Honestly it sounds interesting. I wanna see more of the lore of the class and it could be interesting to see what happens later with it.
ATM it seems like a class with a lot of ideas but not a ton of finish, whereas a bunch of other classes seem closer to the final vision.
Not a bad thing, shows they are moving a bit further from the EQ mage foundation but also will require more work from them tuning and implementing.
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Some things I want to see for the class:
No COTH - Give it to survival (crafting) as option to all parties, replacing members in your party shouldn't be dependent on having a single class
No Pet Heal - Mixed on this one, the issue I have is that the pet heal HP to mana ratio is too good and you are better off healing your pet while soloing than casting damage spells til late game. Exacerbated additionally due to resists.
Code:
Fire DD
Flameburst (1) - 6 DD / 7 m - DPM .85
Fireburst (4) - 15 DD / 15 m - DPM 1.00
Magmaburst (8) - 40 DD / 30 m - DPM 1.33
Lavaburst (20) - 120 DD / 75 m - DPM 1.6
Blaze (32) - 200 DD / 105 m - DPM 1.90
Inferno (44) - 325 DD / 140 m - DPM 2.32
Firestorm (50) - 700 DD / 250 m - DPM 2.8
Conflagrate (54) - 1200 DD / 350 m - DPM 3.42
Flames of Eth (58) - 1400 DD / 375 m - DPM 3.73
Fires of Eth (60) - 1600 DD / 00 m - DPM
Blasts
Blast RK1 (1) - 5 DD / 5 m - DPM 1.00
Blast RK2 (16) - 75 DD / 55 m - DPM 1.36
Blast RK3 (20) - 100 DD / 65 m - DPM 1.53
Blast RK4 (36) - 150 DD / 85 m - DPM 1.76
Blast RK5 (48) - 225 DD / 110 m - DPM 2.05
Blast RK6 (60) - 300 DD / 135 m - DPM 2.22
Heals
Heal the Elements (8) - 40 HP / 25 m - HPM 1.6
Heal the Elements (24) - 180 HP / 85 m - HPM 2.11
Heal the Elements (36) - 420 HP / 145 m - HPM 2.9
Auras for pets - Currently I feel the area for the aura is too small, it should be the size of a campfire IMO. There are also a couple stacking issues with pets, namely the water pet aura doesn't impact mana regen if you have a chanter buff (bard too?). Earth pet's self buff should be removed and the pet should just natively get a boost to health.
Pet haste buffs - These should be the best haste in the game for the tier. I mean it's NICE not to have to buff my pet when I have an enc / shaman around but it would be mroe nice to have a pet buff that doesn't get wiped out when they buff my pet.
Pet Levels / tiers (all pets) - I think this should apply to all pets IMO..make pets scale off the class' level. "Pet Class" have the pet scale with the player, "Non-pet Class" have it lag one or 2 levels behind (or better, just scale ti's stats so it's effectively 1-2 levels behind) too many things depend on level to have lull levels where you are almost a tier behind during power jumps.
Pet inventory / Summon-able weapons (all pets) - If it came down to it, I would love to have "Pet Slots" or (at minimum) pet weapon slots and remove the summoned weapons. They are cool to have but I feel they are solving a problem that shouldn't really exist. They are also limiting dev creativity options for things like making "pet only" weapons in the game.
"Mod Rods" or mana stones - Currently the cost benefit is too low. It ALWAYS costs more mana to summon then it restores and still uses a ton of health on action. Combined with it being a single charge item and not multi charge like it was in EQ it just really isn't worth using unless your healer is OOM and you wanna keep pulling. Nick kinda made a feedback loop with summoned bandages and mod rods. Ironically this is super powerful if he adds one ADDITIONAL charge to them. Personally, I dunno if this is really needed, it's gunna create more headache issues as it did in EQ. If a group needs mana regen, just push it to the pet aura.
Code:
Summon Minor Manastone (8) - Effect 30 m / (40 hp) | cost (40 m) | Other .75
Summon Lesser Manastone (16) - Effect 75 m / (120 hp) | cost (100 m) | Other .625
Summon Manastone (28) - Effect 105 m / (160 hp) | cost (140 m) | Other .656
Summon Greater Manastone (40) - Effect 135 m / (200 hp) | cost (180 m) | Other .675
Summon Exceptional Manastone (56) - Effect 180 m / (260 hp) | cost (240 m) | Other .692
Fun, needs some finishing details. Soloing late game is kinda a chore outside of light blue mobs, you either burn your mana to kill a blue or you suffer through low XP killing light blues fast.
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The blast system should be their primary form of damage and not Wiz nukes a tier late though. The blast system is a...blast...to use LOL.
The premise is that you are given 4 "Blast" spells that spread over the 4 element types. Combining blasts with the elemental effects that the pets themselves apply for about 6-8 seconds after using their DD, the Ele can get a secondary effect.
Currently there are only 4 effects:
Earth Pet + Water Blast = Snare
Fire Pet + Water Blast = Blind
Fire Pet + Air Blast = Knockback
Water Pet + Fire Blast = AE Damage
I would love to see this expanded to all pets and all blasts with "Synergy" blasts being your damage spell and "Dissonance" blasts being your effects, something like
Water pet + water Blast = Water Jet ( 4-5x Blast Effect damage )