Big and Sad Battlemage feedback

so, this is a feedback dedicated to my Battlemage chars with some thoughts about them and Battlemage class in general. I didn’t test Krieg one but I suppose it to be the most balanced/bearable one out of all BM combinations since there are only 3: Spellscourge, said Krieg and 2h Elemental Cadence. So, let’s talk about Spellscourge first.

overall stats are great. fat HP bar, 3600 OA/3200 DA, 5300 armor, block, Maiven, almost permanent Overguard, Stone Form. I’d say most builds would kill to get some of those stats. And I’m gonna say - ye, it’s pretty tanky indeed. You can pull full boss rooms - not all of them but definitely… some, at least.
What’s the problem, then? I think you know the answer. It’s the damage output. Right.

these are videos of both SR and naked ex. and I’ll jump straight to the problems and break 'em down in the same way I want to break my keyboard after playing this build.

  • 1h BA sucks. Simple as that. you can reach about 120k tooltip on it with Overguard and Ulzaad up but it won’t be doing better things than killing those spiders than can die if you look at them. And you can’t really surprise any Maiden with your huge damage output since you have none. Maybe it’s because of how phys works against armor but the truth is 1h BA sucks while 2h phys one spins the world on that Korvan spear. ah, and yes, that -30% manacost to BA mod does literally nothing. only fight where it can matter is against Ravager but even then Deva is a bigger problem.

  • Devastation, despite having seemingly huge mods from the set, is a bad skill by itself. if you misfire it - well, you’re done. Wait another x seconds to place a stationary rain of fire and then move on. It works poorly in both SR and Crucible. SR requires dynamic gameplay so the char is constantly moving so you need to gather up as many mobs as possible (at least in Spellscourge’s case) to finally unload that Devastation on them. In Crucible you also wanna move around fast to kill mobs fast but you guess what? for some stumps it will take forever to get to you and Sister Crimson will jump thru time and space to avoid your golden rocky rain. Also I don’t get it why Devastation doesn’t have 100% fire>phys as well as a mod. Sure, you can get it from set pieces but you need to be very lucky with conversions and get all above average ones.

  • Build has zero speeds. I know, it a more complex problem that many snb builds suffer from but it feels bad. 163% AS (with Overguard) and 139% CS result in slow transitions between casting Devastation and swinging BA. also that gloves’ passive could definitely grant CS as well as AS.

  • no crit, almost no way to get it. Simple as that. Build has decently high OA but cannot use it to full extent.

  • Before one may say “But such tanky build should be fast or it will be broken!!1!11!”, I’ll say this: times, when Spellscourge had exceptional and almost unmatched tankyness, have long gone. I believe top-retals are similar if not better with better damage output, and many other builds, mostly NBs, while being slightly less tanky, have a ton more damage.


Now, let’s move to out second guest - 2h Elemental Cadence.

I recorded only one SR. In naked ex it just doesn’t survive, buffalo is pointless (sorry to all Buffalo citizens and Sabres’ team but that’s it) and not fast as well. And SR is kinda dangerous all in all.

so…

  • the main problem - not only for this one, but for all 2h Cadence builds is sustain. Despite having 14% + 6% from medal, this one feels squishy most of the times. Ravager is out of question even with extra LL potion.
  • weird dilemma between spirit and cunning investments. in my tests full cunning dump worked the best, since you crit bigger and more often. but at the same time you wanna invest in spirit to increase flat numbers. Split cunning/spirit dump also worked worse than full cunning. Not sure what can be done about it.
  • IEE flat kinda sucks.

Let’s take a look at other classes flat passives first.

Solael’s Witchfire has 121 chaos flat and 125 vit with Second rite maxed.
Flame Touched gives 76 fire and ~ 100 phys flat and also gives 330 OA/DA at hardcap - while maxed Overload gives only 220.
Necro has 88 flat aether on maxed Spectral Binding - but also it gives huge flat HP, % damage, OA and an RR aura on top of that. Also maxed Soul harvest gives nearly 300 flat.
Mog’s Pact gives about 100 flat too but greatly boosts regen, and you also gain armor, DA, HP and resists from its nodes.

Now we’re back to IEE.

IEE - 94 ele flat at hardcap, so basically 31 fire/cold/li (and if converted to phys, you guess what happens). 120 energy leech per second - not bad but energy management became way easier now, and the majority of builds run arcane spark anyway. Extra energy regen - cool but also nothing impressive.
Overload - same OA as FT/Temper at 12/12 but 220 instead of 330 at hardcap. DoTs, I guess, are decent? Not sure about them. Aether res - in line with other resists so it’s ok.
Elemental balance I’m not sure one ever took past 8 points, unless you have nothing to invest in.

Ye, I know that the weapon in this particular case gives extra 66 flat which results in 160 flat total - still not that much more compared to other passives.

  • another thing I wanna mention - plent of Cadence points on ele gear, no points for DM (guess that bonus on gloves will arrive posthaste, surely it will). Also would be coold to see sth like 100% phys>ele on supporting gear, probably on those gloves as well. Instead of puny 40 ele flat for Bros, for use.

so, what could be done in both these cases? (starting with Spellscourge again).

  • change the -30% energy cost bonuses for BA and Devastation for crit. Not necessarily 30, but sth like 20% will be a very nice change. Or add it as a separate 3-piece bonus if one wants to keep those costs low. (but we all know that at least for BA it means nothing).
  • change the -1m target area to Devastation to +1 or 1,5m radius for it, so projectiles hit more targets.
  • add 100% fire>phys mod for it.
  • Speaking of damage: maybe increasing flat RR even more. maybe actually adding sth like 15-20% phys RR reduction to Deva, since phys doesn’t have access to that RR type. maybe buffing %damage on Maiven mod. maybe everything all at once.
  • please, add CS to those gloves’ passive.

Now, to the 2h Elemental Cadence one.

  • sth has to be done with 2h Cadence overall, it’s too volatile as for now.
  • also some phys>ele and DM points on ele gear would be highly welcomed.
  • overall, tho, unless FoA introduces some mighty ele cadence set for BM, it will remain sad and unworhty of your time.

some general thoughts, as a conclusion:

  • IEE line needs to be looked at. imo, now it really lacks sth, since almost every other passives’ line for other masteries was buffed.
  • Devastation needs to be looked at. I know @RektbyProtoss was going to write a feedback about it so he probably has more thought.

let’s discuss it. whoever played Spellscourge, 2h Elemental Cadence or any other BM, let’s hear your thoughts.

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Saved above build (regret i don’t remember who posted it).
It looks interesting and fits into full Krieg set (option 3 as you mentioned).

Wondering how this ranged setup fares in the current version.

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I have a really dated retal Warlord, and I’d argue that Spellscourge produces more consistent damage against bosses than her. Not relying on the blocks and retal procs and all that jazz, it just deals reliable damage somewhere in between Warlord’s lowest and Warlord’s highest.

Devastation is a truly terrible skill though, and the bane of the build’s existence. It was my first time directly specializing in it, and now I dread to level a Pyran sorc. Devastation is stationary, it’s vulnerable to impaired aim, it sucks against human-sized bosses, and Fabius in particular just casually walks out of it with his ADHD movement pattern.

I’m for the idea to increase the size of splash of Devastation, I’m absolutely against removing its negative area radius mod. It’s the only thing that makes the skill tolerable.

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this is what I quickly sketched for dw version (2018 no-green mafia would’ve been happy).

ranged version would most certainly be inferior to this one, and this one will be just ok. bearable but worse than any other aether melee like reaper or even spellbreaker. (and I tried aether Druid with that green gun, and it felt bad).

one thing I remembered, tho, is: can Krieg set, for the love of Forgotten Gods, have some extra res? it takes up 5 (!) slots yet 3 of them (helm, gloves and boots) have only one res, and the hole set has no cc-res whatsoever. can we please get some acid, chaos res? maybe trap or petrify too?
I know there’s an argument that “it’s a newbie set” but c’mon, it’s used not only in budget builds and not only as a placeholder.

I guess this may be true for phys retal (anyone’d seen it in recent years?) but other top retal dogs like lightning and acid for sure have better damage and comparable, if not better, tank. and about 300k of passive damage against melee hitters.

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Not sure if I’ll have the time for a proper big feedback thread, but basically I was gonna propose increasing the base damage of devastation or rather increasing its damage scaling with levels and to compensate reduce damage on outliers, which afaik is only diviner spellbinder.

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Agree with all of it. 2h cadence is just wack all around and I don’t know what can be done about it. I tried it in the best possible (or one of the) spec (2h phys with double rare Voldrak) and it had the same problems. Damage was okay, but leech was very sketchy.

retal warlord is a really low damage bar tho especially if it’s dated and poorly optimised. That said I don’t think Spellscourge should produce damage close to top offensive builds. But some bumps to Deva and 1h BA wouldn’t really do that anyway.

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When 1.2 PTR was up I made built one for HC to test sunder survival and the like. Devotion path = tank with obelisk, tree, builder, approx 3200-3600 ish HPS with tree up. 74% block, over 5300 armor and 11k+ block dmg with procs.

Sheet BA dmg is about 180k IIRC without procs.

For SR 75, felt is was best to just pull as much as safely possible and drop devastation. Once it was on CD it was very slow. The issue was, sure I could add to the timer up to 10-11 minutes but I would burn through 30-40% trying to kill bosses…especially as the before mentioned smaller humanoid ones or those with twitchy patterns (disengage and such).

Obviously not a dps build nor did I try a set up that was balanced or dps heavy.

Functionality of devastation, as stated, is just hard to work with.

If I was to do something to it (without considering engine limitations or power creep) I would have it centered on the caster, move with the caster, and drop the rock directly on a target within x radius.

I don’t necessarily think it should be baseline like this but maybe tied to Spellscourge and/or a few other MI’s.

That, of course, would make the baseline skill really bad and “not worth using without x item” so I am not sure that is the answer either.

I suppose you could also adjust cooldown and make it more in line with other skills such as Judgement or function similarly to how the Blizzard devotion works.

Regardless, there is an argument that it should be looked at.

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I agree with the suggestions here. Elemental Cadence is pretty lacking despite the stacked mods on Scion of Arcane Force and the Discord Transmuter. DM points are definitely lacking and could be added here and there.

I will take it a step further and suggest that FoA add a Elemental/Chaos Cadence set (Elemental focused with Chaos tacked on) for Berzerker/Soldier/Arcanist similar in style to the Elemental/Aether Bonemonger set (that is Aether focused with Elemental tacked on). As the resident DDD Build Enjoyer of the forums, I think doing a set like that could be great for build diversity! :sunglasses:

Both points are true as well. IEE just seems weak and could use some steroids injected to get it in line with other buff lines.

Devastation is okay, but I think it really could have the CD dropped a bit to boost the frequency of use and make it more dynamic.

If you think Devastation is bad though, then you should give Arcane Devastation from Arcanor, Blade of the Luminari - that is a steaming pile of garbage! Elemental Forcewave is pretty terrible as well, probably worse than Elemental Cadence…

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it definitely shouldn’t, and, truth be told, it most likely never will do so. but now it feels like pre-first top20 era, when it was tanky but with low damage, and now, after a massive powercreep of everything, it fell of grace again.

I’d say it’s the only correct way to play it, since BA lacks damage and then wasting Devastation on every small group of mobs basically means wasting your time.

I remember that someone suggested sth like that (guess it were you). It would be an interesting change given how more dynamic the game became over the years. not sure Z will do this but interesting suggestion anyway.

it has the worst uptime among all damaging skills in the whole game (while providing questionable output) and tbh isn’t worthy of taking, unless you have a set dedicated to it or some heavy mods.

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Definitely, which led me to that tanky version in HC. Clear time suffers but to play “effectively” given how the skill functions, it felt like the best way to do it.

Wasn’t me but it is a good suggestion IMO. The only concern I have is we wouldn’t want it to be too much like TSS. It needs to maintain its own identity.

Agreed. It should just feel comfortable. Not too fast but not “un-fun” slow. Could be design intent for the set to be made/built tanky to over pull and nuke on Deva CD. :man_shrugging: If it sees any attention I would, at baseline, ask for numbers readjustment to allow for a shorter cooldown.

My 2h elemental Cadence is fine in SR 90 but I went heavily into defense and sacrificed some DPS so it would not be great for CR runners I guess. But in SR it is solid. The only thing I am missing there is some racial damage to humans. And phys to ele conversion for non Cadence hits would be nice. That is actually missing a lot on a lot of different damage types for 2h Cadence.

Just to contribute to build variety I’ll link some builds since Battlemage has none except Spellscourge and Krieg(which is kinda meme too when considering DK or Spellbinder setups). We definitely need more creativity on this one and since there is no innate RR on neither of the masteries we just need better and more special gear mods.

  1. 2H Aether CT - Battlemage, Level 100 (GD 1.2.1.2) - Grim Dawn Build Calculator

Obvious, damage is low and hard to reach proper stats. Despite ignoring RP I managed to hardcap casting speed. This build just need RR. I included aether RR OFF whisper as amulet but I haven’t tested since all RR debuf change happened so not sure if it’s work but I can assume that is not enough. So to make this build work, we need some RR, not just flat RR and I believe it’s still impossible to add those skills. Then let’s use the amulet and empower it with some mods like more -freeze resist and more RR on warrior items that are possible to wear on such build?

  1. Physical AAR - Battlemage, Level 100 (GD 1.2.1.2) - Grim Dawn Build Calculator

This build is not that bad except getting skill points and lifesteal. We have only amulet option for Adcth and it’s not enough so I had to take Scales even though I have Break Morale. So with better adcth mod I can save more than a few constellation points and use it better. I also had hard time to hardcap disintegration and gave up from Deathstalker or Doom for it and it would be great if this build could hardcap break morale too.

  1. 2H Ranged Aether Cadence - Battlemage, Level 100 (GD 1.2.1.2) - Grim Dawn Build Calculator

Damage problems. I know it’s not possible to add some RR on those gears so maybe the weapon can get a soldier mod?

there’s no such thing as Crucible runners anymore, anyway…

yep. I’d say human bosses like IM and Fabius are problems fro every BM but for aether one.

the RR on OFF works only when the enemy is frozen, so it’s nigh useless

this one (build, not setup) I remember rivaling phys AAR Templar. not sure which one was the winner, but iirc they both struggled with Maiden. other than that, ye, it was a working build.

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5.40 sr bad @_@

i haven’t kept up, what are the times/norms these days for Cruci and naked cruci? still 4.30/about a minute faster than this?

Devastation is the epitome of a sheepster skill.

Between praying that you haven’t found an Impaired Aim spot on the ground, praying that the rocks choose to land on your target, and then waiting for the rocks to actually land in the first place, the applied uptime of dps from Devastation is not very high at all. It’s quite unique in that regard; it’s probably the only skill you can use and then have to cross your fingers that any consistent damage comes out of it.

And that’s to say nothing of the uptime of the buff vs the its cooldown, which is a whole other can of worms.

There’s a reason why GrimArmory’s Devastation set is also a Blade Trap set, and why the set narrows down the targeting of Devastation to a single meter. And even then, this only suffices to make the skill do the sort of damage you’d expect it to in the first place:

On a class like Battlemage, a skill/item/set needs to be doing everything in order to be competitive*. Spellscourge does not do everything. No Battlemage item does; for fear of archetypal overlap/being used in off-classes, item support for Battlemage is only barely statistically better than that of other classes. Lack of RR, lack of innate sustain, lack of archetypal scaling, etc. all contribute to keeping Battlemage down, and item support needs to address all of these (and more) to make the class competitive*.

* Of course, the question is whether everything needs to be competitive, to which I’d argue not. Seeking to make everything top of line is how you get powercreep over time. It’s fine for some things to be weaker/slower if they provide other advantages, such as ease of access (Krieg/Dark One builds) or improved defensive comfort.

In that regard, I’d still argue that Battlemage does not provide any greater comfort than other classes. Nullification/Mirror are potent skills, but you can get those without taking Soldier. And if you do take Soldier, Overguard is not far off from Mirror, and Cleansing Waters is not far off from Nullification. So what’s gained by Soldier+Arcanist?

My Spellscourge build, trying to lean in equally to Devastation and Blade Arc:

It’s…alright, I guess? Sure as hell isn’t breaking any speed records. But I wouldn’t call it too comfy; even with every defensive option in the book, incoming damage is still very spikey and the healing from 2% (2%??? Seriously?) ADCTH on Devastation is literally not noticeable. Again, see this post’s opener - Devastation does not hit often (or hard) enough, even on crowds, for 2% lifesteal to actually make a difference. Blade Arc winding up with 8%, all said and done, also doesn’t amount to much.

Build can still double-tank SR boss rooms and YOLO through SR, but damage AND sustain falls apart when you find a single Poison Hero with any Fumble/IA.

There’s three ways I’d seek to improve Spellscourge Battlemage, and two of them have nothing to do with Spellscourge Battlemage:

  1. Tone down on Fumble/IA from non-boss sources.
  2. Reset mastery-skill cooldowns (so, not item/Devotion skills) when moving from Chunk to Chunk in SR. Needing to wait around and do nothing for Mirror/Devastation to be up because you blew your load on a mobpack at the end of one chunk when there’s a Nem at the start of the next just feels bad.
  3. Increase the projectile speed AND projectile AoE of Devastation so that they hit the ground faster upon spawning and don’t need to hit directly as often to apply their damage.

TED Talk over.

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Definitely good suggestions here Ceno that would help with QoL of many characters. :+1:

Fumble/Impaired Aim really blow chunks…

Dare I say that is a devastating situation to be in… :grin:

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Well, my version of a Spellscourge Battlemage at least does not has the issue of low Adcth on Blade Arc - 19% together with 40% healing increase does not sound too low - given that health regen is the second major sustain pillar here. Using the three damage reductions skills (War Cry, Menhir’s and Maiven, Overguard not listed because of the low investment) surely helps too. However, I surely would miss the energy reduction on Devastation …

The build has reached relatively easy SR 90, one death from 80-85, one from 85-90, both runs however still in time - while still learning how to play the character in high SR. Surely in my hands far away from a below 5 minute run (SR 75/76), but safe and extremely forgiving to play. In the first test run, the build has also finish a complete naked Crucible 0-170 run, again - in my hands - 150-170 far above the seemly now expected 5 minutes or less. One/two year/s ago, I would have considered reaching both (SR 90, naked crucible) that easily as a feat, but seemly the “what can be sensible expected from a normal build” has shifted quite a bit.

Not completely finished (Inner Focus 13/12 :upside_down_face: ) - however, I have farmed / crafted for now enough for a while. If someone one wants to test it, here is the save

_Etara.zip (1.1 MB)

Imho, there are other Battlemage builds that need a helping hand much more than Spellscourge … (and the latest beta patch indicates that some work is done in this regard)

May I provide some not sad feedback?

Before the no-green mafia attacks, I made sure to only have the one affix that’s actually needed on all of the greens listed (except for the weapon which needs Shattered Reality and at least some Aether conversion). Oleron’s Blood now being a WPS is honestly huge.

I tried SR 80 - 81 (or what passes as it nowadays) and buffed Crucible, since those are within my wheelhouse. I got a 6 minute 150-170 (which is honestly fantastic compared to what I usually play) and felt completely comfortable with SR, and mind you this is piloting after a long break and playing this game with my new controller for the first time (RIP Steam Controllers).

As Battlemage can’t get RR, I figured I’d get the next best thing and get as much OA as I could plus a whole ton of racial damage across the board (for Aetherials and especially Beasts to get past Reaper and Salthazarr). I think it’s great, and the problems listed above are more attuned to problems with Devastation as a whole than the class being “meme” (Okay, so it’s low-tier in the super-competitive scene, but I’d consider something like the above build totally good to recommend if they’re not chasing the top times but wants something that feels fun to play).

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I did a Krieg set version recently

Turns out that taking Discord works well with Carbine builds. There’s some interesting cadence quirks in there that I learned about too.

But generally, I came to the same conclusion that going all in on the racial modifiers is the way to go.

I’m finally not too lazy to write another couple of words about Spellscourge. but first of all, about 2h ele cadence.

I did not record any new videos since it’s literally the same. +3 to DM on those gloves add about 10k to 420k tooltip (which is less than nothing), somehow that offensively useless GoE mod is still there, and main problems of 2h Cadence, volatile damage and very sketchy sustain, haven’t been solved in the slightest.
not to mention 3-ele damage is probably one of the worst, if the the worst, damage type in the entire game still. but I have no idea how to powercreep it w/o making single element builds more busted.

now, to Spellscourge. Battlemage, Level 100 (GD 1.2.1.2) - Grim Dawn Build Calculator

first things first, extra low cd on devastation feels good. gameplay became more fluid and a bit more fun.

about the spec: I tried Vire vs Empyrion (literally the same), Vire + Empyrion (better damage), there’s also possibility to take Combustion band for extra RR and speeds but then DA and armor go down the drain in the end, which I’m not a big fan of.

just an SR run to showcase the performance. you can run faster if you hit good room combos, and you can run awfully slow if you get bad rooms and slow bosses.

so, my thoughts.

  • Increase the 3-part set bonus. Replace AS with Total Speed and increase it to like 16%. now both as and cs on this (and most likely many other) snd builds are offensively low. and this one needs to transfer between attacks and casts all the time. OA could be increased as well, or left the same and then some crit could be added.
  • not sure what those 2% LL for Devastation are doing. I think they should either be increased or removed and replaced with sth more noticeable.
  • set is lacking damage, mostly because of RR absense. One thing that could be done is adding like 20% phys RR on Devastation. Phys doesn’t really have access to this type of RR outside of Rah’zin’s AA (and some crutches) so I think it might be a nice solution. And one won’t need that low lvl aug crutch.
  • on a side note, would’ve been to see some +2/+3 bonus to Menhir’s Bulwark somewhere on set or supporting gear.

One thought that I keep in mind that this set looks tanky - and tanky it is (unless you meet Sentinel and decide to pair him with anyone else). But such tankiness feels like a necessary tool for this one to be somewhat fast. Top builds either kill bosses and stuff much faster, while having if not similar but sometimes pretty close tank.

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