Rank 1 is just Wizard. There’s a lack of spell options in the early game, which would be ok if the spells were nay good, and even worse when you go Wizard 2 since you get nothing new. Energy Bolt is incredibly lackluster, it does not grow well with levels and even has a cooldown where I feel that It shouldn’t just so that a Mage would never have to auto attack with its terrible speed/animation. Earthquake is slow and scatters enemies which is really annoying for the most part and is no way an effective spell. The rest are just support options, so Wizard 1 is really clunky.
Rank 2 offers Pyro and Cryo, Pyro is stuck with a Fireball that gets knocked around too easily in groups and its number of hits scales with level, which might make you want to stick with Pyro just so it can be useful. Its burning attribute adds 8 seconds, which is more than half its cooldown, just in an attempt to make Flare usable, which it still isn’t, making Flare a useless spell to have. Flaming Ground is far too small of an AOE and doesn’t affect flying targets, but it still lasts long enough where the damage is good for a while, but I still don’t see why it only ticks once per second when most other forms of Damage Over Time tick every half second.
Cryo is the support path, but leveling alone, Freezing an enemies doesn’t do much when you don’t have anything to follow it up with. The Frost Bomb is about as useless as Flare, but not so much (you can easily tell when an Enemy is frozen vs and enemy is Burning with Fireball/Flame Ground doing its thing), but the Animation for it is slow and if the unfreeze before you’re done snapping your fat fingers, its over.
Wizard 2 leaves you stuck with Energy Bolt and Earthquake, neither spell that really needs Surecast, especially since Energy Bolt and Earthquake don’t scale well, you can leave them at 1.
Rank 3 brings up Wizard 3, which finally grants you a new spell here, and what anyone would bother going Wizard 3 for: Quick Cast, and mainly for its 50% increased Magic Damage. Considering how there’s a lack of scaling options in this game, it kinda feels like if you want to do meaningful damage as a mage (as INT scaling is poor, and Spell Scaling is poor), you’ll want to have this buff up to do meaningful damage in any future DPS class you choose. This means going Pyro or Kino early (Cryo/Kino excluded since this is an OP interaction and should be nerfed and you all know it) means that you’ll probably hate yourself in the late game when you feel that Wizard C3 will be necessary for that scaling damage buff.
Speaking of Scaling, why does Heal, Cure, and Zaibas, all Cleric Skills, get double scaling from INT because its in their calculations, but none of the Wizard Spells do? Just sorta seems that Cleric/Krivis make better nukers than Wizards do in the early game.
In any case, My issues with Psychokino is the fact that their Mind Crush has such a short range. I like the idea of it, but it doesn’t reach far, especially considering the amount of targets it can affect, and is hardly usable until Circle 2 where you get its stun attribute.
There’s nothing wrong with Linkers, and while I think it’d be nice to have an Overcharge of 2 because of its higher cooldown now, I can live with it.
As a note, Earthquake, Fireball, Psychic Pressure and to an extent Burning Ground are all rather close range moves, which is pretty dangerous for a “Wizard” type class. They really shouldn’t be so close, especially when getting Interrupted is such a real thing for them (unless you feel forced to go Circle 2 Wizard).
tl;dr (even though its stll too long)
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Lack of useful Spell options early game. Energy Bolt is weak and has cooldowns, Earthquake is slow and annoyingly knocks enemies away, Fireball is short range and doesn’t scale well unless you stick with Pyromancer all the way through, Cryo is weak overall unless you’re with a group in your early levels.
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Cleric-based Spells scale better than Wizard-based ones since Heal, Cure, and Zaibas all have additional INT scaling (meaning they get twice the effect of INT than other classes)
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Because of such few scaling options in the game, if you plan to be a DPS Wizard in any capacity, you need Wizard Circle 3 for Quick Cast’s Attribute. You may think not in the early game, but 300+ levels down the line and you’re using all your Warlock, Featherfoot, etc class skills, you’ll stop and think “i’m not using my lesser class skills much anymore, I could really use that 50% damage boost to these skills I actually use now” and regret not taking Wizard Circle 3.
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A Wizard shouldn’t be forced to use Normal Attacks. I feel their cooldowns are too high on many skills in the early game. Energy Bolt shouldn’t have any cooldown at all. Because autoattacks are ineffective, there’s usually more waiting involved.
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To add, a Spell’s worth seems to be dependent more on its number of hits than anything else. If it doesn’t hit multiple times, its ability to DPS will be particularly low down the line, but then again, that goes for most skills in this game.
There’s probably more issues I have but this opening post is already huge enough as it is.