DF Arcane Nodes and Spell Issues

Hi, I’d like to point out some problematic talent nodes in the Arcane tree, since they seem to have been overlooked due to most nodes being generally good in isolated view.

  • Rule of Threes : - A DPS loos talent because it prevents Clearcasting generation ,which half of the tree works with.
    Solution: Instead of reducing cost, refund cost 1 second after use.

  • Arcane Familiar: - A boring mana node with bad AI. The only time this would ever be consciously picked is if it did more damage, which is just poor design because why create a separate unit just to do passive damage. Please stop trying to fit it in.

  • Impetus : - Extremely low proc chance for a spell you generally only use above 3 Arcane Charges because otherwise its slow and inefficient, making even the low proc being wasted. Reconsider this node entirely

  • Mana Adept: - Dumping Arcane Charges to generate mana is an essential part of the Arcane mage gameplay loop. Most classes have their essential spells/abilities in the 8 point rows of their trees, it’s a must pick no choice node.
    Solution: Move up in the tree or make baseline for Arcane Barrage and free up a space for conscious choice.

  • Improved Prismatic Barrier : -Not only is an un-nerf to the base ability even though Arcane now ( because of Greater Invisibility and Master of Time in class tree) has comparatively less defensive capability compared to Fire and Frost (cauterize, double ice block) but it also actively BLOCKS you from picking up Supernova. It actually feels better to “dump” two points into Nether Precision and Slipstream to aquire Supernova.
    Solution : If not reversing the nerf and deleting it, consider moving it under Arcane Missiles node in the free space so it’s an actual point assignment choice and not blocking you from something you might want by picking something you might not need.

  • Nether Tempest : -Heavily inferior to Reverberate. Only effectively useable at 4 Arcane Charges, just slightly more damage than a single Arcane Explosion, doesn’t generate Arcane Charges, more than 5x less contribution to Clearcasting in comparison, doesn’t increase gameplay pace of generating for Arcane Barrage, smaller radius than Arcane Explosion, reduced damage to secondary targets unlike the other, a target casted spell instead of character centered AOE= harder to use. It’s not even a case of “simpler choice for new players”, quite the opposite. I cannot justify picking it up in ANY situation.

  • Orb Barrage : - Doesn’t add up in thematic or gameplay sense with other nodes in its line, sends a linearly travelling AOE spell as a proc on a rotational/spammed single target ability, creating a situation where you are actively holding back from using Arcane Missiles (even in burst, which is hugely detrimental to Arcane Echo playstyle) just to not accidentally pull something in range. Very gameplay unfriendly
    Solution : Remove and add Mantle of the First Kirin Tor as a capstone node under Arcane Bombardment.

  • Touch of the Magi: - Core Arcane spell, which everything revolves around, however with a huge flaw. If the target doesn’t have enough health/you have too much damage, it dies and half of your damage is lost. Currently the only workaround is doing higher m+ keys (what kinda solution i that??) or actively going against your gameplay and swapping to a different target (which might die to the explosion anyway).
    Solution: -Explodes on expiration or death of target.

  • Radiant Spark: However great, the spell is a “noob trap”. Using it on CD is a damage loss compared to waiting for Touch of the Magi to be up. Actively holding back from using it every time makes the 30 second CD completely pointless.
    Solution: Reintroduce Effusive Anima Accelerator (Mikanikos) in capstone row next to Harmonic Echo so it’s at least useable on AOE without stumbling upon this weird CD situation.

  • Evocation+ Siphon Storm VS Conjure Mana Gem+ Cascading Power: - generate mana on CD and gain damage, essentially the same thing. This is a complete tuning choice, not an active thinking choice. Please rethink the Mana Gem line completely

Lastly I’d like to point out that the whole tree essentially pushes you towards playing “Kyrian Arcane” because of how synergies work here, pretty much making it a close to no-choice tree, you just pick whatever contributes more damage into your burst window. Unlike other trees most nodes are individually good, however there is no real choice. There are only 3 real choices in the tree (ignoring pure tuning choice of Evocation vs Gem lines): Reverberate, Supernova, Arcane Echo. You are pushed deeper and deeper into your niche and since the whole tree supports that, Arcane as a whole spec is a choice for a situation instead of having a choice WITHIN the tree for a situation, which seemed to be the design idea of creating these trees in the first place.

I understand that some of these views might seem biased, but i hope it at least starts a conversation or gets people thinking about the tree because, lets be real, Arcane is not a popular or in demand spec and there are many reasons for it. I had a modified mock up tree but seems like links cannot be posted here even though theres a hyperlink choice, it gets automodded out.

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