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Thread: Mage Class Improvements for Jungle Expansion.

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    Senior Member Joncheese's Avatar
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    Default Mage Class Improvements for Jungle Expansion.

    So based on this season i think we need to talk about the Mage class. It's clear we are the underdogs, and its also clear that even an arcane mage is pretty much screwed as soon as our shields have worn off. Rogues are still by far the better all round class and warriors are a close second with the fact that at the moment they cant be killed and they have also been given glaives...... urgh. It still takes me and Emma together to beat Venom 1v1.... and we have 1206 dmg between us.

    I'm not gonna sit here and whine too much, we know mages are a supportive class, but please give us something to work with here.

    Some suggestions i think may help:

    Arcane Staff Buff increase in proc, maybe with a stun.
    Armor Buff Make it so we can stay alive for a little longer against other classes.
    Skill buff Make our stuns as good as the arcane maul.


    I do appreciate that we have had some mage geared pets this season with Whimm and Sammy, but considering the huge armor and dmg buffs that the other classes have already i dont think that this was anything to shout about.

    I'm not saying that other classes dont need tweaking too, there is a lot that can be done with all classes IMO but i am asking about mages here because i am one

    Please guys put your suggestions below, I KNOW there are plenty out there

    Ign: Ice / Scar ~ Guild <Karma>

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    IMHO i think rogues and wars are balanced.

    Rogues also have the best Overall healing skill

    On the other hand mages healing skill and armor are the weakest

    Now since rogues and mages are similar in stats, i think mages should have same max defence and max health equal to rogues and their healing skill should also be enhanced to:
    1) heal more health.
    2) give a better overtime heal.

    mages REAL damage output should also be slightly improved.

    Instead of concentrating the improvements directly on the arcane staff that few people have i will rather buff the the overall stats and healing skill of the mages bringing them to a rogues level.

    I hope this helped c:
    Last edited by Anarchist; 01-14-2014 at 11:25 AM.

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    I'd love for the mage's heal over time to be buffed from 10 per sec as it currently is to 10% the healer's (or the person being healed, whichever) hp for 5 seconds - meaning we would be able to recover practically full health from 0% from our heal, making it like a warrior's heal.
    Since there isn't a support class, why cant AL mages fill in that niche?

    Another thing I'd like to be buffed is armor. Our armor is ridiculously low - I understand about how high armor plus a shield would become OP but I'm not asking for a huge buff: just, say, enough to be competitive with a rogue's, who after all are the DPS classes not the tanks...

    Just a few suggestions. I agree completely with Jon about how mages are sort of weaker - an aarcane staff has 0% chance to kill a mythic warrior (without heal fails or lags or whatever).

    Just IMO.

    G'day people

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    Hopeless attempt, just read the few first comment here: http://www.spacetimestudios.com/show...F-PvP-Feedback

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    Need a 5th skill map slot. Or the cool down on shield to be reduced to 15 seconds but reducing the % of damage reduction every 3 seconds until gone. This would also cost us slightly reduced damage output due to the damage loss while casting shield twice as often. Hopefully this would be enough reduction for us to survive between heal cooldowns.
    Last edited by dantus; 01-14-2014 at 11:19 AM.

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    Quote Originally Posted by Haligali View Post
    Hopeless attempt, just read the few first comment here: http://www.spacetimestudios.com/show...F-PvP-Feedback
    Hopeless as in not worth even trying?

    Ign: Ice / Scar ~ Guild <Karma>

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    I couldnt agree more with u more jon, i tried do many 1v1 with tanks and rouges and only if the tank or rouge has much weaker gear then i can win, i cant by any chance kill a warrior with arcane weapon or glaiv, and i cant kill rouge with mythic daggers, why is that ? Actually i came up with 2 reasons why mages so weak.

    1.Heal (lifegiver) mages can heal only once, our heal over time is completly useless it adds 50 hp per second ! Really ? 1 bow shot and 700 hp is gone in less than a second, warriors heal give them shield and huge amount of heal over time he can go back to 50% hp before heas shield worn off, rouges have 3 packs each give them huge amount of heal and heal over time they can use it 1 by one and by the time they finished the 3 their heal is alrdy cooled down so they can re use it. Deffently mages have the worse heal

    2.Armor. Ok so we have shield but we have very very low armor, we use shield and we fine for 3 seconds ok lets say 5 second, then shield gone, 1 aimed shot and we dead,

    I dont get it why mage with 600 damage can do combo on me and im still alive and rouge with 300 damage can kill me with 1 combo, that if the aimed shot didnt crit and killed me already (with 40% crit, they always crit with aimed shot), so we have the highest damage instead of armor but its completly useless, i would rather the 300 damage if it means my lightning will do 3k damage on crit.

    And btw gale adds 50% armor bonus, lets see i tested it and seem like those 50% armor means u can see a shield elix under ur name but u can still get 3k damage from aimed shot crit, so whats the difference here ? Thank u for making us have an awesome shield pic under our names but we actually rather have a Real shield.

    Of course now warriors and rouges going to complain saying we just whining for a buff but seriously fully geared with arcane staff mage is as far as we can go and we still weak, what else can we do ? Stick to using curse and running away in clashes to get kills ?

    In my openion, we have too long cool down for shield and heal, we have too long time to charge shield and heal aswell and we have very very less time for thier benifit to worn off. Try it see how annoying it is to wait for ur shield to cool down or heal.

    Sorry for making my post too long i had to mention everything
    Last edited by hakoom7; 01-14-2014 at 11:58 AM.

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    To add to Jon's concern let's look at the facts.

    We have an arcane mage with the best gear in the game for the sorcerer class saying that he needs his arcane weapon to be buffed because even with another fully geared arcane mage at his side, it's barely enough to take down a single warrior. To add to this, it has been said by developers in the past that each class has been balanced so that there is no need for mages to be designated as the clear and distinct 'support class' -- and yet we have Jon testifying here that they are indeed a support class.

    Granted, he could be referring to the pvp environment exclusively, but never the less, for jon to have to come to these conclusions this not only speaks to the state of the gear he is wielding, but the class as a whole.

    It's no secret among mages that there still needs to be some work done to the class to truly balance things out.

    Fact: We still have a heal that is a far cry from being as useful as the other two classes -- that being two of the skills in the heal tree (regens) are literally useless at end game play, and there have been no real signs of this being improved other than a 'perhaps it deserves a look'.

    Fact: Our mana heal in the skill tree adds an extra 20% mana, while a mana potion heals for 30%. Why is it that our skill heals less mana than a potion? Shouldn't it be the other way around? In every RPG I have ever played a potion is a last resort in a pinch, but in this game it is vastly preferred over the actual skill in our build.

    Furthermore, Jon represents the top of the class and he's still not able to compete on an even playing field, so what does that say to the rest of us who aren't armed to the teeth with arcane pets and weapons like he is?

    Let's also take into consideration what this expansion will be doing to the classes overall. If the mages are already at a disadvantage without the extra 5 skill points, what will happen when rouges and warriors will be given more room for skills? At the current pace the mage class will just be the punching bags of pvp/pve more than they already are.

    I don't mind being a glass cannon, but let's be honest here, the glass could stand to be tempered a little better.
    Lvl 46 Mage - Sorcerie|Lvl 46 Rogue - Noxbolt

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    Quote Originally Posted by EliteFamily View Post
    IMHO i think rogues and wars are balanced.

    Rogues also have the best healing skill

    On the other hand mages healing skill and armor are the weakest

    Now since rogues and mages are similar in stats, i think mages should have same max defence and max health equal to rogues and their healing skill should also be enhanced to:
    1) heal more health.
    2) give a better overtime heal.

    mages REAL damage output should also be slightly improved.

    Instead of concentrating the improvements directly on the arcane staff that few people have i will rather buff the the overall stats and healing skill of the mages bringing them to a rogues level.

    I hope this helped c:
    tytytytytytytyty thank u sir, a non mage player, but for understanding. they need more armor and a lil more dmg. rogue will complain about the dmg but u guys crit all the time. u do crazy dmg to 1 person with crit so let us have more dmg ty. i want heal to be the same as warr but i think the extra shield would be op so just a GOOD heal over time. not that crappy one that heals 10 hp. get that out.

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    I think we are rather balanced in terms of rogues. I have a mythic gun and Samuel and can beat 90% of bow users. Daggers I beat maybe 50% of the time, depending on the player. I've also tried dagger users using mythic staff which is about the same outcome. To that I attribute poor itemization on the mythic staff vs. Daggers.

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    Quote Originally Posted by Joncheese View Post
    Hopeless as in not worth even trying?
    It worth, i tried several times. I appreciate the sorcerer skill improvements,but the end nothing will change, ever.

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    Quote Originally Posted by dantus View Post
    I think we are rather balanced in terms of rogues. I have a mythic gun and Samuel and can beat 90% of bow users. Daggers I beat maybe 50% of the time, depending on the player. I've also tried dagger users using mythic staff which is about the same outcome. To that I attribute poor itemization on the mythic staff vs. Daggers.
    May i ask which rogues you vs?

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    Quote Originally Posted by Haligali View Post
    It worth, i tried several times. I appreciate the sorcerer skill improvements,but the end nothing will change, ever.
    I think Sts will eventually enhance the mage class by at least adeguately correcting the heal skill or sheild just maintain your complains continued and high.

    Plz mages don't get angry but anytime i see one of you in a pvp room i take a laugh and pursue him till he is dead, no need to even heal.

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    Yes, yes, and yes! Mages should be able to defeat warriors in 1v1! I'm just waiting for this day to happen.

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    I suggested before, there was a glitch with the mythic staff just move that onto the arcane staff.

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    I have a level 10 sorc that has a samael on it. Problem is, I don't even bother using the heal on it anymore because it doesn't make a difference if I'll survive or not against a rogue. The +35 hp is nice from samael and I tried to use heal and the health regen on the heal...it was pointless to say the least. Quite honestly the regen is useless in both end game and twinking. They really should look into sorc's heals AT LEAST.

    Another thing to address is other classes will complain that we don't need a buff. If that's the case, then why are there more warriors and rogues than there are sorc's whenever you enter a pvp room? Simple, we are the weakest class so nobody wants to spend their time on a character that cannot compete in PvP.

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    Mages are specialists in mob clearance. So make our AoE dmg more effective. Honestly if improvements are being considered then

    1) Make heal and mana regen. a %tage of total
    2) Combine shield with curse or heal as honestly its far better than losing one slot to shield and then heal which is a useless skill
    3) Allow us to be able to root in pvp with time stop. Also allow us to be able to slow with Ice bolt 100% for 4 sec. rather than just 20%. Why? because we deliver AoE damage and currently cannot do so effectively as we die long before we see the effects of our damage if any.
    4) Increase critical skill damage of all skills as lightening is unpredictable at 20-25% critical chance, and even with this crit. skill rarely does it lead to a kill.

    5) Explain how curse really works properly. It says it gives damage everytime an enemy attacks and yet mobs at lower level maps can't be killed with curse alone unless they can do some form of damage to the mage (reflected damage). This is pointless as mages do not have enough HP and armor to withstand many hits to begin with. So please explain what curse is really supposed to do so that we know if its working as intended or not.
    Last edited by Striderevil; 01-14-2014 at 06:03 PM.

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    Mages are quite awesome in the pve aspect of the game. Keep in mind that any change to benefit them in PvP would also benefit them in pve, which could make them highly overpowered in pve. It's a very tough thing to balance out for sts.

    Also, there is no 1v1 deathmatch in this game. So, you could say that the reason mages are bad in PvP is because you're playing wrong. :P The PvP in this game is team oriented. So, play your mage to its stengths. Curse & stun from afar while your team gets close. Sadly, there are kill APs and you won't get tons of kills like this. :/ It does then feel like a support class in PvP. A support class certainly is fun, though, as they are normally a staple in team play in other games. However, there are those kill APs...and that makes being a [situational] support oriented character feel lame. I'm not saying take away the higher kill count APs, but if they weren't there, playing a mage in PvP could become more enjoyable.


    One thing is for sure, though: the mage's heal seriously needs to be worked on. lol
    Last edited by Morholt; 01-14-2014 at 06:47 PM.
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    Quote Originally Posted by Morholt View Post
    Mages are quite awesome in the pve aspect of the game. Keep in mind that any change to benefit them in PvP would also benefit them in pve, which could make them highly overpowered in pve. It's a very tough thing to balance out for sts.

    Also, there is no 1v1 deathmatch in this game. So, you could say that the reason mages are bad in PvP is because you're playing wrong. :P The PvP in this game is team oriented. So, play your mage to its stengths. Curse & stun from afar while your team gets close. Sadly, there are kill APs and you won't get tons of kills like this. :/ It does then feel like a support class in PvP. A support class certainly is fun, though, as they are normally a staple in team play in other games. However, there are those kill APs...and that makes being a [situational] support oriented character feel lame. I'm not saying take away the higher kill count APs, but if they weren't there, playing a mage in PvP could become more enjoyable.


    One thing is for sure, though: the mage's heal seriously needs to be worked on. lol
    Most have replied regarding the survivability of a mage..making changes to this would have no significant effect on pve. I look at it this way as far as offense and defense mages should be able to withstand a warriors damage and rogues should be squished than mages.

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    Being a full myth last season, I could get a 50/50 chance win fighting against a full myth warrior or full myth rogue. That to me was balanced.

    Now, I also have an arcane staff and full myth and I can't beat a full myth warrior or rogue

    It's a pity that this season was supposed to be the sorc's turn to shine. But warriors rule like they did during windmill glitch imho... and yet other classes still want sorcs to be nerf'd x_x

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