So my suggestions after playing both specs extensively, I find both of them really good, probably a bit overtuned in their current state. Single target damage is pretty average, but aoe and how it multiplies from shotgun overlaps is a bit too much. Here are my suggestions:
Nerfs :
Reduce flat bonuses on Invoker a bit. Right now it’s 80 to Fire and 80 to Lightning. Maybe reduce it to 60 to each and let’s see how it goes
Reduce flat RR scaling on Distortion to 30 on hard cap
Buffs :
Invoker Mage Hunter can’t find that damn hp anywhere. Just look at the spec I use: both greens with of Vitality suffix (Runecarved also gives hp), hp in gloves, chest, boots, helmet, 12/10 Vigor, two Sacred Plating + Prismatic and still not even 16k hp. I suggest add hp somewhere as a set bonus (or to individual items).
More Proliferation, Supercharged and Distortion bonuses on Aether gear.
This bonus to BWC looks really out of place. Could be any of PRM’s nods.
Did you try/test PRM specs this test patch? Post your experiences
Just a nitpick about health: what is the problem with having 16k? You get 24% lifesteal on PRM with itemization then with weapon damage above 100% you easily get to 35% with just two components.
You have invested as max as you could into spirit and i understand why but it’s a bit strange to ask some hp while you try to max your dmg. It’s like 2 chairs-go physique and get 1k or so more hp or go dmg with a bit less hp
Great suggestion, mate, insightful. Here is the same Mage Hunter with full Physique investment:
800 more hp for losing 350% damage from Spirit investment. If you think 800 hp (less than magical one of Vitality affix) is a good trade for 350% damage I have a bridge to sell you.
That’s not how the game works. You need a certain hp treshhold to be able to sustain big hits and leech dips (like when you are under impaired aim).
the damage increase on both invoker and aether prm seems insane (nearly 50% more flat damage) and then there’s flat rr on top. sr 26/27 was really easy with both. invoker does indeed seem a bit stronger, prm itself seems a tad overtuned, heroes can melt in a single cast in a big group.
the thing i don’t like about the changes is that aether prm could forgo supercharged and now every prm build wants all nodes. dunno if we could go about this a bit differently and keep supercharged the damage over time node?
the other thing is that a spell so powerful needs a better sound. the damage potential is that of d2 amazon lightning fury but it sounds like a whiff.
I mostly agree but I think if you do that then the golden charriot will turn back into a pumpkin really quickly. That extra flat is the reason PRM started performing well. If you roll it back you gonna get pre-patch prm with a bit faster flat rr.
fwiw, i played Lee’s setup, and my immediate comment was “it would probably feel a lot better with a little more HP” - that was before i’d even finished my full set of runs, and just got amplified after i had a comparison run lucking out getting the HP mutator
More DA (and aether also has low phys res). I can never play these low DA builds… The lightning retal I posted last time I started with 2500 DA and had to move to 2700 for it to be ok with 25k life… With less life it would need more… And Arcane Will doesn’t really save it…
talking for 75-76/30-31 fights only. Certain combos seem to be ok with lower DA there and HP can serve as ok/better buffer for that particular dmg/difficulty scaling.
Unsure if it’s arcane will doing it, or a combo of maiven/mirror etc, paired with other elements(chariot/seal), but Arcanist atleast seem to be frequently included in those where 2700-2800DA isn’t “necessary” to the same degree as it feels for others
Low DA is a problem. But I found a solution there (if you look at devotions closer), sort of, same with armor. Due to chunky amount of cooldown reduction Panetti Wand Invoker spec has all temporary auras are really good value on it. So up to Shard 90 it’s fine (but gotta play carefully at Shard 90 of course).