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Thread: Mage Class Improvements for Jungle Expansion.

  1. #21
    Senior Member Joncheese's Avatar
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    Quote Originally Posted by Haligali View Post
    I suggested before, there was a glitch with the mythic staff just move that onto the arcane staff.

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    What a brilliantly simple solution. I'd go for this 100%.

    Quote Originally Posted by Imjebus View Post
    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.
    Quote Originally Posted by Striderevil View Post
    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.

    So its clear from all of the replies so far that mages seem to need a few improvements. The main points being:

    Arcane Staff Buff

    Heal Buff/improvement
    Make the heal worth having. Give us a greater Mana Regen and a better Heal Over Time

    Make Timeshift actually do its job so that it can be used in PVP If it was done properly this may actually be of some use in PVP.

    Improved Sheild If you're going to make us squishy.... At least give us a better sheild, maybe include Health Regen in the sheild?

    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
    Yes i agree with you mate, Mages are just awesome in PVE, but i dont think we need to worry about them being OP in PVE. Why? Because firstly there is no VS in PVE. Secondly Mages are a crowd control specialist anyway and when you are using an arcane staff the aggro that you attract from mobs is just crazy, so IMO a buff on any of the above wont affect the PVE aspect of the game as warriors will still maintain their jobs as Healers/Protectors. Rogues will still be single target masters. Mages will still be CC... It just means they have a bit more weight behind their punches and we can survive a little longer.

    Whilst i know that there is no 1v1 in the game inevitably players end up coming up against someone on their own even if they dont plan to. If they do they are screwed (unless its a rogue and you have an Arcane Staff and Sammy and full myth with the right skills and the right combo and and and and......) and a buff on some of the above would certainly be appreciated. I agree though that in group fights if you have a Mage they are fairly handy i suppose, but only as a mana store and only as a kind of addition to damage for the Rogues.

    I don't think the kill count AP's being deleted is an option that anyone can consider mate. Think about the people that have been getting kills this season and the past 4. This season since Pride started i have got 7.5k kills which i'm very proud of being a Mage so i would definitely not want the achievements taken away.

    I just hope a Dev has a serious look at the mage class. Like I said there is no doubt that all classes need improvements but i am concentrating on Mages as that is my main character and seems to be the class in most need of some much needed improvements.

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  2. #22
    Senior Member Alfai's Avatar
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    Ok fine with the requests.





    Please buff rogues.







    ......runs
    semi-retired

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    Quote Originally Posted by Alfai View Post
    Please buff rogues.
    http://www.spacetimestudios.com/show...lden-puzzlebox

    Uhm, sure -.-

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    Since we are on buff topic please also buff wars hoR with infinite invulnerability.

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    Senior Member Imjebus's Avatar
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    Quote Originally Posted by EliteFamily View Post
    Since we are on buff topic please also buff wars hoR with infinite invulnerability.
    Yeah and bring back the windmill glitch from season 1/2 please hahahaa xD

  6. #26
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    This season its the sorc's turn to shine, there will be a passive "dual-cast" on mages that makes 50% chance of double spamming a skill in one go on a normal cast and 100% chance on charged cast (well its only my imagination to impro mages on pvp).

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    I agree. Something has to be done about the sorcerers. If things keep going the way they are, we'll practically be doomed in the Dragon's Enclave maps. Buff up the armor!
    IGN's
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    Guardian of Alterra Zeus's Avatar
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    The combat triangle, the way it has been in a good percentage of MMOs (I cannot speak for DL, as I haven't gotten past L10 in that game) that STG has produced is Mages > Rogues & Rogues > Warriors & Warriors > Mages.

    The way that it is set up now is mages have a 50/50 chance of beating a rogue and almost a 0% chance of beating an equally geared warrior. While the 0% chance is fine, IMHO due to the combat triangle, the chance towards beating a rogue should be 100% if the rogue is equally geared.

    There are great suggestions that I am not going to repeat. While I do not believe that ALL of them should be implemented, because that would defeat the purpose of having some weaknesses in the class, I think that some should be implemented.

    The one I have suggested below is a permanent fix.

    To fix that, I propose that they reduce the stun immunity. Instead of 7 seconds, make it 5 second stun immunity. As a stun typically lasts 2-3 seconds, that leaves a user who got stunned with 3 seconds to do something. Thus, this would make it easier for a sorcerer to kill a rogue as the chance of keeping a rogue's extremely rapid and hard hitting damage nullified is increased. Rogues - keep in mind that we do have the ever increasing dodge factor that will wear away stuns as caps grow exponentially larger. So please, don't complain if mages are killing you. According to the combat triangle, they are supposed to kill you!

    Mages - remember that DoTs are currently your enemies against a warrior due to them triggering juggernaut. However, as the cap raises, juggernaut's effectiveness will weaken due to it being a fixed skill. So, hopefully in the next expansion, this is taken into account.

    Quote Originally Posted by H2N View Post
    • Warriors have had their damage increased slightly in PvP.
    Quote Originally Posted by H2N View Post
    • Slightly lowered how much damage all three classes take in PvP, to make the battles last longer and be more interesting. Feedback on this change is very welcome!
    Quote Originally Posted by H2N View Post
    • Slightly decreased amount of heals in PvP.
    • Slightly increased amount of damage Warriors do in PvP.
    Lastly, in the above (listed in chronological order) quotes, developers have not addressed the issue where warriors were given a damage boost TWICE in PvP. Other classes were merely given a damage reduction - meaning how much damage they can take, while for warriors? They get both benefits. Where's the system of checks and balances!? So, now, not only are they more survivable - they are also hitting harder at an exponential level due to the percentage increase they are granted that IS NOT visible upon entering a PvP match.
    Last edited by Zeus; 01-16-2014 at 03:21 AM.
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    Quote Originally Posted by EliteFamily View Post
    Since we are on buff topic please also buff wars hoR with infinite invulnerability.
    Warriors dont need any buff, warriors need better pve maps where we really need them. Even the hardest maps now doable and faster now - less time consuming, so more efficient - without them.
    Last edited by Haligali; 01-16-2014 at 06:32 AM.

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    Quote Originally Posted by Haligali View Post
    Warriors dont need any buff, warriors need better pve maps where we really need them. Even the hardest maps now doable and faster now - less time consuming, so more efficient - without them.
    When the new mobs will be whopping squishy rogues and mages arse i will see how we will do without wars.

    Warrios will be begged to enter a farming party next expansion watch and see xD.

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    Senior Member Instanthumor's Avatar
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    @Zeus For my mage (full mythic with Runic), I find that is it almost impossible to beat a rogue with Samael and mythic daggers. However, against rogues without both of those items i.e. mythic daggers and Glacian, mythic bow and Samael are easily beatable, at least 95% of the time.

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    Guardian of Alterra Zeus's Avatar
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    Quote Originally Posted by Instanthumor View Post
    @Zeus For my mage (full mythic with Runic), I find that is it almost impossible to beat a rogue with Samael and mythic daggers. However, against rogues without both of those items i.e. mythic daggers and Glacian, mythic bow and Samael are easily beatable, at least 95% of the time.
    You have to spec all damage skills & shield, no?

    I'm not trying to be rude, but by saying this - what is your point? I'm asking so I know how to reply.
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    Senior Member Instanthumor's Avatar
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    Quote Originally Posted by Zeus View Post
    You have to spec all damage skills & shield, no?

    I'm not trying to be rude, but by saying this - what is your point? I'm asking so I know how to reply.
    This is why, no hard feelings, and yes, all damage skills and shield, if you consider Curse as a damage skill.

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    Quote Originally Posted by Instanthumor View Post
    This is why, no hard feelings, and yes, all damage skills and shield, if you consider Curse as a damage skill.
    First off, I'm a tiny bit confused. What do you mean by "This is why". As of right now, you're quoting and replying ambiguously, so I can't give a proper response! :/

    And, what I wanted to say was that if you're having to spec an all damage build, that isn't a solution. Why? It leaves you pretty vulnerable to not only your own class but even more vulnerable to warriors.

    Thus, it is why I was suggesting what I suggested on regards to stun immunity.

    Moreover, there are boosts still applicable to PvP on warriors when they do not need them anymore. So, they should be removed. As of right now, they are only imbalancing and making warriors rather advantageous. There is no other class in AL where the general rule "the more the better" can apply other than with warriors.
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    At times, I really do not get you, and no one said I only used 4 skills...

    Just forget I said anything.
    Last edited by Instanthumor; 01-16-2014 at 05:23 PM.

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    Senior Member nelson131's Avatar
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    Weird........why do I always hunt down mages and get screwed by warriors while I am a rogue?
    I use mixed build.... Refer to alfai's mixed experimental build.
    U should be able to find it in rogue's discussion

    Thx

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    Senior Member falmear's Avatar
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    They need to improve the durability of shield. Now it drops way too fast as compared to season 4 when they introduced the changes. With mythics and upgrades everyone's damage went way. Now shield breaks way too fast.

  19. #38
    Senior Member Imjebus's Avatar
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    Quote Originally Posted by falmear View Post
    They need to improve the durability of shield. Now it drops way too fast as compared to season 4 when they introduced the changes. With mythics and upgrades everyone's damage went way. Now shield breaks way too fast.
    My shield use to hold up until my 2nd heal was ready (I play as a level10 twink) and now my shield is starting to bust before it's even close to being used again. Doesn't help that our heal is basically worthless so I just had to get rid of it lol.

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    Quote Originally Posted by nelson131 View Post
    Weird........why do I always hunt down mages and get screwed by warriors while I am a rogue?
    I use mixed build.... Refer to alfai's mixed experimental build.
    U should be able to find it in rogue's discussion

    Thx
    LoL!! it happens to me too with my rogue (twink) i have like 90% chance of killing a mage but 50:50 with a war xP

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