
They need some sort of sustained dps.

The problem with lv 62 being the best set is crit. Lv 62 necklace doesn't really give much crit, though with the mage crit cap, I suppose that doesn't really make a huge difference.yes, the crit issue seems to sound like a problem, but aside from crit, is there any other reason having the best set be lvl 62 a problem? i mean, it's the best(or at least one of them) for a reason...
similar to a fix i've proposed for scouts, and kind of like some mage elite skill(i think): a 5 second buff that increases magical damage by 1%, triggered by any casted spell, stacks to 50. numbers can be adjusted, but you get the idea. or a twist: increases spellcasting speed by 1...50%
of course, just an idea. would love to hear more suggestions ^.^
Another thing I've noticed is that Flame does not hit anywhere near 3 times harder than melee instants, which it should, because it has a 3 second cast time, so in the time it takes to cast a Flame, melee gets 3 hits off already. Instead, Flame hits like 1.5 times harder than melee hits at most, which is why mages get screwed after burn. But if you increase flame damage, M/Wd 70 elite will be even more stupid in siege, though I'm pretty sure RW meant to add a GCD to flame while flame is instant...

yes, i realized the pvp issue was due to pdef vs. mdef. maybe another solution is in order...Sure, buff flame, that might fix part of the damage problem, but it still won't fix the problem of mage simply should NOT be 100% based around flame. If that's what it takes to make them good, then buff flame, but it'd be really nice if they could find a way to give Mages a rotation besides just flamex40 and then flame for the rest of the boss fight too. I realize they seem to like making classes dumbed down: W/M simply whitehitting, K/M simply white hitting, R/M and their white hits (Though they luckily have a rotation outside of that).
As for mages hitting too hard in PvP if their instants were buffed, that's purely a problem of nobody statting for PvP. If people statted mdef on pvp gear they wouldn't get destroyed by Mages. Rogues don't really hit me that hard. Know why? Because I go into SW with at minimum 500K pdef, usually higher. Mages tend to hit for quite a bit, because I only have around 200K mdef buffed. So i expect that. And we're talking maybe 50-60K crits max on things like EGWB. Hell some rogues can hit me that hard through 500K pdef. But mages STILL don't hit as much as a rogue would if I only had 200K pdef. The only exception to this is M/wd with their flamespam. That is unbalanced. Note that applies to Wardens and stuff too.... just 90% of sw seems to be rogues so that's what I have to compare to.

)If the skill Earth Core Barrier was meant to give flame a GCD well then, that would be just plain stupid. Yes in pvp it is OP, however it is 4 seconds of pure power, many different classes can counter this, just as anyone can with a 6second magic immune food. Heck, tonight in siege is survived a full flame spam from a decently geared m/wd simply just by having a good healer next to me. Back to why a GCD would be stupid, during a burn, mages get there flames to a .5second cast time. Now why in the world, would a mage want to use a skill during a boss burn, that increases the time of the flame attacks, to a full 1 second? It would destroy the class, maybe they did intend for a GCD on flame, maybe not, who knows. But many classes out there have there moment of power, that one or few skills that makes them great. This is just the one that M/WD's have and as 1vs1 and siege war proves time and time again, every class is beatable.Another thing I've noticed is that Flame does not hit anywhere near 3 times harder than melee instants, which it should, because it has a 3 second cast time, so in the time it takes to cast a Flame, melee gets 3 hits off already. Instead, Flame hits like 1.5 times harder than melee hits at most, which is why mages get screwed after burn. But if you increase flame damage, M/Wd 70 elite will be even more stupid in siege, though I'm pretty sure RW meant to add a GCD to flame while flame is instant...
Crit cap on mages needs to go. When you look at R/M's simple damage log, its like crit crit crit nope crit crit crit crit. On mage, its more like nope nope nope nope nope still nope, no crit for you. lol.
This post has been edited 1 times, last edit by "achilleas1" (Apr 7th 2014, 1:53pm)
After doing a lot of recent boss kills and grotto clears, I'd like to offer my two cents...
In PvE mages are very viable, even with "outdated" staves. I've seen m/w hit 2m flames in Beth hard mode, 1-2m flames in grotto hard and have seen m/wd's do 4+M DPS (not on the retarded 5th boss). A mage/warden has hit a max of 6m dps -- 27m dmg in 4~ seconds or so. I don't think many classes/players can match that without sigils...
The mages I'm speaking of above use warlock, p/s d/wd m/p and a p/r who is actually in the group/instance, to get 250k~ matk and increased damage without cds, and we have a m/wl and k/w to debuff the bosses. The result are very strong flames and on burn bosses, stupidly high dps from m/wds. When we run Bethomia Hard, one of our players has stopped coming on w/m because he can do significantly more dps on m/w . Mage/warrior and m/wd aside, I am unsure of how the others perform due to lower matk. However, I do know that m/wl in particular is extremely helpful regardless of how high the damage output is.
As already mentioned in the thread, "defense" doesn't have as great an impact on melee as it does magic classes, so by having m/wl and all the buffs i mentioned, the mages we have on indigo can do crazy high damage using hoson spines. I consistantly hit 2-2.5m Charged chops on my warden/warrior, with well over 7k crit rate buffed, and get out dps'd on burn bosses by a m/wd.
To top off the burn damage, you get really nice utility skills -- discharge, silence, lightning. Some popular classes don't have any interrupts/stuns to use.
From what I've seen, mages can definitely be more then viable -- they have the potential to be top tier dps (at least on burns), and can be extremely helpful in clearing trash (aoes, and aoe stuns) as well as strat boss fights (silences, interrupts, ranged damage).
@RTP: Depends on perspective. Flame does have a 3 second cast, so from that perspective, instant Flame with 1 second GCD is still more powerful than 3 second Flame. And how would that destroy the class? Only M/Wd gets it. So, every other mage class is destroyed already? And as mentioned in my reply to Xamd, it happened once before and it was fixed.
Quoted
Back to why a GCD would be stupid, during a burn, mages get there flames to a .5second cast time. Now why in the world, would a mage want to use a skill during a boss burn, that increases the time of the flame attacks, to a full 1 second? It would destroy the class, maybe they did intend for a GCD on flame, maybe not
This post has been edited 9 times, last edit by "ruisen2000" (Apr 7th 2014, 6:17pm)
This post has been edited 1 times, last edit by "Rougetopriest" (Apr 7th 2014, 8:38pm)
This post has been edited 1 times, last edit by "Mrpushpop" (Apr 8th 2014, 1:51am)
When we raid, the physical classes DO get debuffs tho...We get druid seeds, m/wl debuff, k/w increased damage, amp attack, tactical smash, fire training, soldiers attack, lute/tambo...we usually have 1 group melee 1 group magic. And despite all that I still get out dps by m/wd and sometimes m/w. There is no single class that can increase physical dps by 36% during burst but has no effect on magic -- in other words no counter part to a wl/m soul brand. Taking advantage of wl/m and m/wl in 1 raid is key for mage dps. We could talk about comparing physical vs magic when s/w and s/wd and s/r come into play, but scouts are more or less useless and I don't even know anyone on Indigo that even plays one as a main class....I'd take a mage over a scout anyday.
Quoted
if melee classes and getting no class buffs/debuffs whereas mages are
getting all the buffs/debuffs in the game, then its not a fair
comparison.
This post has been edited 2 times, last edit by "BlankMinded" (Apr 7th 2014, 10:56pm)
Grotto actually has very high magical resistance, I find the second boss having one of the greatest resist rates of any in the instance. Also, if you are a dps class and have a sigil, regardless you should be one of the top on the scrut.Many new bosses have less magic resistance then physical resistance too and you realy notice this if you can get that MA realy high. Aoth and Sigil (if you are lucky) and a well tiered wep surprises a few when you top the Scrut.