Good thread, I’ve been meaning to speak up about this myself.
Long ass post incoming.
I’ve had 2 self-found PRM builds on HC, one died at 82 and the other is my current char at 85 and he has beat most of the content in the game.
My 2 cents about the current issue and about PRM:
[u][b]
- PRM has too many damage types[/b][/u]
Most strong builds focus on 1 or 2 damage types typically, PRM has 5 possible (Fire, Cold, Lightning, Aether, Electrocute).
A major problem that comes with this is the Elemental damage type: it’s hard to boost compared to other types but there is no compensation to make up for that.
For example, the single elements typically get 180% (100 + 80) for 2 nodes from the highest tier devotions.
But when you look at Blind Sage, the top Elemental cluster, it takes you 4 nodes to get that 180% (3 * 100% single elements + the 80% node).
This means that you either get less per investment (of skill points, devotion points, items, whatever) = harder to gear and also lower returns on top of that.
More damage types isn’t good because it means you have to spread thin both your +damage bonuses and -res effects.
2) Too many creatures resist Aether damage
Pretty much every non-undead Aether creature highly resists it or is immune to the damage type.
Once you’ve played an Aether build, you’ll become very familiar with which creatures those are.
I’m not sure, but I think Aether is the only damage type that has this weakness in such prevalence.
Not exclusive to PRM, but another strike against it.
3) Supercharged is Superbad
This link to PRM is very weak: even at rank 12 and maxed Elemental Balance, you’ll typically get ticks for 500-800 damage, this is negligible in Ultimate.
The reason for this is problem #1: Electrocute bonuses come with Lightning damage items, not with Elemental damage ones.
The end result is that having so many damage types, and the Ele damage type itself (which is an inherent weakness in its current state) means it’s very tricky to gear a PRM character.
4) The WD issue
As others have pointed out, having no WD means skills don’t scale as well as ones that do have it.
No WD also means some -resistance options are blocked from you, such as Mark of Dreeg. Especially because PRM has so many damage types, it’d really benefit from -all resistances, but instead the player is limited to a few damage types from skills such as Arcane Bomb.
You don’t get much more than -30 to -50% res to 2-3 damage types (when PRM deals 5), while a NB char can get over -100% Pierce res: just this alone means the latter deals over double the damage outright in some cases.
Furthermore, no WD also means no native leech, which indirectly lowers your damage as well: the less you have to move due to sustainability, the more time you have to attack.
5) Spell builds are inherently harder to gear than WD ones
Related to #4, this might be somewhat less obvious, but the issue is there even from early game: once a WD character starts falling behind, you can spend 5-20 mins shopping a new weapon. Even a simple “Superior X of Alacrity” updated to your current character level will carry it for the next X levels handily.
Casters on the other hand, aren’t that easy to fix.
In the early game, you’re either running with a weapon with some cast speed or bonus damage to your damage type, or the lowest level faction weapon.
There is no good way to shop for a better weapon, at most you’re gaining ~5-30% DPS from a better shopped weapon.
Compare that to a WD character, where a level appropriate weapon with decent mods can pretty much double their damage.
This issue is even more egregious in the late game: once you’ve maxed all skills related to your spell and have decent items in every slot, your damage simply stops rising completely. The only way to increase it is to get the specific Legendaries that work for that build, but if you don’t trade/cheat those are hard to come by.
This stagnation is a direct consequence of many of the above issues: there are simply fewer ways to boost spell-based damage compared to WD builds: the weapon factor isn’t there, fewer -res options, no double attacks from DW, no WPS, and so on.
Which brings me to my next point:
6) No WPS or equivalent is crippling
In this game, all the best damage builds are based around procs, there are virtually no exceptions. Procs from skills, devotions and items all contribute to those sub-15 second speed kills on tough bosses.
So for spells not to have WPS or an equivalent thereof, is another strike against them.
Compare your average NB build: a well-geared one will pretty much always release a WPS with every swing, and the base attack itself is improved as well (from Shard of Beronath, Fire Strike, and so on).
You can link a devotion to the main attack and also to your best WPS, which means you can have up to 4+ effects from 1 click.
A spell with a single devotion linked to it simply can’t compete with that, because you’re literally getting half the effects.
7) Iskandra’s Elemental Exchange doesn’t synergize with caster builds
I’m aware of the flavor text that its design is intended to be for warriors, but it’s strange how the main caster class’ main active buff line pretty much doesn’t benefit casters at all.
This is also a beginner trap: people not familiar with the mechanics will put points into it thinking it boosts their spells, when it in fact, doesn’t.
8) Many caster items don’t seem to have +OA
Outside of the Clairvoyant set and that one armor with 5% OA, I have the feeling that many caster items don’t give much or any OA at all, which is illogical because even as a caster you need OA to hit and crit.
This problem isn’t unique to caster items though: for example, the Markovian set has the same problem, but it’s designed as a defensive set.
This might be a remnant early design facet where Crate believed that casters get spell damage, and warriors get OA, but that just doesn’t work anymore.
So what can be done about all these issues?
A) Lack of damage
I don’t think putting WD on every skill would be the answer, that would make them too similar. But as the problem is that caster builds lack damage and scaling potential in the late game, the obvious option is to simply increase the base damage values on the higher ranks of spells, especially of the ultimate ranks.
Spells are decent early-mid game but they tend to fall off when you start late Elite or early Ultimate, this is where increased numbers would give them that extra oomph and also make them easier to scale.
Doing so would alleviate almost all of the problems instantly.
B) Lacking -res options
This is not necessarily a major issue since -res is often OP to begin with, but coupled with all the other issues, it’s another strike against casters.
An easy way to solve this would be to give IEE some -res. The flavor text says it "absorbs arcane energy from foes to return it as elemental damage."
How about stripping some of the enemy resistances because of the drained arcane energy?
Or simply allow this skill to benefit casters, by turning one of the WD benefiting affixes into a % spell damage bonus, which would address point #7 as well.
C) Lack of WPS and multiple hits
As said above, spells are the only attack type that don’t give you multiple duplicated attacks with one click.
Weapons can be dual-wielded for a chance of a double attack, they can proc WPS and those WPS have multiple hit attacks as well (Volley, Mutilate, etc.)
To compete with this, I’d like to see spells redesigned so that they at least have a chance to hit a target multiple times with one click at higher skill investment.
PRM’s shards could shotgun at close range (has a risk-reward factor), Trozan’s could gain additional projectiles at higher ranks, etc.
Giving spells their own unique effects would keep them unique, I feel that would be a better solution to giving every spell WD and allowing them to proc WPS, etc.
D) Lacking itemization
The higher end caster items and sets could really do with a looking over.
The aforementioned missing OA is a major issue, but some items are simply undesirable to begin with.
An example:
Frostdread Cuirass Light Armor
825 Armor
35% Cold Resistance
22% Vitality Resistance
50% Reduced Freeze Duration
+46% Cold Damage
+46% Frostburn Damage
6 Cold Damage
+3% Health
+3.2 Energy Regenerated per second
+30 Defensive Ability
+3 to Amarasta’s Blade Burst
+2 to Star Pact
Grants Skill: Frostdread Presence (Level 1)
Unleash the chill that dwells within your frozen heart, infusing your weapons with life-sapping chill. This effect is extended to nearby allies. This ability must be toggled to maintain its effect.
345-686 Cold Retaliation
20% Chance of 2 Seconds of Freeze Retaliation
12 Cold Damage
+150 Energy Reserved
15 Meter Radius
35 Energy Cost
3 Active Energy Cost per Second
This is a level 75 item but it doesn’t offer anything an end game caster would want (Cast speed, -res, large damage bonuses, etc.)
Seeing more +class skill bonuses on items such as this or on the sets that currently don’t have them would make them significantly better.
Because casters don’t have a big weapon to scale off, getting more +skill bonuses as compensation would be useful.
Another idea is to allow spells to always hit (crit will still be based on OA).
This will set them apart from attacks and give them their own unique bonus to compensate for lack of WPS.
I could go on and on but my point is, I think the above touches on most of the issues why there is such a big discrepancy between caster and WD builds.