Meldryn
02-10-2007, 04:35 PM
One of the things that I believe puts casters at a distinct disadvantage currently is our finishers being on 5 minute cool downs compared to melee who have no cool downs on most of their finishers, and can boost their crit chance by an additional 7.5% simply by using light weapons. Windsong is the only finisher that I can think of offhand that has any cool down whatsoever, and it is only one minute. When you factor in the fact that casters generally have a lower crit chance on their spells than melee, the 5 minute cool down seems even more unnecessary.
The Sorcerer Mimic finisher, for example. I generally see this do less damage than the actual spell crit that triggered it. Is it so overpowered that being able to use it more often than once every five minutes would be overpowered? Incinerate is another good example. Yes, it deals decent damage, but not so much that I would look at it and think, "Wow, it's a good thing that isn't usable more than once every five minutes or I would be a god."
Another finisher that comes to mind is the Blood Mage spell Blood Tribute. It hits for about 400 damage at level 23, and once it is fixed should heal nearby group members for that amount. The issue I have with this being on a five minute cool down is that unless something is going terribly wrong, my group is sitting at or near max health, which means the group heal component is wasted. I admit that if I happen to crit at an opportune moment this spell will be truly amazing, but the situations in which that will happen are so few and far between that I do not feel this spell merits a five minute cool down.
I am not asking for melee finishers to be given the ridiculous cool downs that casters are subject to, I am simply asking for the cool downs on caster finishers to be reevaluated. Their power is such that they simply do not justify these cool downs.
The Sorcerer Mimic finisher, for example. I generally see this do less damage than the actual spell crit that triggered it. Is it so overpowered that being able to use it more often than once every five minutes would be overpowered? Incinerate is another good example. Yes, it deals decent damage, but not so much that I would look at it and think, "Wow, it's a good thing that isn't usable more than once every five minutes or I would be a god."
Another finisher that comes to mind is the Blood Mage spell Blood Tribute. It hits for about 400 damage at level 23, and once it is fixed should heal nearby group members for that amount. The issue I have with this being on a five minute cool down is that unless something is going terribly wrong, my group is sitting at or near max health, which means the group heal component is wasted. I admit that if I happen to crit at an opportune moment this spell will be truly amazing, but the situations in which that will happen are so few and far between that I do not feel this spell merits a five minute cool down.
I am not asking for melee finishers to be given the ridiculous cool downs that casters are subject to, I am simply asking for the cool downs on caster finishers to be reevaluated. Their power is such that they simply do not justify these cool downs.