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21

Tuesday, January 24th 2017, 2:36pm

Ad is far from useless, would just be better if it was longer time with less dmg to target, to create a more sustained Burst, then taking off over 50% of boss hp in those three seconds.
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22

Tuesday, January 24th 2017, 3:34pm

Yeah but that's if you time it perfectly

23

Tuesday, January 24th 2017, 4:03pm

dont even need to time it perfectly to take a large chunk of damage - nor do you need diyce. Is quite easy to use the hard hitting skills/debuffs on boss during those 3 seconds.
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24

Tuesday, January 24th 2017, 6:39pm

Lol your forgetting cast and attack speed everything isn't instant lol

25

Tuesday, January 24th 2017, 6:51pm

The only things that run into cast speed problems are mages (you spam the same skill the whole burn anyway so not like it matters) and scouts which just takes practice and getting used to your tank to catch AD. Every other melee class has instant skills that are easy to land on AD. It's far from useless.

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26

Tuesday, January 24th 2017, 9:07pm

Most (if not all) tanks operate with a count down. If the DPS misses the AD because they are not paying attention, well...I guess their scrut will suffer appropriately. If you are thinking about a longer battle and a second AD, or even a two tank battle with a second AD, it is a simple matter to make a small CD with a 3, 2, or 1 second warning. People should not be missing the AD, unless they are just random or something (the people that is). Yeah, I miss the OP longer AD, but 3 seconds is certainly workable.
Govinda P/W/K/M 100x4 :pump:
Wl/R/M/Ch 100x4 :borg:
Wd/W/S 100/100/100
W/M 100/100 Glass Cannon: oh gawd, not again :pinch: ... and numerous others Semi-retired :pillepalle:

27

Wednesday, January 25th 2017, 12:40am

I would prefer if AD was 25-30% for 5-10 seconds. sure major skills like snipe would take a step back in damage, but it will almost compensate for that loss with more skills getting boosted by the longer debuff. and would also help the damage output of sustained dps classes like w/m and would also help m/w so they get more than 3ish flames on AD. overall, I think it would help overall party damage out
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28

Friday, January 27th 2017, 9:10pm

Level 80 Elites for "Most" Mage Combos

Class: Mage/Druid
Skill Name: Debris
Skill Effect: Your thunderstorm now stirs the earth pelting targets for additional earth damage.
Reason behind the idea: M/D seems to love mixing earth/fire together, so why not give it a earth/wind combination skill?

Class: Mage/Knight
Skill Name: Shield Burst Protection
Skill Effect: Whenever Electrostatic Charge is broken from incoming damage, reduce all incoming damage by 25% for 5 seconds.
Reason behind idea: I just think that since knights excel at mitigating damage, allowing the m/k to do so as well would be a good fit.

Class: Mage/Priest
Skill Name: Heavenly Wind
Skill Effect: Thunderstorm additionally heals friendly targets within its range. (Healing effect does not include the caster)
Reason behind idea: Seeing as M/P already as so many elites that modify existing skills, why not another? It is refered to as the most utilitarian mage so lets focus on that. I toyed around with the idea of tagging an additional damage increase from Magic Drain, but then there'd be three effects on that skill which feels like too much.

Class: Mage/Rogue
Skill Name: Explosion of Fear
Skill Effect: Sacrafice your Shadow Protection to deal 300 x 0.3 INT dark damage to all targets within a 150 range. Targets affected by this will be feared for 8 seconds (For players; 4 seconds.) Upon use, Shadow Protection will enter a 4min CD.
Reason behind the idea: I always liked that M/R could auto fear anyone that touched their bubble, so then I thought about giving them the ability to detonate in order to gain an advantage. A cost had to be placed so the 4min cd is added to prevent spam of a possibly OP ability

Class: Mage/Scout
Skill Name: Fire Rose Mastery
Skill Effect: Your Fire Rose Explosion no longer requires 3 seeds in the target and can be affected by Eruption (100% chance if three seeds are in the target). Damage is now scaled on the number of seeds in the target.
Reason behind the idea: At first I wanted to tag a possible slowing effect on shot, or possibly make Magic Crossflow happen again after the pet dies alongside Strength of ashes, but this felt like the better way to go. There was another idea of making blood arrow affect magical damage, but that's already been suggested so I'm not going to steal their idea.

I can't really think of something to compliment Mage/Warden & I haven't played Mage/Champ or Mage/WL enough to come up with skills for them.
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I Solo'd Horatio Tia 7-28-2012

This post has been edited 4 times, last edit by "Rukifellth2792" (Jan 27th 2017, 9:26pm)


twintyphoon

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29

Saturday, January 28th 2017, 12:08am

I'd love to elaborate on Cloak's post!


Lately, I've spent a ton of time testing and playing Dwarven mage combos..


I have crafted some skills for mage/champ & mage/warlock I'd love to see some feedback on:


Mage/Champ: Eye of the Storm: "While Ion Storm is in effect; it gives the caster an increase in the MAGICAL DAMAGE of a 2-H Hammer by 2x (or something close) and giving the caster an increase in aggro from its Ion Storms. Here's the catch: The aggro multiplier goes down the longer Ion storm is in effect (To prevent it from being too OP( though I haven't though about it too much yet.))


Mage/Warlock: Heart of Scorn: While the target is inflicted with Saces' Scorn, if you cast Soul Pain on the target, it will receive an increase in damage dubuff. However the more people you have in your party; no matter where their location the damage % increase is lowered by 3-4%. Starts at 50% and falls per each person in party.


Thanks and I hope people will actually take a look at this--for I believe the elite skills are what makes RoM unique (as someone stated in the replies above). So why not use that to RoM's advantage.
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30

Monday, January 30th 2017, 5:09pm

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.

And, of course, allow Priest/Warrior to wear chain. Leather even...is that asking too much? They gave Druid/Warriors the skill to wear chain...do they? How lame is that?
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31

Monday, January 30th 2017, 6:03pm

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.


I've given this some thought and considered including this in my post, but then I asked myself "Why hasn't M/K been given SoD yet?" I came up with a few answers as to why it hasn't happened. Let me say first that I do like the idea of SoD on a mage, but it wouldn't be balanced imo.

The two ???/Knight combos that can still use a shield are P/K and W/K. It's obvious as to why they're allowed a shield. Healers and Tanks need dmg reduction. M/K is neither of these and shouldn't need SoD in the same way. M/K is a ranged DPS class, not a tank, nor a healer.

If given SoD, it wouldn't effect PvE too much, but PvP would see a change. Imagine a M/K clad in pvp gear. Now give him about 500k to 600k HP & add in a 30% bubble for an effective ~800k HP. Now add in SoD. It just doesn't seem balanced seeing as all this is in the hands of a ranged class.

If a M/K can use SoD, you know as well as I do that the R/K & S/K are going to want access to it as well. <--- Let's not let this happen.
New Sig Eventually

I Solo'd Horatio Tia 7-28-2012

32

Monday, January 30th 2017, 8:11pm

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.

33

Monday, January 30th 2017, 8:43pm

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.


There'd be no choice. With a quick macro, you could swap to a tali, pop the modified SoD, and re-equip your staff. This completely removes the drawback of having to sacrifice your staff for damage reduction. I perform a very similar action on my K/R that dual wields 1-H swords. (EQ Shield, Pop SoD, Put Off Hand Back on).
New Sig Eventually

I Solo'd Horatio Tia 7-28-2012

34

Monday, January 30th 2017, 8:58pm

M/K with SoD would do their job better. Be a tanky nuisance with their crowd control. M/K deals very little damage and dies kinda fast. SoD would give them a defined role in a real Siege War.

Moving SoD to Talismans through an elite or just in general would be very interesting.
Magío • Mithras

35

Sunday, May 21st 2017, 6:50pm

Class: Mage/Priest

Skill Name: Holy Curse

Skill Description: Increase the critical resistance reduction of Disable. Also your Flame and plasma Arrow now lower the targets magical defense by 2% for six seconds. This effect can be stacked up to 10 times. (This effect cannot be stacked with other holy curses).

Reason Behind the idea: I always thought that disable was a pretty worthless skill as the critical resistance reduction is not really that noticeable, so I took Disables concept and turned it into something better. Holy Curse not only increases the effect of disable but brings a whole new aspect to the table allowing M/P to truly live up to its role as a utilitarian mage. The 20% total magical defense reduction could easily be maintained during burn, but once burn phase ends, the M/P can swap to providing off heals while refreshing the debuff on the boss to maintain that 20% for the remainder of the fight.

This might make the M/P worth more than just its EoM buff.
New Sig Eventually

I Solo'd Horatio Tia 7-28-2012

36

Sunday, May 21st 2017, 9:07pm

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.
Magío • Mithras

37

Sunday, May 21st 2017, 11:43pm

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.



All good points.

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 endgame 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.
New Sig Eventually

I Solo'd Horatio Tia 7-28-2012

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


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38

Monday, May 22nd 2017, 12:20am


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.
@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.



Me personally, I have had the reputation on the forums and Mithras to constantly try out newer and older class combos to see what they're worth. Time and time again. I love the dwarven combos, especially dwarven casters/magic classes for them too! So I always wanna see how I can better the class system and come up with theories to balancing the game again, just a hobby :P

Now I know not ALL mage combos are 'trash' for pve, such as mage/warrior (with decent buff gear, etc), mage/warden is some circumstances too for burn--and a couple others.

I for one, and probably @Cloak can vouch for me to here is: RoM has always been good at making skills up (for the most part) when elites are changed/revamped/introduced. Again, I firmly believe that with 1 single solitary skill, for each mage class or even any class at all in the game who needs balanced, can change how they're looked at and they might be able to come on a run...again.

Lastly, I was planning to hold this idea for another forum thread, but I thought this could fit in here just fine :)

Class: PRIEST/CHAMPION: Level 80 elite: KINGS AURA: You feel the power of the King and the light flowing through all your veins -- When "Diamond Light Activation" is used, not only do you get 33% of your mana back, and increases healing by 34%, it also doubles light damage dealt for 15 seconds. <-- (as how long the buff lasts).

^^ 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.

As for their heals are already crazy awesome, but the chain of light doesn't cut it for pve (simple because of the light mastery not being there). Therefore, with "KINGS AURA" it would create the old priest/scout every 2-3minutes. And having them not be super super OP.

:D
Waiting for that mixtape to drop like...

Keentech-- 98C/98P/60W/50M
Earthblitz-- 98D/60W/60R


The old Reni--Mithras

39

Monday, May 22nd 2017, 12:44am

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.
Magío • Mithras

40

Monday, May 22nd 2017, 1:50am

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.


Awww, C'mon Magio. I thought you would have had a lot more to say on the matter after I gave you the floor like that, but oh well.

You say thay Mage/Warrior's buffs are too much to the point of eclipsing other Mages. So what would you recommend giving the other Mage combos that would allow them to catch up to the Mage/Warrior? You already posted an idea for m/s, so lets hear your ideas for the other combos. They don't have to be as good as Mage/Warrior, but rather just buff them to where they're close enough in damage that they can substitute a Mage/Warrior if one is unavailable.

This raises another question. Hypothetically speaking, say you're running IBP HM. If you were to take away one of your M/W's and replace him with another equally geared mage (m/p, m/k, m/r), would the overall DPS loss make the group unable to complete the instance? Or do you just not want to be inconvenienced by a longer boss fight because you were unable to skip the mechanic? I know that some fights are burn or die gear checks, but those fights shouldn't rely on you having a certain class as they are a gear check, not a class combo check. If certain combinations are being forced, then the issue is with the content.
New Sig Eventually

I Solo'd Horatio Tia 7-28-2012

This post has been edited 1 times, last edit by "Rukifellth2792" (May 22nd 2017, 2:01am)