... and numerous others Semi-retired
This post has been edited 4 times, last edit by "Rukifellth2792" (Jan 27th 2017, 9:26pm)
... and numerous others Semi-retired
The one thing the Mage/Knight has been asking for since like forever.....the ability to use a shield. Seriously, why have a cross-over skill like Shield of Discipline (which requires a shield) which you cannot even cast because you are not allowed to have a shield.
re: SoD
I wonder if they could give a modified SoD as the lvl 80 elite that uses tali's? You'd be making m/k choose between 2-h staff vs wand & tali then.
1) Mage/Druid already has a ~33% mdef debuff, which even stacks with Mage/Warlock's 30% mdef/pdef debuff, and it's barely taken anywhere. It's also an instant debuff.
2) Off-heals from a DPS is never going to be a thing. Would need like a full Healing Swap gear set and that still sounds bad.
(Off-healing works for Ch/P and K/P buffers because their respective buffs are already strong enough by themselves to be taken places.)
3) Crit resistance debuff has to be huge. Like D/R huge for it to be worth. And if it's only magical crit/mdef then Mage/Priest will go from seeing 0 endgame runs to 1 endgame run a year. If that.
This post has been edited 3 times, last edit by "Rukifellth2792" (May 22nd 2017, 12:08am) with the following reason: Correcting speech to text errors
@Cloak -- I agree with you on this one. M/P was crazy awesome and fun back in the day, for solo'ing and for group runs--but now it just doesn't cut it... I don't know why but on the US servers there seems to be a burn or die trend. I understand that some magic classes still make the cut, i.e., war/mage, (Mage/Scout in some circumstances (in regards to instances and pushing end-game content)). But mainly the people who have played mage/priest, mage/rogue, mage/druid, and others simply are just stuck to pvp'ing. If they haven't rerolled already.The only other idea I can currently come up atm would be to augment Elemental Catalyst and Eruption. Extend catalysis to 30 or 40 seconds and while it is active the eruption rate is 100%. The Flames may not hit as hard as other classes, but guaranteed double hits for 40 seconds may help their dps in burn. If that's too much, leave Catalysis alone and tag the 100% eruption rate onto intensification for M/P. At least we can make intensification useful lol.
I'll openly say that I have little to no experience running and game content so I'm just spitballing ideas unaware if they will make a difference or not.
Magio, you've been in the end game scene for quite a while now. Let's hear some of your ideas instead of just your critique? How would you rebalance some of the other Mage classes in order to close the gap and make them viable? I'm curious to hear an experienced endgame mage's ideas.


that in my opinion would give the priest/champion an amazing view in pvp, and even in pve, (with other class combos to help put more light damage on the target, i.e., k/w, m/k , and k/r.) NOT JUST FOR HEALING.
Mage/Warrior's buffs are almost too much for any other Mage class to catch up to it.
The only change I see, that is easy and makes sense, would be to add Magical Damage to Mage/Scout Blood Arrow. Being able to sacrifice the Fire Pet on command for the 2nd buff would also be really helpful.
This would still not fix the problem Mage, as a DPS class in genral, has in terms of ceiling DPS. Think Knight/Warrior & Warlock/Mage.
This post has been edited 1 times, last edit by "Rukifellth2792" (May 22nd 2017, 2:01am)