ElegonE
Elegon
Jul 1

Rework Gleam: Replace Energy Cost with a Charge System

Right now Gleam just costs a flat 40 energy, which feels off for a mage in the first place — mana would fit the class better long-term, but that's a separate conversation. The bigger issue is how disconnected Gleam feels from the rest of the kit. Proposed change: Charges instead of energy cost Gleam no longer costs energy directly. Instead, it costs 1 Charge per cast. You can hold a maximum of 5 Charges at once. Charges decay over time — 1 charge falls off every 20s if unused. How to gain Charges: Fireball: every 3rd cast grants 1 Charge. Ignite (DOT): each tick has a 10% chance to grant 1 Charge. Firestorm (DOT): since it's AOE and can hit multiple targets, each tick has a 2% chance to grant 1 Charge (lower rate to balance out multi-target ticking). Super Charge payoff: Reaching 5 Charges grants a stack of Super Charge. Casting Gleam while Super Charged consumes all Charges and deals 10x Gleam's base damage in one hit. Why this is better: This turns Gleam from a generic energy dump into a payoff spell that rewards weaving fire spells together — Fireball for reliable charge generation, Ignite/Firestorm for bursty bonus charges — and gives the spec a satisfying burst window with Super Charge instead of just spamming Gleam whenever energy allows. Disclaimer: This suggestion was created using AI to better word my original suggestion.
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