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Occultist raid dominance.
Occultist raid utility is just far too high. I swear it is like in every raid i've been in I hear the words "Do they have an occie?". Why should one class inspire so much fear and have so much leverage over the out-come of a fight? Before the changes and events, this was not as much an issue, but now with the class being stripped from all but two organizations, it has become nothing but a pain. No other class has this much to its advantage. Let's consider the utility that comes with the class:
Star tarot: Ability to throw meteors at anyone in the area, destroying shields and causing damage. A Destroyed shield gives an advantage to their doppleganger to throw tarot/use warp.
Astralform: Instantly gives the Occultist invulnerability and freedom of movement. Willpower drain is somewhat managable (unlike Blackwind which is 2k willpower per drain). Can be used multiple times to escape bad situations and reposition self in a raid to continue with assault. Has only 2 known counters, Druid Flash and Priest Cleansing, both of which are/have become org specific abilities.
Chaosrays: Strikes all in the room with 1 of 7 effects (one being damage), tends to be useful rather than detriment. Utilized by occultists when in a bad situation to cause group damage.
Transmogrify: When an occultist has finally been pinned down and slain, they will not in fact die but rise up with full health and mana. This process is usually instantly followed up by Astral-form (or a Duanathara) for a quick escape, having thwarted a death.
Doppleganger warp: Ability to send Doppleganger to anyone in the area and warp them. Warp damage is equivalent to your own damage via intelligence stat. If it is slain, they need not fret, they still have the ability to summon several more via their pact.
Dopple + Hangedman: Ability to send Doppleganger to anyone in the area and ensnare them, stopping any running.
Dopple + Aeon: Ability to send Doppleganger to anyone in the area and curse them with Aeon. If there are 2 occultists in the group then it can be synchronized for both to toss their aeon tarot at the right time to cancel speed buff and give the aeon curse. Death is usually assured after this point.
Chaos Storm: Can be sent to anyone in the area to cause damage and afflict.
Xenophage: Can be utilized to instantly teleport the occultist from their location to the chaos plane, must have full health and mana. Im not really sure of the purpose of this ability but meh.
Golgotha Pit: A finally, the coup de grace. The monarch ability that brings tears to so many. The scary story no child wants to hear before bed. This ability is pretty much a "delete all" button. If you want to remove enemies in a location or a fight is going bad or you want to remove defenders, just Pit. They will be transported to Golgotha's pit and away from the location, those not being strong enough dying to the creatures there.
And here we are. A class that literally got all the juicy and flavored abilities while the others stare in starvation. I think the class's raid mechanic dominance needs to be toned down exceptionally, it is just giving too much of an unfair advantage. I know there has been talk of a ranged combat overhaul but I am not sure this can wait for that whole edition to come. Also to those that will mention "Just use an orb sigil", please remember that that really doesnt help the situation much as they can just summon another minion and you would be throwing yourself off-balance, thus a sitting duck for other assaults.