef:
    Twins - any class is kind of ok here.

    Reef - any class with cleave, melee or ranged, is fine here.

    Taleria - arcs can put their back to the boss and kill the matron adds that spawn without taking damage off Taleria. You absolutely need a few arcs. This fight is a mix of execute classes and arcanists being needed.

    Sanitys Edge:
    Yaseyla - long cleave to kill wamasus while still pushing the boss and killing archers is very helpful. Arc stack is strong on this fight.

    Chimera - single target fight.

    Ansuul - very dangerous enraged fragments that can spawn at the extreme edges of the arena and do not move. At least 2-3 arcs are necessary. Also, in execute the boss splits and 2 of its shades have "run away!" targeting so they want to stay ranged. If the tank makes a misstep they may need to be cleaved at range.

    Lucent Citadel:
    Twins - this is a single target fight that benefits from azure due to small adds that are immune long enough to build azure stacks.

    Orphic - a lot of this fight is done at range due to kiting mechanics such as the ground aoes and continuing DPS while the boss moves to the fate pillar. Additionally, pragmatic fatecarver makes it possible to completely ignore the shockwave mechanic while beaming through it.

    Knot/Xoryn - during the knot run the group is frequently hitting multiple targets at distance due to anti stack mechanics. Additionally, the shield on pragmatic is invaluable. During the Xoryn fight itself, the group is frequently spacing far around the arena for the tempest mechanic, holding out fluctuating current, and avoiding being debuffed by the knot which frequently fractures on top of the boss. Being able to keep up damage in these phases is important.

    Ossein Cage:
    Shapers of Flesh - this fight is chaotic with a lot of targets with large hitboxes and arena denial mechanics, as well as some adds that have their own anti stack mechanics. Being able to keep up damage while targets are scattered or there's a giant poison pool between you and the boss is mandatory.

    I haven't seen the other 2 bosses on HM yet but on vet they also seem to have anti stack mechanics, I'm assuming the hard modes amplify that.
  • RlyDontKnow
    RlyDontKnow
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    Ezhh wrote: »
    I'm not sure how comparing pre-nerf plar is relevant to whether beam is overpowered.

    I'm a big fan of plar - the channels for the class on live are just the right length that they feel fine to me and very responsive - and I think the jabs change on PTS right now is quite nice. The problem for me (and other PvE plars I heard from) is the beam change. It's now even longer than arc beam and moves the class into unplayable for me. I'd support a bit more of a buff to plar regardless of how they go ahead with its beam, but this thread isn't about plar.
    The problem is that jabs aren't performing as well as they used to, so an AoE specced plar isn't competitive which is what this is about, isn't it?
    Compare a U34 templar https://www.youtube.com/watch?v=0QYUPpzQDpo which has almost exclusively AoE damage vs. a live templar which is a lot more specced towards single target: https://www.youtube.com/watch?v=gi9aZa-mIGA
    Templar was the main class for cleave besides Necro. Both mostly specced for AoE and ~5-10% behind more ST focused specs.
    Arca is currently in the same 5-10% behind setup. So it seems that the "overpowered" perception comes from a lack of cleave choices, not from an excessively strong beam per se.
    Ezhh wrote: »
    I'm not going to go and watch a link right now sorry, but I've mostly heard complaints about how cro works and that bad choices have been made around the class. I've tried the class several times and found it ridiculously janky and unfun to play. That's on me and if it's measuring up to arc somehow despite everything I've heard, I'm happy. But that brings us to 2/7 classes performing acceptably at best if it is. I don't see how this fixes anything.
    Perfectly agree Cro feels clunky as heck. But it does good cleave. Hence I'd really love to see templar get its cleave back, so we have more options here. Rather than have Arca lose its cleave so we have even less and have to play clunky Necros.
    Ezhh wrote: »
    Then there's the issue that this is on live, not PTS where class has way less meaning and it's just about skills. On PTS cro looks like it is mostly just being used for its passives to buff beam more. That's the thing now though - live builds don't matter much in this conversation. It's just about whether beam is so strong that it leaves other playstyles too far behind.
    Have a mixed ST/AoE PTS cro then: https://www.youtube.com/watch?v=YGDa78_EM0E
    We're early week 2, so there's not that many builds beyond the super obvious, yet. But I'd expect more to see the light of the day soonish. There's certainly more options to build around than just beam.
    Even on PTS: a pure AoE beam is quite a bit behind a ST spec. Even a more ST specced beam using Null Arca is ~5% behind other ST specs. Which is a similar delta as we've seen before. And a similar delta to what we've had with Templar and Necro AoE specs in the past.
    Ezhh wrote: »
    I've also already answered this, so to quote what I said in my last post: What I'd actually love to see is simply some alternatives to beam that enable ranged cleave without a long channel time.
    I think we kinda agree here. We just disagree that the beam is the issue. Imo the issue is not the beam, it's the lack of cleave options with at least a perceived strong(er) focus on cleave in recent trials.

    sarahthes wrote: »
    In the four newest trials and, even more so, the new trial on pts, being able to keep up damage at range is king. The below all refers to hard mode.

    Rockgrove:
    Oax - aside from scorepush strats that don't focus minis, arcs are the only class that can clear boss 1 cleanly and fast, unless the tanks are perfect in their positioning. Half a step too far apart and a necro, dk, and sorc needed to turn around to focus the mini. An arc can stand on the mini's hip, kill them on time, and still push the boss. Slower clears are possible but it's safer to clear faster due to fewer poisons and fewer charges going out.

    Bahsei - most groups want as many arcs as possible to be able to keep up damage on multiple aboms while still pushing the boss. Again, scorepushing is different as you spawn fewer minis due to the speed of the fight.

    Xalvakka - single target melee fight.
    This doesn't seem wildly different from older trials tbh. With good positioning you can stack stuff. If you don't want to stack things, you focus minis and then go back on boss.
    I agree the range is an adcvantage for Oax. But it doesn't seem like this is super necessary, more like a nice bonus. Nothing that'd make or break your day unless you're going for trifecta.
    For Bahsei checking a couple videos of the fight it appears people stack the adds, anyway? Again: I see how range is helpful, but it doesn't look like it'd make or break your day.
    Compare this to vCR or vAS where range really is tremendously helpful and you do need at least some damage at range.
    sarahthes wrote: »
    Dreadsail Reef:
    Twins - any class is kind of ok here.

    Reef - any class with cleave, melee or ranged, is fine here.

    Taleria - arcs can put their back to the boss and kill the matron adds that spawn without taking damage off Taleria. You absolutely need a few arcs. This fight is a mix of execute classes and arcanists being needed.
    Needed seems like a strong word to me here.The Matrons have ~600k health. Put some DoTs as you pass and you're good to go. For comparison: this is ~3 crystals in a vCR portal, but a whole group working on them, rather than just 1 or 2 DDs.
    sarahthes wrote: »
    Sanitys Edge:
    Yaseyla - long cleave to kill wamasus while still pushing the boss and killing archers is very helpful. Arc stack is strong on this fight.

    Chimera - single target fight.

    Ansuul - very dangerous enraged fragments that can spawn at the extreme edges of the arena and do not move. At least 2-3 arcs are necessary. Also, in execute the boss splits and 2 of its shades have "run away!" targeting so they want to stay ranged. If the tank makes a misstep they may need to be cleaved at range.
    For Yaseyla you can chain the archers, so long cleave isn't very necessary for those. Cleaving the boss a bit is nice. But again: nothing that'd make or break your day unelss you're going trifecta. Seems pretty similar to Oxa in that regard to me. You can also stack the Wamasus near the boss to get cleave even without the huge Arca range.
    The range seems more useful for the ghosts here than anything else to me (unless you're in an unorganized group where you need to long-cleave archers).

    Not gonna comment on LC or the newest trial because I've barerly played it.
    Thanks for the insightful points to where range AoE is deemed necessary or at least very useful.

    So personally I'm taking away the following from this whole discussion:
    * Necro is clunky as heck (as it's always been) and people still don't like to play it, even if it's good :lol: - it could really use some QoL changes
    * Other than Necro Arca is the only really viable AoE spec atm which sucks hard
    * Arca is the only ranged *and* mobile AoE spec
    * Beam is not OP by the numbers, but by its range/AoE potential that other classes are lacking and desparately need

    So what can be done?
    My personal 2 cents: use the power creep that comes with subclassing and take away the range.
    Having less range makes some fights a bit harder, but this is a good thing. There'd be space for a split of more cleave focused melees and more ST ranged DDs, making for a more varied raid composition. At the same time the power creep makes fights easier, so this is probably not too much of an issue overall.
    I'd even see some potential here to have pragmatic fatecarver do half damage to secondary targets (much like jabs), but also have full range and have exhausting fatecarver do full damage, but only in melee range. This would retain the (much needed) strong AoE focus while giving options to build around and being a bit more punishing regarding DPS for going easy mode.

    Beyond dealing with beam itself, we really need more AoE options.
    Templar seems to be moving in that direction, but is still lackluster compared to Necro and Arca. More options would be highly appreciated.

    I know my opinion is not popular, so thanks everyone for being patient and civil and providing valuable insights :+1:
    Edited by RlyDontKnow on 22 April 2025 22:33
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