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Crux duration in Patch v9.0.6

  • OtarTheMad
    OtarTheMad
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    sarahthes wrote: »
    After playing a few days with this change it has made arcanist probably one of the most boring classes to quest with. It has ruined healing as you can no longer hold crux for moments you need them and must randomly cast spells even if you dont need them. Kinda sad they ruined a class over such a minor thing. Can we please make it so sorcs cant prebuff by presummoning pets before a fight starts? Necro too. ANd please take away DK stacks.

    DK stacks cost resources to keep up or they fall off. It's hardly the same thing.

    Arcanist is still very, very good in endgame trials. Some of the things the top tanks are doing with portals ... just nutty. Depending on the raid the arcanist dds are doing even more damage than the dragonknights (but honestly both are kind of being eclipsed by stamplars in some fights! Ack!). And arcanist healers are doing just fine in endgame as well.

    Endgame, like trials, is only a part of the game. Plus keeping crux up or getting them back in most cases costs resources for Arcanist as well, plus casting runeblades and runemend to get them can be quite expensive so an Arcanist has to burn a potion just to get that magicka back.

    Crux falling off can be an issue in PvP, specifically keep defenses as runeblades only has a range of 22m, which means you can’t use it on roofs, so to keep crux an Arcanist has to use other methods like Runemend or the armor ability and take damage. Doing that can burn magicka so you’ll end up going into a keep defense at a disadvantage. In PvP you are also losing what a lot of people were using as a burst heal in that armor heal when you got 3 crux. That was probably never meant as a burst heal anyway but some relied on that.

    Some of this will just take some adjustments and toying around with different class abilities and morphs or going outside the class to make up for weaknesses. No doubt the class has taken a hit though, plus to have a class identity changed so close to when it was released is kind of a slap in the face.

    I am still having fun on my Arcanist but that’s not saying much, I am primarily just getting skyshards and testing builds/ability bars for PvP.

    Edited by OtarTheMad on June 28, 2023 8:29AM
  • Sarannah
    Sarannah
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    If the crux falling off after 30 seconds is intended... you may as well remove crux entirely and massively change the arcanist to no longer rely on crux(don't want this to happen). What is the point to crux anymore? Crux was the entire class identity for the arcanist. Everything in the arcanists kit revolves around having and keeping crux.

    Damage abilities are based on crux.
    Healing abilities are based on crux.
    Defensive abilities are based on crux.
    Passives are based on crux.
    Abilities perform different functions based on the amount of crux.

    In any fight where now the arcanist has to generate crux first, they are at a massive disadvantage. While crux already had the disadvantage as having crux making you choose how to use it: Defensive, offensive, or healing(or keeping it for passives/when overwhelmed). Having to choose which way to use crux, was the major downside.

    Another solution would be, to make tome-bearer's inspiration a passive ability, and change it to granting 2 crux on any skill use. This way arcanists can more easily generate crux at the start of the fight, and during a fight by just using their abilities. But keeps players who want to use the maximum of their abilties to use a cruxcharge ability still(as a combat starter), to get to 3 crux right away. Making the downside of having to choose how to use crux less worse, yet keeping the arcanists class identity. (Not to mention, the everglowing green weapon would look really cool)

    PS: Can't even imagine how this affects PvP.
    Edited by Sarannah on June 29, 2023 4:14PM
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