pretty happy about most of these changes.
pyromancer:
flame ground now reminds me of zealot skills. having fire balls remain on the stage for their max duration even once they’ve reached their hit limit is interesting (can we keep exploding them with flare after they’ve used their hit count? possible revival of pyro>sage?) - just spawn tons of fire balls and keep exploding them with flare. good job here, imc - let’s hope it’s viable in some capacity.
cryomancer:
yes, frost pillar no longer pulls enemies. but let’s face it - frost pillar made all pve content entirely trivial, especially alongside cryo>chrono’s frost pillar > pass combo. this change looks interesting. as for crowd control, snow rolling is now a c2 skill - so we should be able to have level 10 snow rolling which is quite the boon. switch to an audras staff when using this and that might be a viable replacement for crowd control. also good riddance to gust - i loved the little animation it had but it was a completely worthless skill.
elementalist:
holy crap - an earth spell that’s not earthquake? and, with earthquake now having 1000 skill factor against ground enemies, maybe an earth-element themed build could be viable? on a more serious note, these elementalist changes are pretty good. hail, while inaccurate, is now double damage - and runecaster’s rune of ice now increases all ice spells by 50% (hail included) - so elementalist>runecaster has even cleaner synergy than it already did. mix in the shorter cooldowns etc of the rune spells and you’ve got a really nice build going on here.
thumaturge:
so swell right arm will no longer boost main hand damage. this is an inconvenience, as you can’t stack high magic attack as easily as before - but a good 2 hand staff with a few trans levels is already better than using a rod+dagger / mace+dagger, so nothing was lost here. left arm also adds attack to pets, and right arm gives them defence. thuma3>necro3 and thuma3>sorc1 builds both work nicely here.
psychokino:
heavy gravity is just what this job needed. currently, there is a gap in their rotation unless they hold psy pressure and gravity pole for their max duration. heavy gravity pads this out perfectly - as long as the cooldown isn’t gross. now the more interesting part is psychic pressure becoming pretty scary DPS. its skill factor has been increased to x1.5 (50% boost) - which should mean it has a skill factor of 403 at level 15 with level 50/100 enhance attribute (+25%). cards exist to boost damage against stunned enemies by 30% (10% per card), and psy pressure is eternal stun - meaning psy pressure, with the stun damage cards, is essentially a 524% skill after this change. that’s 524% every 0.5 seconds for 10 seconds, with a very high target count - we just need a way to gather mobs together so we can land it on everything. I;m very interested in the prospect of wiz1>cryo1>psycho3>thuma3>sorc1, though. with heavy gravity, psychokino can now keep a neater rotation going, and is may be enough to have viable dps if you boost it higher with thuma. psycho and thuma also both act as support, with psychokino crowd control filling the void left by the changes to cryo’s frost pillar. thuma also now boosts sorc, and SPR - required for sorc - scales your thuma buffs, including swell brain making up for not being INT for your psycho DPS prospects. psycho3>thuma3>sorc1 looking very interesting.
chronomancer:
RIP