and whose fault is this?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?And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
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.
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.
and whose fault is this?And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
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...
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.and whose fault is this?And lol I see people keep saying that mages have crowd control. LMAO when was the last time was this actually employed?
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.
Quoted
Guitar stacking with Lute?
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
This post has been edited 2 times, last edit by "ruisen2000" (Mar 16th 2016, 6:54am)
AG is right, this is an archaic thing that hasn't happened since.. I dunno, but a long time ago.

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!
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 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.
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.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?
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.
Uhh don't think anyone is attempting any such thing.
Also intensification was my idea don't steal my credit lol
Never thought of it that way to be honest. +1I 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.
Doesn't mean we can't use the same great ideas and use/build on them.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.
Yes, while also maybe lowering the cast speed cap a bit.I think the most simplest way to better m/x dps is to make guitar and lute stackable
Yes! Same 20% as Melee and make M/P, P/S, D/Wd not stack.and put magical def reduction on tactical smash.
I'd say leaving it as a short duration cooldown is better. 20-30s duration. 15m buff sounds overkill.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.)
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.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. )
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.only issue i can see is with fireball and pvp.
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.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
This post has been edited 1 times, last edit by "Magío" (Mar 16th 2016, 6:59pm)