Unless they do a huge boost or rework the 0.5s casts, it still wouldn't be worth losing 1-2 flames just from trying to click another skill inbetween. That, or we'd all be forced to use DIYCE, since doing a rotation at 0.5 seconds would be hella hard. Unless you made the filler casts have really long cast times to make it easier, but that would require insanely long cast times, since with guitar, M/W can reduce up to a 5s cast spell down to 0.5s.won't do anything noticeable.Add wisdom and stamina multiplier on skills so a mage can stat stamina and wisdom
i say increase the boost from plasma arrow, or make the increased damage to electric explosion worth using. either one would start forcing mages to use a rotation to maximize dps.
(worst case, have wind skills buff the next fire damage, and fire skills buff the next wind damage taken/done)
This post has been edited 6 times, last edit by "ruisen2000" (Apr 5th 2016, 1:24am)
This is exactly the point I am trying to get across. I don't understand why everyone has such a big issue with it. Most people here thinks that the reason I am trying to get mages buffed is because I play m/w and because I want to be top of scrut every time to show my epeen. In fact its the people that wants to show their epeen are the ones that are totally against mages getting buffed, because they've gotten comfortable with their top scrut spot and don't want to lose it. Out side of that 12-15 sec burn m/w is literally one of the worst combo in the entire game (its defintely the worst mage combo if not in the game) and no one is complaining about that. Most m/w's has adapted by now and uses other combo's for other aspects of the game, eg pvp, non burn bosses etc. I can't even freaking quest on the combo unless i stop to cast a flame every time I want to kill a mob, I have to quest on m/p or m/s.When u see all mages being forced to select m/w then u see something is not working.
Mages doesnt have the HP or the Defense and u get 1 shot in any lvl 80+ dungeons, at least u must deal good dmg or u are useless right?
This post has been edited 1 times, last edit by "ancientgear" (Apr 5th 2016, 1:29am)
but I severely doubt there will be any changes to the mage class itself.

Agreed.but I severely doubt there will be any changes to the mage class itself.
if the past has pointed towards anything, i'd put money on the fact that wisdom and bravery getting recalc is really the only thing that is going to happen to m/w.
Sounds legit if warden has siege gear. I have nearly equivalent Pdef/Mdef, but I rarely get hit by flame for more than 60k except for PvE geared mages, though I take a lot of 150k+ hits from siege geared melee.full pve gear and you hit for 80-90k in siege? Your gear must be terrible to have it being so low, even as m/wd my instant skills hit for more lol, and that's with full pvp gear and buffing to about 110k matt or something.
This post has been edited 1 times, last edit by "ruisen2000" (Apr 5th 2016, 6:24am)
My gear is not great but i do siege war with like 170k magic attack and 90k hp as m/p. What i was explaining is that while i do 80k dmg with flame casting 3sec, other melee like warden deal me 180k instant, and rogues 110k instant. I will try next siege war and get some numbers to show as Well as gear comparison.
This post has been edited 1 times, last edit by "Rukifellth2792" (Apr 5th 2016, 8:05am)
Flame should be hitting as hard as snipe, if not harder. idc if that means the bosses go down in 2-3 seconds. All that shows is that bosses need more hp and def. Because if the mages actually get the performance they deserve then the melee will have to leave their high chair and their sweet life behind and actually work for a living.
^ this. No disrespect but the issue about Mage in endgame burn got diluted by many midgame anecdotes. Specially about PvP... this is about PvE burns. Sorry guys, but M/P is not viable in endgame burn and it won't be anytime soon.Problem with this thread is most the players aren't even close to endgame, yet comparing themself/the mage class to an endgame geared skilled melee player/class.
I feel like people skip/ignore posts. Or they get to a detail in an extensive post they don't like and just ignore the rest...something's going on because this was already mentioned before here. Sorry guys... overhaul won't happen. It's Runewaker, the people that just moved Server clock in the wrong direction xD I'd be scared if they announced they were planning an overhaul on Mage.The mage class could get simple tweaks, guitar and lute stack, lowering cast speed cap etc. Other than the small stuff, it's gonna need a complete overhaul of the mage class(rotation, elite skills..) to suit what some of you want.
Harsh but true.As for people comparing a m/p to wd/w dps in an endgame instance, you're retarded, please leave.
Yup. I asked around to find out who this guy is after so many flawed suggestions. Still don't know but by some of his posts I'm starting to doubt his self-proclaimed endgame status.I can't believe you actually flame WarriorKing in his w/m threads, and then you say something like this.
Although this is a possibility, I personally think RW's hands are tied as far as nerfing mages go. They got away with nerfing scout because there are 3 other melee class in the game, 5 if you count champion and knights. But there is only one mage class. I mean yes you can mention wl's. But it would be much easier for them to buff mage instead of nerfing mage and buffing wl. WL is complicated as it is, im sure they will mess it up if they touch it. And as for nerfing mage, even for a company that's as du...hmmm how shall I say this without breaking forum rules. Even for a company that's as short sighted as RW, they must be smart enough to realise that if they nerf the only ranged caster dps class in the game then they are literally, just literally begging for ROM to be taken into a corner and be put down with a bullet in the back of the head. Which is actually why I've been pushing this so hard, they cant nerf it, they can leave it as it is, or buff it.Yeah the only change thats likely to happen is they'll nerf W+B so that nobody plays the mage class. Might as well kill it completely.
1. Increase Fire and Wind dmg pasives
I tried to make consistent and logically sound arguments up to about page 9. But apparently people only respond to hard bashes in the skull. So yeah screw it, FLAME THAT HITS AS HARD AS SNIPE. It's about god damn time that mages start to exploit AD like every single melee combo does.Problem with this thread is most the players aren't even close to endgame, yet comparing themself/the mage class to an endgame geared skilled melee player/class.
The mage class could get simple tweaks, guitar and lute stack, lowering cast speed cap etc. Other than the small stuff, it's gonna need a complete overhaul of the mage class(rotation, elite skills..) to suit what some of you want.
As for people comparing a m/p to wd/w dps in an endgame instance, you're retarded, please leave.
Flame should be hitting as hard as snipe, if not harder. idc if that means the bosses go down in 2-3 seconds. All that shows is that bosses need more hp and def. Because if the mages actually get the performance they deserve then the melee will have to leave their high chair and their sweet life behind and actually work for a living.
I can't believe you actually flame WarriorKing in his w/m threads, and then you say something like this.
This thread is getting worse and worse. It's entertaining though, keep it going.
Personally i think suggestions:Time to put this thread back on its rails. In no particualr order the best suggestions so far:
1) Fire/Wind Knowledge increase. This is actually a really lazy change
that I'm sure Runewaker would be willing, and able, to implement (very
similar to the Scout change). What I don't like is that it's a passive
buff(But then again Scout got it too). Although that would help a bit
with the super low Mage sustained that we already have.
2) 20% Mdef reduction on Tactial Smash+19, non-stackable M/P, P/S, D/Wd magic attack/damage buffs. I really like this one because it would do away with the main reason I stopped playing Mage. The tedious work. Now my tank will carry with me that 20%ish magic attack for me on his TacSmash in the form of a 20% debuff on the target instead of those two pesky buffs that have me overbuff during burn sometimes ;D
3) Guitar/Lute stacking. I believe only Scout, as a physical DPS, would benefit from this. I don't think it will be gamebreaking since Snipe still has a 12s cooldown. Meanwhile this will allow Mage burn to be a bit longer but not gamebreaking. Would break the stigma for caster/melee segregation we have a bit.
4) Casting speedcap reduced from .5s to .33s (this varies). Honestly finding the sweet spot would be so easy if either a) Runewaker had a public test server or b) Runewaker revisited changes in a timely fashion. Which neither is true. Lower cast cap. See what happens in a week. Mage too strong now? Raise casting speed cap back up a little. Not enough? Lower it a bit.
Can we please, please keep the conversation from now on on these 4 ideas.
).This post has been edited 1 times, last edit by "mohammed1234" (Apr 5th 2016, 1:12pm)
wow finally someone says it. If you want something that does X then roll Y class it's not like you don't have the choice or option to do so.
Quoted
You want burst damage? Roll classes that do burst damage. Want sustained damage? Roll classes that do sustained damage. You're being childish prima donnas by rolling classes that don't have the kit for what you want to do and throwing tantrums and qq'ing about changing them to your wants (key here, wants not needs).