Specialist Illusionist Wizard: Signature Spells Feedback
Posted: Sat Jul 24, 2021 3:08 am
Hey team,
Let me start off by saying, I love what was done with the Specialist wizards. The passive abilities, the signature spells, the bonuses on Spell Foci; they are great.
I've been playing a Specialist Illusionist (Shadow Mage) for a while now, and I have to say, the passive bonuses are amazing, the spell foci are thematic, but the signature spells are, in my opinion a little lack luster for the following reasons:
- Phantasmal: Descriptor Fear and Mind-affecting
So outright immunity on Undead, Oozes, Constructs, and a high probably of immunity on Cavaliers, BGs, Paladins, its also in the vein of Save or Die, which isn't exactly a #feelsgoodman sort of spell. Not to mention Clarity / Mindblank etc which I've seen a good dozen times on our Yellow enemy spawns
- Nightmare: Mind-affecting
Again Undead, Oozes, Constructs, etc. and anything immune to sleep (elves, drow) is immune as well. Not to mention Clarity / Mindblank etc which I've seen a good dozen times on our Yellow enemy spawns
Due to the immunities across such a diverse swath of enemies, and the fact both are DC based spells (which even if they thing isn't outright immune, they can save) both of these turn out to be very situational, I cannot remember the last time I actually used Nightmare outside of a RP setting.
Shifting Nightmare to something like Shadow Evocation or Shadow Conjuration at least gives some flexibility / cookie utility for the Signature spells, as the Illusions of Magic Missile / Wall of Fire / Summon Shadows / Shadowbolt / Gust of Wind are not subject to hard immune (outside of the Shield spell for MM).
The other schools occassionally have spells which are subject to immunity, but no other Spec School has 2 Signatures that are impacted by the same immunities.
Yes, they are on a CD, yes there are a million different spells in your spellbook to use, but there is a noticeable difference in content where this particular class combination can continue to actively participate in combat (outside of boss fights), and content where you are just sitting behind your mummies waiting.
For transparency, other spell foci on the char are: Abj, Trans, Illusion, Necro. So burning hands is the only 'spammable' spell from an attack perspective, and even that is sub-optimal due to the fact it destroys corpses and therefore loot.
I'd be curious if any other Illusionists feel the same way, or perhaps this is an edge case due to the other foci selected?
Let me start off by saying, I love what was done with the Specialist wizards. The passive abilities, the signature spells, the bonuses on Spell Foci; they are great.
I've been playing a Specialist Illusionist (Shadow Mage) for a while now, and I have to say, the passive bonuses are amazing, the spell foci are thematic, but the signature spells are, in my opinion a little lack luster for the following reasons:
- Phantasmal: Descriptor Fear and Mind-affecting
So outright immunity on Undead, Oozes, Constructs, and a high probably of immunity on Cavaliers, BGs, Paladins, its also in the vein of Save or Die, which isn't exactly a #feelsgoodman sort of spell. Not to mention Clarity / Mindblank etc which I've seen a good dozen times on our Yellow enemy spawns
- Nightmare: Mind-affecting
Again Undead, Oozes, Constructs, etc. and anything immune to sleep (elves, drow) is immune as well. Not to mention Clarity / Mindblank etc which I've seen a good dozen times on our Yellow enemy spawns
Due to the immunities across such a diverse swath of enemies, and the fact both are DC based spells (which even if they thing isn't outright immune, they can save) both of these turn out to be very situational, I cannot remember the last time I actually used Nightmare outside of a RP setting.
Shifting Nightmare to something like Shadow Evocation or Shadow Conjuration at least gives some flexibility / cookie utility for the Signature spells, as the Illusions of Magic Missile / Wall of Fire / Summon Shadows / Shadowbolt / Gust of Wind are not subject to hard immune (outside of the Shield spell for MM).
The other schools occassionally have spells which are subject to immunity, but no other Spec School has 2 Signatures that are impacted by the same immunities.
Yes, they are on a CD, yes there are a million different spells in your spellbook to use, but there is a noticeable difference in content where this particular class combination can continue to actively participate in combat (outside of boss fights), and content where you are just sitting behind your mummies waiting.
For transparency, other spell foci on the char are: Abj, Trans, Illusion, Necro. So burning hands is the only 'spammable' spell from an attack perspective, and even that is sub-optimal due to the fact it destroys corpses and therefore loot.
I'd be curious if any other Illusionists feel the same way, or perhaps this is an edge case due to the other foci selected?