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Cike

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81

Tuesday, March 15th 2016, 7:54pm

And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
and whose fault is this?

pop some candy, run in, and discharge. then have 2 more mages follow up, and nobody should even be in any danger. if, for some reason there is a bad pull/discharge misses, there are 5+ other people in your group with additional CC abilities.

communicate with your party.

the only issue is when 1) the trash hits before you can get a discharge off, or 2) some mob has an aoe that it is for some reason able to pop before being locked down. tanks have aoe aggro skills.

if you are getting 1 shot by trash, you might want to rethink your playstyle, and/or make a couple stam/hp/def offpieces and wear them for trash (or pvp gear).

yes, it might take longer, but it *should* be safer.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

82

Wednesday, March 16th 2016, 12:24am

And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
and whose fault is this?

pop some candy, run in, and discharge. then have 2 more mages follow up, and nobody should even be in any danger. if, for some reason there is a bad pull/discharge misses, there are 5+ other people in your group with additional CC abilities.

communicate with your party.

the only issue is when 1) the trash hits before you can get a discharge off, or 2) some mob has an aoe that it is for some reason able to pop before being locked down. tanks have aoe aggro skills.

if you are getting 1 shot by trash, you might want to rethink your playstyle, and/or make a couple stam/hp/def offpieces and wear them for trash (or pvp gear).

yes, it might take longer, but it *should* be safer.



wow... just wow...

first sign of bad boss fight... when you have to use immunes to have the only chance of completing the fight... fight sign of complete stupidity in designing instances is forcing ppl to start the fight against regular mobs with immunes... thus they have to wait 3 mins for immunes to come back to start the next fight...

a couple of stam/hp/def pieces wouldn't help at all... 200k hp and pdef is still 1 shot in the instnaces so your suggesting a mage to stat mostly as a tank (stam/hp/def) to be able to survive the mobs up close to just help with CC... well guess what? those mages won't be able to dps sh!t which removes their main role as RANGED DPS.

you know what would be even safer? not going into the instance...

ancientgear

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83

Wednesday, March 16th 2016, 1:00am

How would putting a 2nd effect on intensification to lower casting speed cap affect W/M and K/M at all? Enlighten me with your vast knowledge please.

Although putting a casting speed boost on intensification will increase mage dps. It makes much more sense and seems a lot more reasonable to make guitar and lute stack instead. Because this way not only will the mages get a boost but so will the druids and other casters such as the m/wl, wl's, priests etc.

Which means the only useful boost to put on intensification is a bigger crit damage boost and or a raw damage boost. Which will unbalance w/m and k/m performance in pvp. Although I care not for pvp because I don't pvp, but as I said, people tend to complain a lot more when it comes to pvp over pve.




And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
and whose fault is this?

pop some candy, run in, and discharge. then have 2 more mages follow up, and nobody should even be in any danger. if, for some reason there is a bad pull/discharge misses, there are 5+ other people in your group with additional CC abilities.

communicate with your party.

the only issue is when 1) the trash hits before you can get a discharge off, or 2) some mob has an aoe that it is for some reason able to pop before being locked down. tanks have aoe aggro skills.

if you are getting 1 shot by trash, you might want to rethink your playstyle, and/or make a couple stam/hp/def offpieces and wear them for trash (or pvp gear).

yes, it might take longer, but it *should* be safer.



wow... just wow...

first sign of bad boss fight... when you have to use immunes to have the only chance of completing the fight... fight sign of complete stupidity in designing instances is forcing ppl to start the fight against regular mobs with immunes... thus they have to wait 3 mins for immunes to come back to start the next fight...

a couple of stam/hp/def pieces wouldn't help at all... 200k hp and pdef is still 1 shot in the instnaces so your suggesting a mage to stat mostly as a tank (stam/hp/def) to be able to survive the mobs up close to just help with CC... well guess what? those mages won't be able to dps sh!t which removes their main role as RANGED DPS.

you know what would be even safer? not going into the instance...

^This.

I don't know how it is like in bone peak or veiled crypt because I haven't been in either in hard mode. And last time I was in coeh, (ill admit it was quite few months ago), the mobs were so strong that they needed to be pulled 1-2 at a time because the tank cant handle more and or the dps doesn't kill the trash fast enough. And if easy mode is anything to go by, the aggro sensitivity of bone peak trash is so high that almost all mobs will have to be silence pulled or it will be a 100% raid wipe.

So even if by some miracle mages do use immunes or w/e and does manage to survive against mobs, there is no aforementioned "crowd" to control. Because long gone are the days when the trash were easy to kill and the boss was hard. Now its 95% of your raid time gone behind trash and 5% to actually kill the boss.
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

mohammed1234

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84

Wednesday, March 16th 2016, 1:32am

I like this idea and tbh ch/m can wipe out a whole raid in 1 hit than there rouges and there hides so if giving dmg boost gives w/m and k/m and edge which ch/m already has and rogues have with there hide than idk what to say. tbh people these days are statting mdef and pdef so ppl are harder to kill i wanted 100% back since it was unfair giving use 25% decrease when its really 50%. People have adapted to the game in dps wise and tanking wise and dpsing so i didnt get nerffing of classes like p/s and w/m etc but whatever

85

Wednesday, March 16th 2016, 4:58am

Even with silence pull in bone peak everything pulls. Good fun :D

That being said, a lot of the trash there die faster then normal so it's not really an issue.
99/99/99/99/99/99 W/WD/S/D/R/M

86

Wednesday, March 16th 2016, 6:15am

You just have the tank pull first, survive the first second. Mages run in and start the discharge rotation....

All this was already suggested in the "Intensification" thread. And it just died. No GM saying forwarded. Nobody ever agreeing as a group.

Eruption chance on intensification? Check

Lowering Speed casting cap? Check

Guitar stacking with Lute? Check


So stop flaming each other and agree to something as a group otherwise the GM's will have a lame excuse to do squat$%^@ and just blame us all for having nothing forwarded. K? THANKS!
Magío • Mithras

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87

Wednesday, March 16th 2016, 6:20am

And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
and whose fault is this?

pop some candy, run in, and discharge. then have 2 more mages follow up, and nobody should even be in any danger. if, for some reason there is a bad pull/discharge misses, there are 5+ other people in your group with additional CC abilities.

communicate with your party.

the only issue is when 1) the trash hits before you can get a discharge off, or 2) some mob has an aoe that it is for some reason able to pop before being locked down. tanks have aoe aggro skills.

if you are getting 1 shot by trash, you might want to rethink your playstyle, and/or make a couple stam/hp/def offpieces and wear them for trash (or pvp gear).

yes, it might take longer, but it *should* be safer.
AG is right, this is an archaic thing that hasn't happened since.. I dunno, but a long time ago. Almost all mobs in instances are single pull now , and large groups we just friendly a mob and single pull. Mobs hit like trucks and are buffed so ridiculously tanky. I was left alone as the only DPS once to kill a mob in PomH, and it look long enough for me to kill that mob with flame as it took to burn like 2 bosses. Nevermind an AoE - you'd be there for hours. W/M and R/M are incredible at killing individual mobs are are usually doing most mob damage.

Not sure how it'll work in Bone Peak Hard, but I think most mages would go W/M in there for 30s+ non-W/S fights. It'll certainly make even more sense to go Warrior/Mage if bosses get 800m Hp and more crit resist - we may have been surprised when bosses jumped from 100m to 200m hp going from grotto to PoM, and when they went from 200m to 300m and crit resist flew through the roof going from CoE to Veiled crypt hard, and maybe surprised when they went from 300m to 400m from VCoK to Bone peak with the crit resist there to stay, but I don't think anyone will be surprised to see a 800m HP boss with equally through outer space crit resist within the next 1-2 level caps.

Quoted

Guitar stacking with Lute?

This, imo, would be the best change, as it would help with having runs that are both casters and melee (which is one of the main problems to begin with), and break down this weird mentality of "casters should only run with casters". I'd also like to see more buffs to mage sustained unless RW stops the pattern of doubling boss hp every 1-2 caps. Not saying mages should replace W/M as a sustained, but having more than non-existent sustained would be really nice if we'll be doing long burns.
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This post has been edited 9 times, last edit by "ruisen2000" (Mar 16th 2016, 6:49am) with the following reason: a million typos fixed one at a time


mohammed1234

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88

Wednesday, March 16th 2016, 6:35am

I agree with magio and @ rud this I why I asked for 100% light burn cause I could forsee something like this bit I really like that intensification thread.

ruisen2000

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89

Wednesday, March 16th 2016, 6:39am

Back to the 100% W/M again -.- That would ruin siege lol.
Same druid that my mage hit for 30k instants in siege, went in W/M and slapped her for 190k * 2, lol, and my W/M wand is worse than my staff. Also swapped to W/M for 4th in HoE and did 3 times as much DPS as my mage in the 2.5 minute fight. To be honest, W/M has a lot more going for them with longer and longer burns.

Although I'll admit W/M doesn't burn better than mage. So whether or not W/M should burn better is another thread/topic - this thread is for casters and mages - although even if it should, 100% light burn is not the answer.
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the fail clothie tank~

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This post has been edited 2 times, last edit by "ruisen2000" (Mar 16th 2016, 6:54am)


90

Wednesday, March 16th 2016, 7:21am

Warriorking please stop posting. Warrior/Mage clears trash fine as is damage-wise. This is about Mage primary. Only place Warrior/Mage and Knight/Mage have in this thread is for balancing issues. For example: Buffing intensification to give a lot of actual magic damage will make K/M and probably W/M broken in Siege War. Period. Make your own thread about 100% LBW. K? Thanks, bye.



Ok guys. Guitar stacking will do little for the M/W which is the combo that actually competes atm.

We have two options. Complete overhaul of how Mage/x DPS works. More than just spamming Flame. Which to be honest, will never happen with Runewaker.

Or making a few buffs. Best ideas from past threads and now that I remember are:

1) Intensification raises chance of Eruption (Flame hitting twice).
2) Lower Casting Speed Cap below .5s + Guitar stacking with Lute.


So comment on these. And keep it civilized.
Magío • Mithras

91

Wednesday, March 16th 2016, 8:03am

I will never understand why it's apparently perfectly okay that Warriors, Wardens, Rogues, and Scouts all get to play together and be viable together but mages are expected to have to run very specific mage only parties and will never be able to perform as well as a melee dps without a crapload of mage specific buffs.
Borella - 100 W/M/S/R/P/K
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If you play P/K in instances you're garbage


Cike

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92

Wednesday, March 16th 2016, 8:38am

AG is right, this is an archaic thing that hasn't happened since.. I dunno, but a long time ago.

why did people stop doing it is my point.

people have complained about nasty trash, yet one of the most effective ways to COMPLETELY lock trash down (negating most of the danger) has been discontinued.

so far the discussion has gone: "we keep dying on trash" "then how about you stun the trash so it can't hit you?" "but we can't/won't because the trash kills us"

am i missing something here?



on the actual topic of the thread: magio has got a good suggestion there for intensification increasing eruption chance. that only affects m/x, and is a (nearly) uniform buff across the board. only issue i can see is with fireball and pvp. maybe just have intensification only increase erupt. chance on flame, and then add chance to plasma arrow(or other skills) to mix things up?
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

ancientgear

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93

Wednesday, March 16th 2016, 9:16am

You just have the tank pull first, survive the first second. Mages run in and start the discharge rotation....

All this was already suggested in the "Intensification" thread. And it just died. No GM saying forwarded. Nobody ever agreeing as a group.

Eruption chance on intensification? Check

Lowering Speed casting cap? Check

Guitar stacking with Lute? Check


So stop flaming each other and agree to something as a group otherwise the GM's will have a lame excuse to do squat$%^@ and just blame us all for having nothing forwarded. K? THANKS!

The intensification thread was full of irrational and nonsensical arguments. So any good idea that did happen to come out from it wouldn't be put forward anyways.

As far as GMs go, I don't think a single one of them has even read this mage thread. They probably think its like the intensification one and are keeping their distance until someone starts to complain in IRC at which point they will be obligated to come and snoop around.




Warriorking please stop posting. Warrior/Mage clears trash fine as is damage-wise. This is about Mage primary. Only place Warrior/Mage and Knight/Mage have in this thread is for balancing issues. For example: Buffing intensification to give a lot of actual magic damage will make K/M and probably W/M broken in Siege War. Period. Make your own thread about 100% LBW. K? Thanks, bye.



Ok guys. Guitar stacking will do little for the M/W which is the combo that actually competes atm.

We have two options. Complete overhaul of how Mage/x DPS works. More than just spamming Flame. Which to be honest, will never happen with Runewaker.

Or making a few buffs. Best ideas from past threads and now that I remember are:

1) Intensification raises chance of Eruption (Flame hitting twice).
2) Lower Casting Speed Cap below .5s + Guitar stacking with Lute.


So comment on these. And keep it civilized.

I think the most simplest way to better m/x dps is to make guitar and lute stackable and put magical def reduction on tactical smash. I made a thread about ts19 a while back and it got shot down real quick. But whether a raid is melee based or mage based or universal all the required buffers/debuffers are universal. k/p, wd/s, k/w, ch/p, wl/m, m/wl, druid seeds. These are all universal buffers and no raid is going to be clearing anything worth clearing without most of these combo's in the party. So why go the extra mile to stop guitar and lute from stacking and from ts19 giving a mdef reduction? I mean the melee doesn't even benefit from guitar except for scout on just 1 skill so just why go so far and make them not stack? Seems stupid to me.

I very much like the idea of intensification. Maybe make intensification give 2 buffs. The normal 20 second one and a 15 minute one. The 15 minute buff can give one of the 2 buffs below.

Either just give a flat out 30-50% increase of eruption occurring on fire based spells. (Because not only will this better m/x dps in burns, but also increase mage dps during long fights or trash clearing.)

Or the 15 minute buff can give some kind of stackable buff, which increase chance of eruption occurring by say idk 5% for each fire based spell cast. The skill is maxed at 10 or w/e stacks and each stack lasts for 10 seconds before it either resets or goes up another stack because another fire based spell has been cast. (very similar to the forge buff for champ. The more they attack the more rage and attack boost they get. )




I will never understand why it's apparently perfectly okay that Warriors, Wardens, Rogues, and Scouts all get to play together and be viable together but mages are expected to have to run very specific mage only parties and will never be able to perform as well as a melee dps without a crapload of mage specific buffs.

^ This.

Discouraging diversity irrelevant of the context Is always a bad idea.




AG is right, this is an archaic thing that hasn't happened since.. I dunno, but a long time ago.

why did people stop doing it is my point.

people have complained about nasty trash, yet one of the most effective ways to COMPLETELY lock trash down (negating most of the danger) has been discontinued.

so far the discussion has gone: "we keep dying on trash" "then how about you stun the trash so it can't hit you?" "but we can't/won't because the trash kills us"

am i missing something here?



on the actual topic of the thread: magio has got a good suggestion there for intensification increasing eruption chance. that only affects m/x, and is a (nearly) uniform buff across the board. only issue i can see is with fireball and pvp. maybe just have intensification only increase erupt. chance on flame, and then add chance to plasma arrow(or other skills) to mix things up?
People stopped doing it because its much easier and safer to pull one mob at a time and kill it than pull a crap ton and do all sorts of fancy jumping around with discharge. Even when whole raid helps to kill, trash takes too long to die. And it all started in grotto imo. Before grotto, I could go in belathis hard, get up close and personal with a trash and know that I will last a good deal of time against said trash before dieing. But the day that grotto came out, I went in hard mode and got one shot straight away. It feels like since grotto they have been buffing the living crap out of the trash mobs.
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

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94

Wednesday, March 16th 2016, 10:11am

As far as GMs go, I don't think a single one of them has even read this mage thread. They probably think its like the intensification one and are keeping their distance until someone starts to complain in IRC at which point they will be obligated to come and snoop around.

I don't think that's the case, but keep on trying to read our minds. :thumbup:

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95

Wednesday, March 16th 2016, 12:32pm

As far as GMs go, I don't think a single one of them has even read this mage thread.


We do read the thread :P

ancientgear

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96

Wednesday, March 16th 2016, 12:37pm

I stand corrected. Can we please have the thread moved to suggestions for it to be official in case any of it gets forwarded.
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

mohammed1234

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97

Wednesday, March 16th 2016, 1:53pm

Well ch/m can wipe a whole party in sw with its 3mil rampage and the only people that get one to two hitter or people who don't have sw gear that is statted properly I have vsed people with mdef and pef and stam stats that do good dps and still tank.
Also agree with bo said the general melee class doesn't need anything special but mages do.
Also I doubt they would do that to intensification they should make fire ward a fire damage increase buff.
Also on w/m it is good on longer fights but it won't be good in burn without specific buffs which aren't usually in universal parties where as melee can do way better in universal parties.
Boosting intensification also would not affect sw so much as it has a cd if that's the case elemental rampage is in the same boat
Also intensification was my idea don't steal my credit lol

98

Wednesday, March 16th 2016, 6:13pm

Mage Priest already has increased eruption with it's elite. Don't see any mage priests in raids unless they're outside waiting to cast essence of magic so it really didn't do much.

I think getting rid of the fire and wind mastery caps would be the safest boost. This also would not affect mage secondary classes.

Mages that use dark and light elements should also get their specialties boosted as well.

Make the seige titles in the magic line not suck. Every single one is useless and terrible.

As far as all these look at our mages do so much damage "it must be you" posts. That video of Elle killing a level 87 boss in that video took 15s. Guess how long it would take if that player was replaced with a warden warrior or champion mage or rogue mage... a few seconds. And that is what happens with world bosses , one player trotting around a handful of scripted buffers/de-buffers and one rainbow crystal candy or class immunes. No mage can do that with the same circumstances because it just takes too long to build up that same damage and they cant take any damage. This is also nothing new. In fact this started happening when they buffed wardens to be the elf "off tank". What a bad joke that was especially if you were a knight or warrior.

Ancientgear had the perfect analogy with the two cars. One is already a hotrod and the other you have to sink a ton of $$$ to get it to an acceptable level but it's still not even close to the latter.

I am aware there are a ton of other combinations that need some love too but this is about mages so that is all I am touching on.

ancientgear

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99

Wednesday, March 16th 2016, 6:35pm


Also intensification was my idea don't steal my credit lol
Uhh don't think anyone is attempting any such thing.
-Failed attempt of trying to put a picture in here cause I don't know how to-

ROM's one and only pure stam/pdef stated tank

REACHED 13.57M PDEF ON 29/09/2016, NO SIGIL, HAIDON, ZODIAC OR RELATIONSHIP BUFF.

Retired until mages are buffed or melee's are nerfed

100

Wednesday, March 16th 2016, 6:52pm

I will never understand why it's apparently perfectly okay that Warriors, Wardens, Rogues, and Scouts all get to play together and be viable together but mages are expected to have to run very specific mage only parties and will never be able to perform as well as a melee dps without a crapload of mage specific buffs.
Never thought of it that way to be honest. +1

The main problem is in my opinion Druid, and Warlock were supposed to be magic DPS too. But they just don't buff high enough for people to play them as DPS and a lot of people don't want to play them as (non-heals) support. So they're stuck in alt limbo.

The intensification thread was full of irrational and nonsensical arguments. So any good idea that did happen to come out from it wouldn't be put forward anyways.
Doesn't mean we can't use the same great ideas and use/build on them.

I think the most simplest way to better m/x dps is to make guitar and lute stackable
Yes, while also maybe lowering the cast speed cap a bit.

and put magical def reduction on tactical smash.
Yes! Same 20% as Melee and make M/P, P/S, D/Wd not stack.

Either just give a flat out 30-50% increase of eruption occurring on fire based spells. (Because not only will this better m/x dps in burns, but also increase mage dps during long fights or trash clearing.)
I'd say leaving it as a short duration cooldown is better. 20-30s duration. 15m buff sounds overkill.

Or the 15 minute buff can give some kind of stackable buff, which increase chance of eruption occurring by say idk 5% for each fire based spell cast. The skill is maxed at 10 or w/e stacks and each stack lasts for 10 seconds before it either resets or goes up another stack because another fire based spell has been cast. (very similar to the forge buff for champ. The more they attack the more rage and attack boost they get. )
Wow! An eruption based buff that works just like the magical attack amulet from dreamland. OP idea. This is by far one of the best I've heard. Good add. Casting fireball while running around during strat so your buff doesn't go away and stacks don't reset sounds amazing.+1 Super idea.

only issue i can see is with fireball and pvp.
It's a 2 minute cooldown. Other than Mage/Warden I don't think it would affect much. Easy to fix, Earth Core Barrier lowers Eruption chance by an amount that cancels out with a few stacks remaining.

OR, and I think this would work better, what about making it a debuff on fire-based spells? Each Flame/Fireball on a target adds a debuff stack where flame/fireball has a higher chance to erupt on said target. So you still have the stacks, but it's universal. This way:

1) Mage/Warden doesn't get 10 stacks in Siege War and the ability to erupt on a a large amount different people [have to focus 1 target]
2) Mages build around each other like Warrior, Scout/Rogue, Rogue do with bleeds but in their own unique way.

People stopped doing it because its much easier and safer to pull one mob at a time and kill it than pull a crap ton
Funny thing that you can't do that in Bone Peak. You pull like 15 mobs at a time even with silence. This truly is what Mages were born to do. But I think Warrior party is just as capable with Blasting Cyclone.

Finally, how about we agree on something first. Then just have someone open a suggestion thread? This thread is so dirty tbh.




P.S. to WK

1) Rampage has a 5 minute cooldown makes you immobile for idk how long and takes half your HP with it. Honestly if the 4 Ch/M's I've seen recently 3 mostly use it to clear traps. Apples and Oranges.
2) Make your own W/M thread please.
3) Yes it will (Intensification affecting Siege). It already does on Knight/Mage even tho it has a cooldown...
4) Sorry but your idea was garbage. Giving 5k magical damage on intensification is too strong for W/M and K/M in PvP. Everyone else's ideas were better and just used Intensification as a piggy back. Could switch it to Energy Well or any other useless skill and it would still work. So stop taking people's credit. Stop derailing this thread.

Remember how GM's said Dev's came and saw threads with unnecessary posts and stuff and just left w/o looking at it? You're the main person doing such thing on this thread WK. Please stop.
Magío • Mithras

This post has been edited 1 times, last edit by "Magío" (Mar 16th 2016, 6:59pm)