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So us far i can see arcane need really some work , and this Candor patch is again fail for me and my loved Arcane

Albion Online New Beginner Guide - Arcane Staff

so us far i can see arcane need really some work , and this Candor patch is again fail for me and my loved Arcane  ;( 

 

This is from patch note on Test Server:

Arcane Staffs

The one-handed Arcane Staff so far was nice, but didn't really have its unique combat role so far. That's why we made the Arcane Orb now also purge enemy buffs, to give it its own sub role to shine in.

The Enigmatic Staff on the other hand has its role already well defined - but the invulnerability had the problem that it was not getting better at all with increasing tiers. So now, the beam applies a shield that can be outdamaged, and the strength of this shield increases at higher tiers.

 

Arcane Orb

The Orb now also purges enemy buffs on hit

 

Invulnerability

Instead of full invulnerability, the spell now applies a shield that can be outdamaged. The shield strength scales with increasing tiers.

 

So first of all my opinion and idea for arcane so far :

 

  4.1 Arcane Staff

 

Yeah this staf , for past 3 month and i could say even beta worst arcane of all .

 

Ability on Q : " Shield " , ok but not so good like on other staff but is ok , but after Brutus patch u move our Dmg spell(Frazzle) from Q to W so bad idea, but for holly staf great idea sure but really ?

 

Ability on W :" Motivating Clense: removes harmful effects from ally & grants 46% movement speed for 5s." Nice spell and u can really use it in more mass open pvp if u have more Arcane staffs 

 

" Empowering Beam: increase target's damage by +137% " Yeah this is really main spell for all arcane like for pvp so for pve but its still on 137% ftom T4 to T8,6 still same so bad. What You should 

try do is give on all arcane starting bonus like 110%(from 4.1, 4.2, 4.3) and max bonus 137%(140% would be nice) on max tier like 8.4, 8.5 and 8.6 plus some bonus to time like +2-3 sec

5.4 to 8.4 for each tier +1 sec.

 

" Frazzle : deals 221 damage. " Really u think that moving this spell on W was good idea ? in my opinion worst idea ever. i never use this spell after Brutus patch ..

 

Albion Online New Beginner Guide - Arcane Staff

 

Ability on E: " Arcane Orb : fires an orb that deals 89 damage & knocks all enemies back 7.45m." by me really good spell for some situacion and some ppl may think its nor really so good but u can really do a lot with it in some pvp fights. And i love u add purges on it right now :) 

 

Btw it would be really nice if we had something like energy beam for Q spell here :D or for E spell so Arcane User can tranfer his energy to his party member if needed like "Energy Beam": Take 17 of your energy per sec. and tranfer it to target Player.( chanelling spell for 6 sec. mana cost 40 energy)

 

  4.2 Arcane Staff 

 

This staff is no bad not good and its really usefull for mass pvp with more then 10+ ppl but u need really give ppl reason to lvl up like other arcane staff.

 

Ability on Q : "Shield " : ok again so what we got shield which we can cast betwen other spell and again u move Dmg spell from this slot i dont really like u for that.

 

Ability on W: "Motivating Clense " same like 4,1 nothig more to say ..

 

" Empowering Beam: increase target's damage by +137% " Yeah this is really main spell for all arcane like for pvp so for pve but its still on 137% ftom T4 to T8,6 still same so bad. What You should 

try do is give on all arcane starting bonus like 110%(from 4.1, 4.2, 4.3) and max bonus 137%(140% would be nice) on max tier like 8.4, 8.5 and 8.6 plus some bonus to time like +2-3 sec

5.5 to 8.5 for each tier +1 sec.

 

" Frazzle : " Really u think that moving this spell on W was good idea ? in my opinion worst idea ever. i never use this spell after Brutus patch ..

 

Ability on E: " Power Field : creates a field around caster that grants nearby allies +229 Armor/MR. " ok this is really nice spell and live it for bigger pvp or even for legend Dungeon if we have more then 1 arcane :) but again it would be great

if u could give us something extra like biger resistence on each tier (like from 4.2 +150 Armor/MR to 8.5 +290 Armor/MR ) or bigger duration for this spell with each tier.

 

  4.3 Arcane Staff 

 

Oh and now this staff on which u are doing testing with that new shield , for modeling this staf ussless for bigger fights thx ..

 

Ability on Q : "Shield " : ok again so what we got shield which we can cast betwen other spell and again u move Dmg spell from this slot i dont really like u for that.

 

Ability on W: "Motivating Clense " same like 4,1 nothig more to say ..

 

" Empowering Beam: increase target's damage by +137% " Yeah this is really main spell for all arcane like for pvp so for pve but its still on 137% ftom T4 to T8,6 still same so bad. What You should 

try do is give on all arcane starting bonus like 110%(from 4.1, 4.2, 4.3) and max bonus 137%(140% would be nice) on max tier like 8.4, 8.5 and 8.6 plus some bonus to time like +2-3 sec

5.6 to 8.6 for each tier +1 sec.

 

" Frazzle : " Really u think that moving this spell on W was good idea ? in my opinion worst idea ever. i never use this spell after Brutus patch ..

 

Ability on E: " Invulnerability: while channeled your target is immune to damage." this is spell which u really want to ****** , and u want change it to a better Q spell really , i dont think is such good idea. Example if u get targeted by 2 curse staff and u will die even if ur arcane user have 5.6 staff.. It would be much better if u just change duration for Invulnerability shield with each tier to be little longer (4.3: 4 sec. --> 8.6: 10 sec.) and still have same effect like before..

 

And i totaly forgot about our passive for 4.2 and 4.3 line. Lets just say they are really useless now how much u think that ppl really autoatck with ther arcane :D ? to get 10% for somethink silly as energy repelish or shorting spell cast :D .

U should aim for better passiv for arcane. Arcane staff is a the biggest support albion online items in the game.

 

and i like idea from PsychicToaster and his topic about arcane. Link

 

[Arcane Flux]-10% chance to reduce the cooldowns of an ally under the effects of an Arcane spell by [x%].

[Focus]-10% chance to restore [x%] energy to an ally under the effects of an Arcane spell

But in my opinion its should be like this :

 

[Arcane Flux] -10% chance to reduce the cooldowns of an ally ability under the effects of an Arcane chaneling spell by x%

[Focus] -10% chance to restore [x%] energy to an ally under the effects of an Arcane chaneling spell

[Arcane Master] 5-10% to return energy cost from casting after successesfull chaneling

[Iron Will] 15% chance to ignore interrupt on ur spell

 

Yeah i know that i forgot about Purge spell on W which is really only good for booss fight :D right now and when i spoke with many arcane user they just said : "i didnt use it even one from start :D " right now we have so much spells on W but only two of 4 are really used .. and im not sure but maybe i would go for deleting this abylity from W and let it by just on E for 4,1 so that arcane have uniq spell to :) like Invulnerability for 4.3 and Power Field for 4.2 .

 

And again i really love idea for more spell for Q ( to all Arcane staffs ) like one more for example us Sukio wrote:

 

Ability on Q : 

"Barrier": either make it instant cast or change it into a spell shield that will negate the next attack (auto attack or spell).

"Energy Beam": Take 17 of your energy per sec. and tranfer it to target Player.( chanelling spell for 6 sec. mana cost 20-40 energy)

"Hourglass": Reduces target's cooldowns by x%.

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