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Thread: Dominator Redesign into Geomancer

  1. #1
    RIFT Guide Writer Burninalways's Avatar
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    Lightbulb Dominator Redesign into Geomancer

    Everyone knows that Dominator is a dead soul.

    It's main abilities are broken due to not being able to drain Power, Energy or Mana anymore.
    It's crowd control abilities are a joke now that every soul can stun and snare.
    It's abilities have no meaning to them as you go deeper into the soul.
    It's never been useful in Solo and PvE content.

    So I hope to change all that and more, starting with a name change from Dominator into Geomancer

    Which will give rise to new, unique crowd control abilities which are built around area denial, pulls and pushes which can be used in many occasions with many different results no matter the content your in.


    Tree:
    Tempering - Tier 1 - 3 Points
    Increases the bonus of Transmute by 5/10/15%.

    Grounding - Tier 1 - 5 Points
    Reduces the cast time of Earth and Air abilities by 0.1/0.2/0.3/0.4/0.5s and pushback by 20/40/60/80/100%.

    Flow - Tier 1 - 2 Points
    Reduces the global cooldown of the next ability to 1/0.5s after casting a crowd control ability.

    Rock Formations - Tier 2 - 2 Points
    Increases the duration of Cracked Earth by 4/8s

    Ancient Carvings - Tier 2 - 5 Points
    Increases your Intelligence by 2/4/6/8/10%.

    Explosive Shield - Tier 2 - 1 Point - Instant - Cooldown 20s
    Deals x to y Earth damage. Absorbs 20% of damage done by Mage, after 8s deals all damaged absorbed and increases the damage by 200%.

    Gemstones - Tier 3 - 5 Points
    Increases your Critical Hit chance by 1/2/3/4/5%.

    Lightning Rod - Tier 3 - 3 Points
    Air damage is increased by 5/10/15% when the Mage hasn't moved for at least 3 seconds.

    Rock Slide - Tier 3 - 1 Point - Cast time 2s - Cooldown 10s
    Deals x to y Earth damage over 3s.

    Forge - Tier 4 - 5 Points
    Casting Transmute increases your Spell Power by 4/8/12/16/20% for 6s.

    Conditioning - Tier 4 - 2 Point
    Increases the damage of Discharge, Shock Wave and Pummel by 10/20%.

    Hourglass - Tier 4 - 2 Points
    Reduces the cooldown of Liquid Sand by 10/20s.

    Enduring - Tier 5 - 5 Points
    Each 5% health the Mage is missing, damage is increased by 1/2/3/4/5%.

    High Temperatures - Tier 5 - 2 Points - Requires: Hourglass
    Liquid Sand reflects 1/2 additional ability/ies.

    Shock Wave - Tier 5 - 1 Point - Cast time 2s
    Deals x to y Air damage to the enemy and up to 7 additional nearby enemies.

    Solidify - Tier - 6 - 1 Point - Cast time 2s - Cooldown 40s
    For the next 10s the Mage cannot receive or deal damage.

    Rapid Cooling - Tier 6 - 2 Points - Requires: Solidify
    Increases the duration of Solidify by 5/10s.

    Tuning - Tier 6 - 2 Points - Requires: Shock Wave
    Shock Wave increases damage taken by enemies hit by 5/10% for 3s

    Hot Spots - Tier 7 - 2 Points - Requires: Solidify
    Increases healing received by 50/100% when Solidify is active.

    Hardened - Tier 7 - 1 Point
    The Mage’s cast time and channelled abilities have a 60% chance of being immune to enemy interrupts.

    Lines in the Sand - Tier 7 - 3 Points
    Enemy movement speed is reduced by 10/20/30% when within 5 meters of the Mage.

    Pummel - Tier 8 - 1 Point - 10s Channel - Cooldown 20s
    Deals x to y Air damage over 10s, and knocks the enemy backward 3 meters every second. Allows for movement.

    Fertile Land - Tier 8 - 2 Points
    Crowd Control abilities restore 15/25% of the Mage’s maximum health. Can occur once every 15s.

    Ash - Tier 8 - 2 Points
    Increases the effect of Spell Power on your Earth and Air abilities by 10/20%.

    Sandstorm - Tier 9 - 1 Point - Instant - Cooldown 1 minute - Costs: 50 Charge
    Causes enemies within the effect to lose their footing in the targeted area preventing all cast time and channel abilities. Increases the damage enemies receive by 50% for 10s. Lasts 30s.


    Root:
    0 Points: Transmute - Casts Time 2s - Cooldown 15s
    Deals x to y Earth damage. Transforms the enemy into a rock for 30s or until the enemy receives 15% of their maximum health as damage. Can only affect one enemy at a time.

    0 Points: Discharge - Instant
    Deals x to y Air damage.

    4 Points: Cracked Earth - Cast time 2s
    Deals x to y Earth damage every 4s over 8s.

    8 Points: Liquid Sand - Instant - Cooldown 1m
    Reflects the next damaging ability back to the enemy.

    12 Points: Thunder Blast - Instant - No Global Cooldown - Cooldown 15s
    Deals x to y Air damage. Interrupts and knocks back the enemy.

    20 Points: Grappling Hook - Instant - Cooldown 20s
    Drags the enemy towards the Mage reducing the enemy’s damage by 10%, each 5 meters traveled increases the reduction by 10%, up to 60%. Lasts 20s.

    24 Points: Momentum - Instant - No Global Cooldown
    Deals x to y Air damage every time the enemy receives Earth damage. Can only affect one enemy at a time.

    28 Points: Crumble - Cast time 2s - Cooldown 40s
    Removes all buffs from the enemy.

    32 Points: Seismic Slam - Cast time 2s - Cooldown 20s
    Deals x to y Earth and Air damage.

    40 Points: Solid - Instant
    Damage taken reduces incoming damage by 10% per stack for 4s, can occur once every 3s, up to 70%. Enemy attackers have a 20% chance to be transformed into a stone for 10s or until the enemy receives 10% of their maximum health as damage. Counts as a Mage Armor.

    44 Points: Tremors - Instant - Cooldown 20s
    Creates a circle that knocks back enemies away every second causing x to y Earth damage to each enemy hit. Deals a to b Earth damage over 15s to enemies within the circle, damage is increased around the circumference. Shares a cooldown with Earthquake.

    44 Points: Earthquake - Instant - Cooldown 20s
    Creates a circle that pulls enemies inward every second causing x to y Earth damage to each enemy hit. Deals a to b Earth damage over 15s to enemies within the circle, damage is increased within the center. Shares a cooldown with Tremors.

    51 Points: Shifting Earth - 3s Channel - Cooldown 30s - Costs: 20 Charge
    Block enemy movement and damage while active in the targeted area for 30s, or until destroyed.

    55 Points: Fissure - 10s Channel
    Deals x to y Earth damage over 10s.

    61 Points: Sand Castle - 3s Channel - Cooldown 1 minute - Costs: 100 Charge
    Creates a circle of light reducing damage received in the targeted area by 80% for 5s. Enemies within the circle deal 20% less damage for 10s. Enemies outside of the circle that attack allies within will have their damaging attacks reflected back to them for 200% of the damage. Lasts 5s.


    Legendaries:
    Legendary Explosive Shield - Tier 2 - 1 Point - Instant - Cooldown 20s
    Deals x to y Earth damage. Absorbs 20% of damage done by Mage, after 8s deals all damaged absorbed and increases the damage by 400%.

    0 Points: Legendary Discharge - Instant - No Global Cooldown - Cooldown 20s
    Deals x to y Air damage. Increases the damage of the next 3 Non Geomancer abilities by 30%.

    55 Points: Legendary Fissure - 10s Channel
    Deals x to y Earth damage over 10s. Each tick of damage increases taken from Legendary Fissure by 2% per stack. Allows for movement.




    If you have any questions post them here and I can answer them.

  2. #2
    Plane Touched Clowd's Avatar
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    I'll quote you here, and add my comments in red. While I like the idea, I think there are some features here that are unbalanced, or are poor design choices. Where I see those, I will comment on them.

    It sounds like your goal is this: "Geomancer should be a soul that focuses on area denial, knock backs, and pull ins to control enemy positioning in battle. This soul is focused heavily on PvP, but could have use in certain PvE scenarios." I will be critiquing your design with this goal in mind.

    Quote Originally Posted by Burninalways View Post

    Tree:
    Tempering - Tier 1 - 3 Points
    Increases the bonus of Transmute by 5/10/15%.
    What bonus? Squirrel/sheep/transform spells should not be dealing damage. Consider revising to provide additional uptime instead.

    Grounding - Tier 1 - 5 Points
    Reduces the cast time of Earth and Air abilities by 0.1/0.2/0.3/0.4/0.5s and pushback by 20/40/60/80/100%.

    Flow - Tier 1 - 2 Points
    Reduces the global cooldown of the next ability to 1/0.5s after casting a crowd control ability.
    This is not a good design. A Tier 1 talent that provides such a massive reduction in the GCD can cause other specs to become OP quite quickly. The 1.5s GCD should be seen as a downside to a crowd control class, as this provides a balanced cost for their ability to deny mobility. I suggest removing and re-purposing.

    Rock Formations - Tier 2 - 2 Points
    Increases the duration of Cracked Earth by 4/8s

    Ancient Carvings - Tier 2 - 5 Points
    Increases your Intelligence by 2/4/6/8/10%.

    Explosive Shield - Tier 2 - 1 Point - Instant - Cooldown 20s
    Deals x to y Earth damage. Absorbs 20% of damage done by Mage, after 8s deals all damaged absorbed and increases the damage by 200%.
    Why not make this absorb 40% and have the legendary be 80%? The increase after the fact is additional complexity that should be avoided.

    Gemstones - Tier 3 - 5 Points
    Increases your Critical Hit chance by 1/2/3/4/5%.

    Lightning Rod - Tier 3 - 3 Points
    Air damage is increased by 5/10/15% when the Mage hasn't moved for at least 3 seconds.

    Rock Slide - Tier 3 - 1 Point - Cast time 2s - Cooldown 10s
    Deals x to y Earth damage over 3s.
    This is a long cast time on a DoT. IMHO, this should have very high damage and be turned into a channel with a 30s cooldown, making it something to save for your Explosive Shield bursts.

    Forge - Tier 4 - 5 Points
    Casting Transmute increases your Spell Power by 4/8/12/16/20% for 6s.
    This is too much, consider lowering to 2/4/6/8/10%.

    Conditioning - Tier 4 - 2 Point
    Increases the damage of Discharge, Shock Wave and Pummel by 10/20%.

    Hourglass - Tier 4 - 2 Points
    Reduces the cooldown of Liquid Sand by 10/20s.

    Enduring - Tier 5 - 5 Points
    Each 5% health the Mage is missing, damage is increased by 1/2/3/4/5%.
    What purpose does this serve? This is way too situational, and takes control of the ability to maximize DPS away from the player. Consider removing or revising, maybe make it more defensive instead of offensive.

    High Temperatures - Tier 5 - 2 Points - Requires: Hourglass
    Liquid Sand reflects 1/2 additional ability/ies.

    Shock Wave - Tier 5 - 1 Point - Cast time 2s
    Deals x to y Air damage to the enemy and up to 7 additional nearby enemies.

    Solidify - Tier - 6 - 1 Point - Cast time 2s - Cooldown 40s
    For the next 10s the Mage cannot receive or deal damage.

    Rapid Cooling - Tier 6 - 2 Points - Requires: Solidify
    Increases the duration of Solidify by 5/10s.

    Tuning - Tier 6 - 2 Points - Requires: Shock Wave
    Shock Wave increases damage taken by enemies hit by 5/10% for 3s

    Hot Spots - Tier 7 - 2 Points - Requires: Solidify
    Increases healing received by 50/100% when Solidify is active.

    Hardened - Tier 7 - 1 Point
    The Mage’s cast time and channelled abilities have a 60% chance of being immune to enemy interrupts.
    I advise heavily against RNG effects such as this in a PvP oriented spec. Consider removing or revising.

    Lines in the Sand - Tier 7 - 3 Points
    Enemy movement speed is reduced by 10/20/30% when within 5 meters of the Mage.

    Pummel - Tier 8 - 1 Point - 10s Channel - Cooldown 20s
    Deals x to y Air damage over 10s, and knocks the enemy backward 3 meters every second. Allows for movement.
    10 seconds is WAY too long. This should be reduced to 4s, to closely mirror the marksman's Crossfire - https://rift.magelo.com/en/ability/1749386950

    Fertile Land - Tier 8 - 2 Points
    Crowd Control abilities restore 15/25% of the Mage’s maximum health. Can occur once every 15s.
    Consider making this an activated ability on a 30s cooldown.

    Ash - Tier 8 - 2 Points
    Increases the effect of Spell Power on your Earth and Air abilities by 10/20%.

    Sandstorm - Tier 9 - 1 Point - Instant - Cooldown 1 minute - Costs: 50 Charge
    Causes enemies within the effect to lose their footing in the targeted area preventing all cast time and channel abilities. Increases the damage enemies receive by 50% for 10s. Lasts 30s.
    Holy crap. I gather this is a GTAoE. The 30s time allows 2 Geomancers to effectively wall off the same spot, that's way too powerful. The damage debuff should be removed, as a constant mute/disarm GTAoE is powerful enough itself in PvP for locking down an area. Consider adding a 15-25% slow, or causing all within it to be stunned for 2s upon initial cast. Add a small damage component so this is more useful in PvE environments as well.


    Root:
    0 Points: Transmute - Casts Time 2s - Cooldown 15s
    Deals x to y Earth damage. Transforms the enemy into a rock for 30s or until the enemy receives 15% of their maximum health as damage. Can only affect one enemy at a time.
    15% of max health damage to negate a shutdown/squirrel spell is too much, especially in PvP. This should deactivate the second damage is received, and should not deal any damage.

    0 Points: Discharge - Instant
    Deals x to y Air damage.
    This should be a primary bolt

    4 Points: Cracked Earth - Cast time 2s
    Deals x to y Earth damage every 4s over 8s.
    The cast time makes it awkward to line up with Explosive Shield for a DPS rotation. Consider changing it to every 3s over 6s, or increase the duration to 16s, allowing ticks to line up into Explosive Shield.

    8 Points: Liquid Sand - Instant - Cooldown 1m
    Reflects the next damaging ability back to the enemy.

    12 Points: Thunder Blast - Instant - No Global Cooldown - Cooldown 15s
    Deals x to y Air damage. Interrupts and knocks back the enemy.

    20 Points: Grappling Hook - Instant - Cooldown 20s
    Drags the enemy towards the Mage reducing the enemy’s damage by 10%, each 5 meters traveled increases the reduction by 10%, up to 60%. Lasts 20s.
    Remove the damage reduction portion, consider moving this higher up the roots, and reducing the damage debuff duration to 4 seconds, but increasing the debuff to 40%. This way the mage can pull in someone without fear of an immediate burst on them.

    24 Points: Momentum - Instant - No Global Cooldown
    Deals x to y Air damage every time the enemy receives Earth damage. Can only affect one enemy at a time.

    28 Points: Crumble - Cast time 2s - Cooldown 40s
    Removes all buffs from the enemy.
    All instances of abilities like this only strip away 2 buffs. Look at Marksman's Eradicate - https://rift.magelo.com/en/ability/788308251

    32 Points: Seismic Slam - Cast time 2s - Cooldown 20s
    Deals x to y Earth and Air damage.
    Why would I be casting this instead of spamming Discharge? This would be useful if there was a way to make it instant cast, and it dealt a nice chunk of damage. Otherwise, what is the point of this ability?

    40 Points: Solid - Instant
    Damage taken reduces incoming damage by 10% per stack for 4s, can occur once every 3s, up to 70%. Enemy attackers have a 20% chance to be transformed into a stone for 10s or until the enemy receives 10% of their maximum health as damage. Counts as a Mage Armor.
    The maximum damage reduction, and the chance to turn enemies into stone, without any penalty to the mage, is simply OP and turns the mage into a walking tank in PvP, making them way WAY too powerful. The PvE implications are even more ridiculous, as Geomancer instantly becomes the go-to tank for Mage.

    Consider revising to provide a 10% chance to cause melee attackers to be inflicted with Transmute. This makes things a bit more interesting, and should make other players consider using a buff removal attack on the Geomancer before engaging. Limiting it to melee also provides an opening for ranged attacks to be a weakness to the Geomancer.


    44 Points: Tremors - Instant - Cooldown 20s
    Creates a circle that knocks back enemies away every second causing x to y Earth damage to each enemy hit. Deals a to b Earth damage over 15s to enemies within the circle, damage is increased around the circumference. Shares a cooldown with Earthquake.
    Consider giving this a 2s cast time, for the sake of balance and so other PvP players have a chance to react.

    44 Points: Earthquake - Instant - Cooldown 20s
    Creates a circle that pulls enemies inward every second causing x to y Earth damage to each enemy hit. Deals a to b Earth damage over 15s to enemies within the circle, damage is increased within the center. Shares a cooldown with Tremors.
    Consider giving this a 2s cast time, for the sake of balance and so other PvP players have a chance to react.

    51 Points: Shifting Earth - 3s Channel - Cooldown 30s - Costs: 20 Charge
    Block enemy movement and damage while active in the targeted area for 30s, or until destroyed.
    Preventing enemies from dealing damage is simply too powerful in a PvP environment, and 30s with a 30s cooldown allows this to always be up, which is simply not good. Finally, what is destroyed? Can you destroy the shifting earth to stop it? How will melee counter that if they cannot deal damage? Players need viable ways to counter control effects in PvP on their own. Consider making this interrupt all targets within the field each second of the channel.

    55 Points: Fissure - 10s Channel
    Deals x to y Earth damage over 10s.
    A 10 second channel for damage is way WAY too long. Consider making this a heavy damaging 1.5s cast that deals a ton of bonus damage to targets inflicted with any Earth-based DoT, allowing it to synergize with attacks like Earthquake and Tremor.

    61 Points: Sand Castle - 3s Channel - Cooldown 1 minute - Costs: 100 Charge
    Creates a circle of light reducing damage received in the targeted area by 80% for 5s. Enemies within the circle deal 20% less damage for 10s. Enemies outside of the circle that attack allies within will have their damaging attacks reflected back to them for 200% of the damage. Lasts 5s.
    Remove the damage reflection, increase the channel to 5 seconds, and make all effects only apply during the channel, and this becomes a really nice defensive power.


    Legendaries:
    Legendary Explosive Shield - Tier 2 - 1 Point - Instant - Cooldown 20s
    Deals x to y Earth damage. Absorbs 20% of damage done by Mage, after 8s deals all damaged absorbed and increases the damage by 400%.
    See what I mentioned above about the normal version of this skill.

    0 Points: Legendary Discharge - Instant - No Global Cooldown - Cooldown 20s
    Deals x to y Air damage. Increases the damage of the next 3 Non Geomancer abilities by 30%.

    55 Points: Legendary Fissure - 10s Channel
    Deals x to y Earth damage over 10s. Each tick of damage increases taken from Legendary Fissure by 2% per stack. Allows for movement.
    This is confusing. What is generating stacks? a 10s channel is way too long, and easily interruptible in PvP. I would suggest removing this legendary entirely, and going with a redesign I suggested above.



    If you have any questions post them here and I can answer them.
    Overall, I like the concept, but I think it needs a lot of tweaking. The single-target damage rotation is definitely focused around Explosive Shield (which I think is a good thing!), and as such a lot of ST skills should be built with this in mind. Consider this, and provide cooldowns for spells that make it so you are using different spells every other Explosive Shield cast.

    As for the crowd control aspect, simple is better than complex. Try to give each CC spell ONE function instead of many, and do not have them provide debuffs. Slowdowns, knock backs, pushes and pulls are debuffs themselves, and should not have additional effects added on top of that (though a little bit of damage is acceptable).
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  3. #3
    RIFT Guide Writer Burninalways's Avatar
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    Quote Originally Posted by Clowd View Post
    Tempering - Tier 1 - 3 Points
    Increases the bonus of Transmute by 5/10/15%.
    What bonus? Squirrel/sheep/transform spells should not be dealing damage. Consider revising to provide additional uptime instead.
    This turns the 15% on Transmute into 30% enabling you to deal more damage before they revert and attack you, so you can take 1/3 of their health with out being damaged. Also the duration is already at 30s so there's no need to increase it further.

    Flow - Tier 1 - 2 Points
    Reduces the global cooldown of the next ability to 1/0.5s after casting a crowd control ability.
    This is not a good design. A Tier 1 talent that provides such a massive reduction in the GCD can cause other specs to become OP quite quickly. The 1.5s GCD should be seen as a downside to a crowd control class, as this provides a balanced cost for their ability to deny mobility. I suggest removing and re-purposing.
    The only way to trigger it is to use cc (stuns, snares, sheeping, pulling and knockbacks), which are typically only used in Solo or PvP content, and the only way to take advantage of the reduction is to use a instant or 1s cast time ability afterwards otherwise your wasting the reduction.

    This change caused the move of Thunder Blast to 12 points in the root, which could be pushed to 16 points if other soul did become OP (which I believe will not happen).

    Explosive Shield - Tier 2 - 1 Point - Instant - Cooldown 20s
    Deals x to y Earth damage. Absorbs 20% of damage done by Mage, after 8s deals all damaged absorbed and increases the damage by 200%.
    Why not make this absorb 40% and have the legendary be 80%? The increase after the fact is additional complexity that should be avoided.
    Well it's absorbing the damage so 20% of Discharge is being stored and I don't think you want to deal 80% less damage for 8s. It just take a little bit of damage and make it's more later.

    Rock Slide - Tier 3 - 1 Point - Cast time 2s - Cooldown 10s
    Deals x to y Earth damage over 3s.
    This is a long cast time on a DoT. IMHO, this should have very high damage and be turned into a channel with a 30s cooldown, making it something to save for your Explosive Shield bursts.
    Geomancer has a 1.5s global cooldown and all these 2s cast time abilities will become 1.5s cast time abilities. So Instant or 1.5s it doesn't matter it takes the same time the only difference is mobility (which combined with my Archon rework would allow movement with all these cast time abilities any way, for a short time at least)

    Forge - Tier 4 - 5 Points
    Casting Transmute increases your Spell Power by 4/8/12/16/20% for 6s.
    This is too much, consider lowering to 2/4/6/8/10%.
    No. It's actually where needs be, you just cast Transmute a low damage ability then a instant low damage ability (if you took advantage of the GCD reduction) and you have got 4.5s (5.5s) left on the duration so two more abilities (could push for another GCD reduction, so an extra two abilities) then end with a channel, cast time or instant ability.

    It needs to be powerful not just a Tier 1-3 10% stat increase.

    Enduring - Tier 5 - 5 Points
    Each 5% health the Mage is missing, damage is increased by 1/2/3/4/5%.
    What purpose does this serve? This is way too situational, and takes control of the ability to maximize DPS away from the player. Consider removing or revising, maybe make it more defensive instead of offensive.
    It's highly situational to get when combined with other abilities, it's a perfect talent to use and to even get close to 95% would be dangerous (and 100% is impossible as you would be dead), why it hasn't shown up before is a mystery to me.

    Hardened - Tier 7 - 1 Point
    The Mage’s cast time and channelled abilities have a 60% chance of being immune to enemy interrupts.
    I advise heavily against RNG effects such as this in a PvP oriented spec. Consider removing or revising.
    There's nothing wrong with this, the wording could be more specific, the RNG Gods will look kindly down on this talent.
    However I would like it to work is that interrupts have a 60% chance to fail, not the Mage ability be immune to all interrupts, so you could still interrupt the same ability and with a turret spec such as this is more of a requirement.

    Pummel - Tier 8 - 1 Point - 10s Channel - Cooldown 20s
    Deals x to y Air damage over 10s, and knocks the enemy backward 3 meters every second. Allows for movement.
    10 seconds is WAY too long. This should be reduced to 4s, to closely mirror the marksman's Crossfire - https://rift.magelo.com/en/ability/1749386950
    Ever had a melee stuck to you and won't let go, now melee will be gone for good.

    Fertile Land - Tier 8 - 2 Points
    Crowd Control abilities restore 15/25% of the Mage’s maximum health. Can occur once every 15s.
    Consider making this an activated ability on a 30s cooldown.
    This is to primary work with Solidify and gives you an ability to heal yourself if your on the verge of dying.

    Sandstorm - Tier 9 - 1 Point - Instant - Cooldown 1 minute - Costs: 50 Charge
    Causes enemies within the effect to lose their footing in the targeted area preventing all cast time and channel abilities. Increases the damage enemies receive by 50% for 10s. Lasts 30s.
    Holy crap. I gather this is a GTAoE. The 30s time allows 2 Geomancers to effectively wall off the same spot, that's way too powerful. The damage debuff should be removed, as a constant mute/disarm GTAoE is powerful enough itself in PvP for locking down an area. Consider adding a 15-25% slow, or causing all within it to be stunned for 2s upon initial cast. Add a small damage component so this is more useful in PvE environments as well.
    Well it blocks enemies from using cast time and channeled abilities, instant abilities will still work and it only affect the ground so you can move away; when used on npcs it won't cause them to run to you.

    I like it.
    It's not an OP ability and the whole point of this new soul is new crowd control, that's already in-game; many of these CC abilities are in-game already.



    Taking a break for now.....
    Back now

    40 Points: Solid - Instant
    Damage taken reduces incoming damage by 10% per stack for 4s, can occur once every 3s, up to 70%. Enemy attackers have a 20% chance to be transformed into a stone for 10s or until the enemy receives 10% of their maximum health as damage. Counts as a Mage Armor.
    The maximum damage reduction, and the chance to turn enemies into stone, without any penalty to the mage, is simply OP and turns the mage into a walking tank in PvP, making them way WAY too powerful. The PvE implications are even more ridiculous, as Geomancer instantly becomes the go-to tank for Mage.

    Consider revising to provide a 10% chance to cause melee attackers to be inflicted with Transmute. This makes things a bit more interesting, and should make other players consider using a buff removal attack on the Geomancer before engaging. Limiting it to melee also provides an opening for ranged attacks to be a weakness to the Geomancer.
    For this tank problem the simple thing to do is make it so Arcane Ward and Solid can't stack, enabling Solid to stay as it is.

    Geomancer has no real offensive cooldowns so it won't be high in the dps charts nor can it heal itself to stay a live, all it has is CC and when those abilities are on cooldown what then should the Geomancer do; die or run and hide. This buff gives the Geomancer a fighting chance to do something, if it can live for 21s after constant damage to even get the 70% reduction.

    This will also make people react in PvP when fighting a Geomancer, rather than smashing buttons as they do on everyone else.

    51 Points: Shifting Earth - 3s Channel - Cooldown 30s - Costs: 20 Charge
    Block enemy movement and damage while active in the targeted area for 30s, or until destroyed.
    Preventing enemies from dealing damage is simply too powerful in a PvP environment, and 30s with a 30s cooldown allows this to always be up, which is simply not good. Finally, what is destroyed? Can you destroy the shifting earth to stop it? How will melee counter that if they cannot deal damage? Players need viable ways to counter control effects in PvP on their own. Consider making this interrupt all targets within the field each second of the channel.
    The basics in that it's a "Lockout-wall" with a health bar and it's not a circle it a long rectangle box or line.

    As a "Lockout-wall" it blocks you from moving past it, and it blocks Line of Sight on the enemy so you can't damage any enemy beyond the wall. I hopping it won't block you from healing your allies if your are on the other side.

    You will also be able to target the wall and destroy it. I'm not sure about the exact health, will it be equal to the Geomancer health or will it be 1000% more of the Geomancer's own health; so it requires a group effort and the wall can't be healed.

    55 Points: Legendary Fissure - 10s Channel
    Deals x to y Earth damage over 10s. Each tick of damage increases taken from Legendary Fissure by 2% per stack. Allows for movement.
    This is confusing. What is generating stacks? a 10s channel is way too long, and easily interruptible in PvP. I would suggest removing this legendary entirely, and going with a redesign I suggested above.
    This is the most OP ability in the whole game, by design I didn't include a stack limit and with many other abilities a expire duration.

    So after 10s is deals 20% more damage to that enemy, 5 channels & 50s later 100% more damage to the enemy and so on.
    Their will be a point when you forgo other abilities, except Transmute and Explosive Shield, and spam Legendary Fissure.

    It is un-cleansable as I think cleansing 9999 debuffs is too much and the only way to get rid of it is to die or leave the instance (the Geomancer or the enemy) or Phase changes in a PvE instance.
    Last edited by Burninalways; 01-05-2018 at 06:38 AM.

  4. #4
    RIFT Guide Writer Burninalways's Avatar
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    Quote Originally Posted by Clowd View Post
    I'll quote you here, and add my comments in red. While I like the idea, I think there are some features here that are unbalanced, or are poor design choices. Where I see those, I will comment on them.
    Since you had a hard time understanding the why you should use an ability rater than spam Discharge, and all these concerns about PvP here a little be more information on how it should work.


    PvP Instances:
    Transmute reduced to 6% and 10s.
    Tempering reduced to 2/4/6%.
    Fertile Land reduced to 7/12%.
    Sandstorm reduced from 30s to 15s.
    Grappling Hook reduced to up to 30%.


    Damage High to Low:
    Seismic Slam
    Rock Slide
    Cracked Earth
    Fissure
    Pummel
    Momentum
    Explosive Shield
    Transmute
    Discharge
    Thunder Blast


    End Game st rotation
    LGalvanic Strike > LPiercing Beam > Momentum > Transmute > Discharge or Cracked Earth* > Thunder Blast > Sandstorm > LExplosive Shield > Seismic Slam > Rock Slide > LFissure

    *With Discharge you will get Fissure into the 20% Forge buff. With Cracked Earth you only have 0.5s to use Fissure to get the 20% buff.
    Last edited by Burninalways; 01-07-2018 at 01:13 AM.

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