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We did have a discussion about this, but the Time Clock and masteries make it a very powerful support spell in addition to the damage it deals in the side. Putting it more on Fireball keeps the idea that Fireball is for massive AoE, and not the support spell which is more responsible for snares, roots, and freezing in time.
We will re-evaluate after the fact but for now we're happy with the direction of the proposed changes. Keep the feedback coming!
What about increased chance to proc aoe effect on lightning..
Since this thread is about "potential of sorcerer" i would like to highlight some issues with the skill Sorcerer has:
1.FB
> Since this is a fire skill similar to magma AA it should have more damage like arcane sword lava spouts granting immunity to sorcerer and fire damage effect should spread like poison in a radius the FB was cast. This will helps the survivability of sorcerer and more effective AOE damage.
2. Timeshift
> Rooting is the main point of having this skill, DOT should be increase damage not just the initial drop of the time shift. Rooting chance % should be made available in PVP as well using time shift (as per PVE mastery) not just slow players this will help sorcerer to create a barrier when 2-3 tanks are "ganging" in pvp with a team with no tanks
3. Curse skill
> This skill is totally obsolete needs a revamp for PVE as it is not even effective at all to debuff the mobs or any effectiveness of this skill < 1% sorcerer are using this skill in PVE or PVP
> PVP, skill is not use at all by most mages why ? It can be avoided and is not 100% effective due to the limits of reaching the far end of the range it can be cast and rogues just wait till it wears off the duration of the spell needs to be longer and buff, it can be cancelled by mage shield and some other skills other toons.
4. Lightning
> Chain AOE on charge should be look at improvement as the % is too low to get the AOE during PVE and only when the movs are dying. This is hardly effective in new maps where mobs have high hp also in elites. This should be part of the mastery upgrades to get more chain AOE chance and also not when mobs are low in hp then the chance to see AOE in effect
Just my thoughts to make sorcerer a better toon to play with ..... as a team in PVP or PVE
Last edited by will0; 05-03-2016 at 06:09 PM.
Will the Countdown of Pain upgrade be affected by this damage buff as well? Also,here is a list of things I would like to see improved for sorcerers:
1. Lifegiver Mastery-This doesn't really help much in healing allies. I think 10%-25% hp would be a reasonable amount.
2.Curse-Some mages believe that curse deals damage based on a % of the damage received. This is wrong. Curse only deals damage at a set range. No matter how much damage it is, it is always the same. I understand that it is like this to keep the game balanced,but I think curse needs to return damage at a %. Maybe make it 115% damage on mobs and 60% on bosses.
3.Staffs-While staffs are doing good in PvE,the only thing I would like to see is if staffs can hit more enemies per normal attack and have a slightly larger radius.
4.Guns-Since mages do AoE damage,why not have it on guns too? (Yes I am aware that charged attacks on Mythic Guns can hit multiple enemies, but I want to see this on Legendaries too)
5.Lightning Bolt:Electrical Discharge- We're mages man, buff the chance of this up to something like 50% charged and 35% normal.
5.Arcane Shield+Arcane Shield Mastery-The only issue is that the upgrades for increasing the amount of damage absorbed is a bit too small,buff it up.
That's all the things that I think are changes that should be implemented for mages.
Last edited by Kaziscate; 05-03-2016 at 06:40 PM.
The idea of improving the number of targets hit by fireball is great. However, I think a greater initial number of targets hot and less benefit from mastery would be better so mages are not dependent on the mastery to perform their role.
My suggestion would be to change the numbers to uncharged fireball hits 7 targets and charged hits 10. With the mastery, every 3 points increases the number of possible targets by 1, as well as the cool down reduction you mentioned.
Then make rogues AoE charged attack can shoot 3 arrows in same time, only rogue can't shoot more mobs then 1-2...
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If at 1500 damage my fb and clock dot don't do at LEAST twice as much dot as a 600 damage warrior with magma and aegis than this is useless upon further consideration. It's not the number of targets a Mage can kill at a snails pace. It's the pace at which they don't kill. Keep the affected targets as is and apply a multiplier based on mobs affected to the dot ticks for Mage based on their damage. This will preserve rogues role. Bc if I clock or fb a boss bc it's only one it won't have any multiplier. The multiplier should slowly increase over time to make mages undoubtedly the best mob killers in the game. Much like rogues are the best boss killers in the game. The difference must be that extreme. Who can't stun? Why do I care about cc? If a tank can stun the same amount of mobs over say 10 seconds then these upgrades do nothing. If a tank can jugg, hold aggro, and let rogues and their other skills come in and stun, how exactly are mages superior? Bc it happens initially? This doesn't make Mage superior. Increase the dot progressively depending on the mob size. I don't wanna control the crowd. I wanna kill the crowd faster than the other two classes. That's the point of aoe.
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Thats why I think we need better lightning aoe.. If it affects pvp too much it can be pve only,no?
Thank you so much! ^_^
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