Originally Posted by
Madnex
Even if you added the roots from ice and clock, roots don't stack over stuns thanks to the 7.5-second stun immunity so you wouldn't be getting anywhere. We're already having complaints about stunlocks again with mages combining Fireball with Slag's terrify or Sam's panic. Countersuggestion, give mages 10% speed buff in PvP to make up for the loss of roots/stun stack-ability which is what mages were designed to be based on, when the skills were designed for PvE.
Suggesting that mages get the same crit and armor as rogues would make them overpowered -- obviously -- since their strengths and tild-turning points are the infinite mana and the certain AoE Fireball stun. They are already just 10% crit behind rogues with the right pets. More armor should come from gear like wild talisman which requires giving up something else like damage, crit or potentially even mana with a passives overhaul.
Moving on, healing cannot be compared with Rogue's in terms of % healed since the first is single target (and has to be picked up) and the second is again AoE which can potentially replenish a whole team's both HP and MP to maximum if charged. What would be nice is if we could buff the healing over time or add some sort of HP leeching effect if one or more opponents are in the healing range. Maybe a 20% chance to deploy invulnerability shield when casted for one second.
Lastly, my other suggestion is to enable a 100% push proc upgrade on charged Fireball which will push the targets a reasonable distance back while retaining the stun effects. This should be allowed to stack indefinitely to create an efficient way for mages to push rogues away from their medic packs and keep the distance needed to shoot down warrior more safely.