Magio, I do agree that the dps discrepancy between mage and melee may not be a large as its being made out to be. On that same note I have to ask, how is mage Aoe dps? How does that compare to any other class in the game? Is it fair they should have single target dps equal to the single target dps classes while being number 1 in aoes, and have some of the best crowd control skills? Not hammering the class but class balance is the entire class not one aspect of it.Just get rid of the work. In terms of damage compared to the other classes' burst damage combos Mage/Warrior might lag just a bit behind. Not even as much as some people make it out to be.
Replace stacking buffs with Tac Smash mdef addition.
Lute and Guitar stack...
those two changes alone and the majority of the problems are gone.
Alts: 2/3 problem gone
M/W Burn is only 10s long: turns to 20s (can do .5 flames for all 12s duration of Rage Mana)
100% Magic parties having to choose between guitar for their casters and lute for their magic melee: problem gone
M/W overbuffs: 2 buff slots are saved
Depends on how much the buff is. Atm, mages have next to no burn in PvP. Unlike other decent DPS classes like W/Wd, R/M, Wd/W, etc. M/W is not good at PvP because of a complete lack of instant casts, which is why you see almost no M/W in siege (The one time I went M/W in siege, I watched the opponent's siege vid and they thought I was Warrior/Mage because they've never seen a Mage/Warrior in siege lol). Aside from M/Wd with their 4 seconds of "I got serened again", the rest of the mage combos don't come close to what any of the previously mentioned combos can do in terms of damage. And that's with Sta/def being a mainstream stat for PvP gear whereas sta/Mdef is a mainstream stat for the trash bin.
only issue is, how to buff mdam in pve without making it stupid in pvp (blood arrow was RW's way of fixing scouts to this effect). maybe have something that increases damage taken (call it instability or something), but also increases raw mdam.
This post has been edited 2 times, last edit by "ruisen2000" (Apr 15th 2016, 11:18pm)
This post has been edited 1 times, last edit by "Soulvengeance" (Apr 15th 2016, 11:30pm)
Suggestion 1 completly broken on ad, say you have 5 mages we are talking about 6 flame per mage 18m per flame (based on magi's vid prob more with m/d) 102m damage per mage from that one skill it's actually much higher then what w/s get unless they hit silent seal. Also, mage has a lot of damage outside of that one hit where for w/s it's half their damage on the boss and unlike w/s mages have to face low magic crit. If you want to implement it you would have to consume the debuff otherwise it gets completly ridiculous.okay, so i've never had a dps mage before so take this for what it is. I am basing these changes from what i've seen is an issue for mages i've ran with.
Cost and time (running out for buffs) is clearly more than other dps classes to just stay the same. This is obvious and unanimous. Changes have already been suggested. This i think is the biggest frustration among endgame m/w can really only be changed if Wisdom and Bravery was altered to just straight increase your int by a %, therefore throwing out the need of a swap set.
The suggested skills, I think, do not dramatically increase the already strong m/w burn. These are more to help elemental dmg dealers and off burn.
Electric Explosion
- Add a mark of explosion on the target for 8 secs. This mark is triggered (not consumed) to cause the next elemental hit double hit. Can only be triggered once per toon, per mark. [Not sure if it should cause 100% or the following hit should be for a reduced amount]
Okay so the key is that it can be triggered by anyone else hitting the target as long as its elemental damage (i dont know how elemental rampage is coded, but this should not be included). Therefore a group of magic dealers will all benefit from it getting a double hit.
Phoenix
This is useless in burn since you have to get close to the boss, triggers GCD, and actually makes your flame casts longer. However this is good in trash clearing and off burn since you are able to use your hardest hitting skill more often. This however will not be a huge factor in PvP since it requires you to be in close proximity (120 range), losing that comfort of being at range. Plus this skill looks cool.
- Gain the buff 'Phoenix Rejuvenation' when a target is hit. The next spell cast becomes a 1 sec cast. (Reduce this skills CD to 8 secs)
wait wut o.O 1.5(50% cast speed)X1.5(50% damage) = 2.25 so increasing your dps by 125% less broken then increasing it by 50%?
Quoted
Well I suggested making the mdmg boost from elemental catalysis go from 20% to 50% or more. Elemental catalysis has a 5 min cd and only lasts for 20 sec. It's defo more balanced than 50% feral leader pdmg for wd/w with 3 min cd.
mages already have one of the strongest 5s in the game increasing dps by 75% for 20 seconds vs 87% for 15 seconds for scouts(best 5s in the game) to give a point of comparison warrior's 5s is 42% dps increase for 15 secondsFrom my experience it is totally possible to tank through an entire flamespam as p/k. Regardless the idea is more damage = less time to immune/react and that is the real point. yes maybe you can't tank the entire thing, but if you can react after taking 1-2 flames and live it makes a huge difference compared to dying after the first one.
Quoted
But lets be honest here, if you get hit square on the face with a flame spam then you are going to die unless you use sere, immunes or silence the m/wd.
My suggestion wasn't intended to make it seem like Tactical Attack or Deadly Poison Bite. The max a flame could hit, based on the suggestion would be 4 times, only if it hit the mark with an eruption. You would only be triggering one mark at a time. I thought about having it work like DPB, but it would be crazy OP, like you mentioned.Suggestion 1 completly broken on ad, say you have 5 mages we are talking about 6 flame per mage 18m per flame (based on magi's vid prob more with m/d) 102m damage per mage from that one skill it's actually much higher then what w/s get unless they hit silent seal. Also, mage has a lot of damage outside of that one hit where for w/s it's half their damage on the boss and unlike w/s mages have to face low magic crit. If you want to implement it you would have to consume the debuff otherwise it gets completly ridiculous.
Just get rid of the work. In terms of damage compared to the other classes' burst damage combos Mage/Warrior might lag just a bit behind. Not even as much as some people make it out to be.
Replace stacking buffs with Tac Smash mdef addition.
Lute and Guitar stack...
those two changes alone and the majority of the problems are gone.
Alts: 2/3 problem gone
M/W Burn is only 10s long: turns to 20s (can do .5 flames for all 12s duration of Rage Mana)
100% Magic parties having to choose between guitar for their casters and lute for their magic melee: problem gone
M/W overbuffs: 2 buff slots are saved
This post has been edited 4 times, last edit by "ruisen2000" (Aug 20th 2016, 10:10pm) with the following reason: fix youtube link
Ah ye, sod, knew i forgot something on the list, though still possible to kill people through it, just much harder, needs a longer cooldown, as well as a dmg reduce nerf.
30%/2minutes maybe.
And if they have a healer? ^.^ SoD is a little over the top :p I agree with not nerfing it tho, not because it would hurt pve (it shouldn't really) but because no class should be nurfed, just upsets people blah blah blah.... Bring other classes up to par is always the way to go. And thats "par" not 'stupidly overpowered buff'...Ah ye, sod, knew i forgot something on the list, though still possible to kill people through it, just much harder, needs a longer cooldown, as well as a dmg reduce nerf.
30%/2minutes maybe.
No nerf is needed to SoD. Nerfing it would break them in pve much how the P/S was broken after its nerf. From a pvp standpoint, it's not that hard if you're prepared. Three things to mind when facing and knight and you'll be fine.
1. Dot the knight with electric bolt and other dots if your class combo allows b/c they still take the full damage from the "magic bleed."
2. While doing this, restrict their movement with Stormy Chance, Ferret Sickle, Thunderstorm, Lightning, and Discharge. Don't rely on just one or two of theses skills, but be prepared to use them all against a tough knight.... Gradontiger >.>. The knight's strength lies in their ability to stun you. Keeping them at range keeps them from stunning you. Easy right?
3. If you find yourself stunned, have the appropriate immune food ready AND be ready to use those pvp gloves. If your quick enough, you'll break the stun and be immune to their followup stun. This'll give you some time to stun with discharge, throw on an electric bolt, then back away as you cast lightning and watch their HP dwindle down.
Do all the above when their SoD is up. If you kill them, good for you. If they're still alive when SoD runs out, you should be able to easily finish them.
This has been dealing with knights as a mage 101. Class dismissed.