Improved Witch Tree - Graphical Description
The most important point is the signature node at 6 points. Every class has either a dual node or that signature node within 5-6 points with two exceptions.
1. Witch who has it 6 points in, but it is not your "major" stat + bonus 2. Marauder who has the more typical type of node NINE points into the tree. Both of these are relatively small changes and should have been implemented already for overall tree balance. "When I close my eyes, I see this thing, a sign, I see this name in bright blue neon lights with a purple outline. And this name is so bright and so sharp that the sign - it just blows up because the name is so powerful... It says, "Diamond Supporter."
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So I guess you expect me to provide some feedback too ;)
I like the mana potion changes, especially since you can move around in a new way and they have become really optional (branch out) to grap them, while at the same time if you grab them they've become more valuable due to the new bigger better mana potion node you added. No idea if it actually is an improvement, but I am thinking CB when Ci builds had bars with diamond flasks and mana potions, so I can see why it could be wanted (especially with them regen penalty maps). One thing I always disliked about the witch start was the 20% mana regen node vs the 8% max mana node. There is no doubt about which one is the better. I always said with many others that value lies in mana regen and if you really need to go auras, build for EB. We're seeing all Deep Thought nodes changing for the better (though GGG should look into the max mana + mana regen formula and system and changing some nodes is really a work-a-round). That said I would put the 20% mana regen right after the 40% and swap it with an 8% max mana. That way you can flow faster to the life nodes or ES nodes and it would fit races better (you should involve the better/ top witch racers). I always go for the 20% regen, moving that one would mean I reach the life nodes in 4 steps with the 20% regen instead of 5 steps as is currently. I still like the fact that your new plan already has a 4 step move towards life. Apart from the duelist that is some of the fastest life you can get, tree wise. I am also not sure about the minion nodes in the middle. They add so little early one they could easily be moved. What is also lacking are the witch tree exit points and the access to 2nd stats such as dex or str (not how other classes can get other attribute stats quite fast int/str/dex witch is quite stuck to int, this limits the gear you can pick up quite a bid, without taking an amulet). For the last bits I really have to talk to you, maybe with some Idroo to make myself clear. Love the changes so far! | |
I like pretty much all of it. Make it so.
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Looked at the new one. Looks pretty good to me.
Some suggestions: I'd be more radical with the elemental damage nodes: take one away from each path and make all the small ones 8% (so 8% - <element> Walker - 8%, instead of 6% - 6% - <element> Walker - 6%). 6% bonus to a single element just doesn't cut it when there are so many other things an elemental user should be investing in. I think the AoE/spell damage circle needs a bit of work, specifically the spell damage nodes aren't up to scratch. Maybe change them to 'projectile spell damage' (most spells are projectile or AoE, both at once is rare) but give them a better percentage, say 8%. Last edited by Incompetent on May 22, 2013, 2:34:10 AM
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