Also means Snipe would get a extra .9 dmg to it's multiplier... Count me in!The best idea until now is to stack (all) music instruments
In addition to above, i think its a good idea to slightly adjust the cast damage formula.
Now its like Flame has a cast time of 3 seconds thus the damage output somewhere in the formula multiplies the damage with this 3 seconds
I rather have it that each second of cast time would be a multiplier factor of 1.3
Thus for example:
- a 3 second flame damage gets multiplied by 3.9
- a 2 second Druid/Rogue earth arrow gets multiplied by 2.6
- a 2 second Warlock Psychic arrow gets multiplied by 2.6
Seems not to break pvp & gives that tiny boost to pve
Besides that it would probably easy to implement by RW with minimal coding
To be honest other ideas in this thread i think they are to much of a risk in game changing/braking/bugging![]()
aha
Is whether you should single pull or group pull really an issue?
I rather have it that each second of cast time would be a multiplier factor of 1.3
Also means Snipe would get a extra .9 dmg to it's multiplier... Count me in! :D ahaThe best idea until now is to stack (all) music instruments
In addition to above, i think its a good idea to slightly adjust the cast damage formula.
Now its like Flame has a cast time of 3 seconds thus the damage output somewhere in the formula multiplies the damage with this 3 seconds
I rather have it that each second of cast time would be a multiplier factor of 1.3
Thus for example:
- a 3 second flame damage gets multiplied by 3.9
- a 2 second Druid/Rogue earth arrow gets multiplied by 2.6
- a 2 second Warlock Psychic arrow gets multiplied by 2.6
Seems not to break pvp & gives that tiny boost to pve
Besides that it would probably easy to implement by RW with minimal coding
To be honest other ideas in this thread i think they are to much of a risk in game changing/braking/bugging :fie:
But really that idea is also one that would work well, as you said it's just a tiny change to each flame that can add up in a 15second fight for a bit more damage.

What... that's so bass ackwards. R/M and Wd/W both do less damage in a large group pull scenario... and W/S and S/X do some of the highest group trash mob damage there is, I'd sat M/W would be right underneath them followed or tied with Wd/W and lastly R/M..."What Zen said. All these M/W's talking about bad clearing and pulling mobs 1 by 1. Wtf? With W&B being 1m cooldown and Rage Mana and Intensification been 2 minute cool downs you can use it between boss fights no problem. "
Yes mage warrior can be good on single target trash by managing cool downs. -Karza
"Pull whole rooms and Thunderstorm mobs to death. Hits so hard."
Thunderstorm is average at best with cool downs unless you are comparing to warrior/scout or Scout on AOE damage. Warden/warrior and rogue mages literally melt groups of trash in a few seconds which would take constant thunderstorming possibly 30-60 seconds. -Karza
Maybe no one knows how to play mage anymore and that's why are are so many complaints.... Who knows![]()
This post has been edited 1 times, last edit by "Yungyeezus" (Mar 22nd 2016, 2:22am)
Well I did say mages. Not mage and the only time I brought up w/m when intensification was introduced.
It seems to me this post isn't about mages classes good it's seems to be about only buffing m/w and people saying how good m/w is doing like it's the only mage.
It's like you people want to send this post into a frenzy this is what me and racer was talking about. Trolls who have nothing better to do but bombard threads with bs.
This thread was supposed to be about mages not one single mage if I was g/f or r/w I would not take anything here seriously I would just be laughing at you idiots.
This is why their are limited classes who are viable and nothing good ever gets done.
Haven't really been able to test what you and cenre said about mage crowd control in the latest instances because I don't have max thunder storm. So can't really say anything for or against your idea. But if you are using aoe, wouldn't purgatory fire be a better aoe over thunder storm?M/W Trash Mob DPS in Bone Peak
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350k-500k+ ticks with Thunderstorm on 10+ mobs in BP HM.
What's the point of having short cooldowns if you don't use them...
BUT was just asking for future reasons ofc
he is right that we probably only run coeh 1-2 times a week as we are always running hoe, or pomh trying to get everyone od pieces, ORR gearing up others so we can easily run coeh more often.
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This post has been edited 2 times, last edit by "FarmerTom" (Mar 23rd 2016, 5:36pm)
I think everyone except WK is with you on that.
I do agree mages could use some tweaking i never disputed that, i just dont think they are useless as some believe.
This doesnt even mean much to me, i can go w/s and pull a group of mobs (cuz BP is mainly complete room pulls) then moon cleave and blasting cyclone and kill all the trash doing 15m dps and like 100m dmg, that doesn't make w/s a top dps class on trash...M/W Trash Mob DPS in Bone Peak
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350k-500k+ ticks with Thunderstorm on 10+ mobs in BP HM.
What's the point of having short cooldowns if you don't use them...
This post has been edited 2 times, last edit by "Magío" (Apr 1st 2016, 12:04pm)
won't you still have to to run out to rebuff all the time still?
Quoted
So, for now I believe a good place to begin to make Mage less work and more fun is to add 20% Magical Defense reduction to Tactical Smash and having Essence of Magic, Embrace of the Water Spirit, and Mysterious Grace not stack. That will remove a lot of the extra work a Mage has to do to be able to run with a Melee party while still doing viable damage.
Actually w/s doesn't seem nearly as broken in bone peak as it was in crypt. Mage dps seems fine, but it could use a increase in life quality. could add to the list that wisdom of bravery could be changed so only 1 set of gear is necessary for optimal m/w dps. mages can't really take advantage of ad, but they don't really seem to need it. I guess if you could garanty 1 erruption on ad that would be good enough, as we can see mages don't really need much more then what currently have as far as straight up dps. (maybe something like upon using plasma arrow makes your next flame trigger erruption. can only happen once every 20 seconds).
Quoted
1) Buffing Mage a bit won't be game-breaking but it's not completely necessary 2) Near perfect critical hit rate made Warrior/Scout look godlike 3) Physical DPS is better set to take advantage of Authoritative Deterrence/Silent Seal 4) M/P, P/S, D/Wd running out and re-buffing is too much tedious work
Fixed in bold.Here are some videos of Mage/Warrior performance in an actual endgame instance
why? do we make videos comparing r/* combos to r/m? not every X/Y combo has to be good in hm runs, as long as 1 of them is viable for that purpose I don't see where the issue is. At least 1 Mage combo is viable in pve, more then 1 is viable in pvp rest could be fun classes that are only here to enjoy something different kind of like p/w and there wouldn't be anything to complain about.Fixed in bold.Here are some videos of Mage/Warrior performance in an actual endgame instance
Or, show all other m/* combos to compare..