Stat Builds need to be changed, here's my take

TL;DR

Spirit should’ve been Summoner/Support.
Magic should’ve been adjusted to punish CQC, opposite of Strength.
Strength should’ve been tankier to withstand CQC.
Weapons shouldn’t have existed, should’ve been a tool to assist the other three builds.

Disclaimers

I am not a decent writer; please do question if there are any questions
All stat builds are seen at a 1st awakening standpoint.


Pure

Mage

Works virtually identical to Arcane Odyssey’s current implementation, except it should be by nature more fragile against CQC to prevent Mage users from getting close and spamming abilities.

Berserker

Should be tankier in the sense they have more resistance against ranged attacks, should be seen as a rushing stat build that favours CQC and overwhelms the user, especially if they are Mage.

Some may think this is a clear winner against Mage, however you have to realize that Mage would be better at range, and hence can prevent the Berserker user from approaching, but if they do allow the Berserker to approach, then they should be justifiably punished.

Oracle

Should be completely reworked for a Support/Summoner orientated playstyle.

For the support, you could apply buffs to your teammates and debuffs to the enemies, instead of being pure damage, it’d assist DPS teammates in dealing more damage towards the enemy.

It’d be downright awful in a solo-play, but that’s where the summoner side shines;
You’d be able to summon a wide range of creatures, be it Bear, Boar, Wolf, basically the signature animals of a Druid in most ARPG games.

These summons would be able to deal damage and/or deal effects based on which you summoned, Bear could be DPS orientated, Boar a mix, wolf being speed, et cetera.

The support side could then apply buffs to these summons just as if they are a normal player.

still a bit iffy on the animal summoning, perhaps a “warrior” summoner would be better, like summoning Viking[1], Juggernaut[2], et cetera.

Weapon

chris-every-body-hates-chris
It should be REMOVED as a stat in its totality.
Weapons in themselves seem as a strange addition to the three other stat builds.

Rather, weapons in themselves would assist each other stat build, Arcanium weapons/tools would exist to benefit Mages and its sub classes, Cestus weapons for Berserker and its subclasses, and Relics for Oracle and its subclasses.

Mage’s Arcanium would basically be a mediator for their spells and for casting them, a wand could allow for faster casting at the cost of projectile speed and size, a staff could do the opposite, slower casting for higher size and damage.

Berserker’s Cestus would work very similarly to Mage’s Arcanium by being the mediator in most of their attacks, but it would too apply special effects on direct hit with an enemy. A spiky ball on your hands would allow Berserkers to deal bleeding, but only on direct hit due to it not really making sense otherwise.

Oracle’s Relics would be changed in a manner that allows for said Relic to change the support/summoner functionality, eagle’s patrimony could allow for globally more speed, Tidestone could allow for more size, Ember Staff would allow for more damage[3], with all of the relics retaining their synergies.

Hybrid

Warlock

“Allows the user to imbue their magic into their fighting style, and vice versa for fighting style into magic.”

It stays as it currently is, allowing Strength users to apply status effects on hit.
With the addition of allowing fighting styles to be applied to magics, like how current Spirit can be infused with Magic.

Fighting Style imbuement would allow for the magics to apply status effects reminiscent of fighting styles, e.g. Bleeding and Fire with Iron Leg imbued Fire Magic.

This would too allow for the exclusive Steam magic to be used if you imbue a hot/cold magic with a cold/hot fighting style respectively.

Paladin

“Allows the user to imbue their magic into their summons, and vice versa for summons into magic.”

Magic → Summon: Grants status effect, synergies and stats of imbued magic, favouring their visual design to towards magic.

Summon → Magic: Allows the summon’s stats to be averaged with the magic, so if you imbue a strong summon onto your magic, you’d of course have on average higher damage, but you’d suffer in both speed and size.

Juggernaut

“Allows the user to imbue their fighting style into their summons, and vice versa for summons into fighting style.”

Fighting Style → Summon: Grants status effect, synergies and stats of imbued fighting style, favouring their visual design to towards fighting style.

Summon → Fighting Style: Allows the summon’s stats to be averaged with the fighting style, so if you imbue a strong summon onto your fighting style, you’d of course have on average higher damage, but you’d suffer in both speed and size.

Savant

I got nothing on this one, just works like how the present Savant works.


Annoyances.

It’s so strange that Spirit/Strength is called Juggernaut when it has nothing to do with the word juggernaut, it is neither huge, powerful, nor overwhelming, and especially not heavy.

I hate writing “fighting style” over and over, it’s such a strange thing to have when every other thing is called Magic and Summon[4], Just rename it to Style.


  1. Ruthless DPS dealer with axe(s) ↩︎

  2. Tanky enemy which its main purpose is to overwhelm the enemy, at the cost of extensive speed decrease. ↩︎

  3. Unsure about this one. ↩︎

  4. In my case it’s called summon, in Arcane Odyssey it’s just Relic ↩︎

2 Likes

this is honestly a pretty neat to go around it on paper and f eel like what these classes should have been from the get-go, but I also have a warlord save and I wouldn’t like seeing that taken away

2 Likes

Why limit it at that?

We can have generic Wisps[1], Golems[2], stationary summons[3], the list goes on.


  1. Low health, high numbers, shoots fast but weak projectiles ↩︎

  2. High health, low numbers, uses strong but slow melee attacks ↩︎

  3. Tree that slows enemies in area down and damages them, for example ↩︎

1 Like

I see, yeah, whilst I was writing I couldn’t come up with additional summoning types, those would fit pretty well.

I only decided on removing it due to the fact there’s just too much variation already, kind of ruins it for people who are indecisive.

Possibly, instead of a complete removal of weapons, they could persist but deal damage based on your level and not some fourth stat? In that sense, you could still have Warlord weapons but them just requiring strength.

suggestion outside of suggestions mods crush his skull
/j

in all seriousness this would require the playerbase to get like 6 months notif in advance both on the communication servers and in the actual game so they can be prepared for it

real note, this is just an idea rather than wanting the change, it’s too badly written to be a suggestion.

Okay, good, they should be notified of it.
Implement a permanent message down here or some other location that notifies the player of the impending change, possibly making it a button to allow for further explanation when clicked?

no.

Then explain what should it be.

In its current state, it’s just a copy of mage with its functionality, and warrior with its equipping of relics.

Honestly if you kill weapon builds. Spirit may be fine

Ignoring it needs more content overall

nuclear take i know but i think oracle is fine :scream:

the only thing that it suffers from is that is has a lack of variety, it needs MORE moves and less moves that arent dependant on weapons (like come on, why is beam locked to a level 80 spirit weapon wtf)

i say no to summoner because i just dont see it working in a game like arcane odyssey, have you fought a light mage with veil who uses conjure elemental 4? and also because ally ai is very clunky

Agreed, this was written in a small half hour, I would propose more, but this post is merely the general idea.

I’m surprised there’s no spirit beam. Don’t all other styles have a beam like skill? (Shot is hit scan like beam right?)

oracle = night staff beam
berserker = shot?
mage = beam
warrior = piercing shot/incision

If you don’t run night staff you can’t have a beam

Generic rites should be generic skills overall that’d you would likely other builds do.

Then the unique rites are what truly are unique and plays the god’s element. Shooting a wave from the tide band? Sick. Shooting a beam with the staff? Uh okay

Adding more moves is a band-aid solution to a stat build that is fundamentally a cloned of nearly every other stat build, it stops the hate that Oracle is at the moment a stat build that lacks its own identity, temporarily

I have not, but I imagine it to be awful, however, Conjure Elemental would basically be the baby’s first summoner Oracle[1], in a sense that it’s functionally weak by being rather average in all three stats, fundamentally weaker than Oracle’s summons.

This is an excuse that’s orientated towards the PvP side of the game, which in short; Vetex gives less than zero shits about, he’s not even in the Arcane League server, hence why the post was written with PvE in mind.

No offense; bad excuse.
AI can be improved to the point it works well when fighting against players/other NPCs, you can’t put the fault on a technical feature that can and should change.


  1. Just how Oracle is baby’s first Magic at the moment with barely any relics and no status effects on said relics. ↩︎

1 Like

So what do you do about the several dozen enemies that rely on weapons

They’re all warlords!