Thanks for the feedback - if you could make one change to mages what would it be?
sigh,
Im afraid the mage class needs more work than what would be acomplished with a single change....
Not saying anything new here, everything that was said before are good solid ideas that would improve the class.
About the PVP...yea its fun and all- but pvp is NOT what the game is focused on. you dont get gold or armor or complete quests by being great at pvp, its a side game thats fun. thats it. its irrelevent to the overall journey of the mage. if your worried about tweeking mages bc it would make them over powered in pvp- make a few spells non-pvp-able.
I think the lure idea was fantastic. mages have a hard time spreading the points around as it is without putting points into something that doesnt help the mage, only the group.
Mages do need to deal more damage or lesser cool down and have faster energy regen. Sacrifice does help, but again- its not enough. And this is a lvl 110 mage with NO SIGNALS WHATSOEVER talking...
as for energy healing...kinda hard to heal what you cant see. and if im using sacrifice to heal a clannie, my health gets so low that i die with one blow. it would be helpful to tweek it so it give a larger boost of energy to a smaller amout of health lost. alot of mages dont have a whole lot of health to begin with since we are pretty much are forced into using energy build to compensate for energy shield and ice shards. (was forced to use it and switch to an energy build at lvl 98 when i couldnt even solo 1* mobs at my own lvl with maxed damage and lure spells)
we are one of the smallest class communities- but we are screaming at the top of our lungs to fix our class. isnt it sad that it looks like a melee build for a MAGE is the best option out there?
Sincerely,
Lady Rosethorn of Rhiannon
Guardian to Rapture Eve
All of that +1
Although if had to pick one, it would be energy regen first. It's been suggested quite a few times to change the formulas. Matching energy boost with nature's embrace and sacrifice with touch. Thaf would get the biggest issue solved at once. Then we could see what othee changes are needed.
I agree with the above posts.
The key thing is a balanced approach is appied to all classes, this should include a rethink about the new equipment (both quest and non quest) that's released, the armour in relation to damage and skills.
Equipment
What's the point of creating a summer dragon which drops items that helps only melee classes. We aren't asking to be the best class in every respect but we would like to included with the joys of obtaining radiant equipment. If the game engine can't support a direct increase to spell damage, increase to the fire and ice ability which will have a similar impact.
Quest equipment (frozen) includes a increase too melee damage. This is again pointless as the number of hits of melee to spells cast is disproportionate. We hve no benefit from the stat. That and the proc of frozen weapon is also unused. Give it a guaranteed spell with a long cool down.
Since the latest update, Lux equipment has provided regen items due to the energy issues (which is still insufficient but lets not go there for this post) aside from that ony a grimoire has been released to aid the Mage. When I compare and contrast other classes there are helms and glove which assist with attack speed and damage. The Mage however doesn't have anything of a similar nature.
Based on equipment I look at it as this, other classes buy lux to increase damage or assist with energy issues (which an ammy and bracelet generally does the job), mages buy lux to function. Please provide a balanced approach to the classes.
Armour
The simple equation should be true, the higher the damage the lower the armour and vice versa. Fair enough skills and abilities can amend this equation but for mages we don't have the dps yet we have the lowest armour. We also don't hve a skill like bolas which defers getting hit heaps. Our freeze spell is useless given they unfreeze upon getting hit.
Strumming my balance approach point, if OTM doesn't want to increase damage please increase our defence capabilities.
Skills
It was mentioned in this discussion thread, mages have no pivotal skill. Have you realized that groups at most only need 1 Mage. 50 percent of our damage spells (cloak and incinerate) can only be casted at once, this is also true for our lures. So as a support class, there isn't that much need for 2 mages casting the same lures. Druids as a support class is useful as when fighting a hard boss having multiple Druids is helpfull as they both can heal. The idea of a Mage being a great energy giver is made irrelevant given classes need to buy a few lux items and then hve no energy concerns.
Maybe OTM should consider what is the purpose of the Mage in a group then make those skills OP. All I see at the moment is no end game vision and instead a patch work of Unused skills. Using the balance approach ideology (repeating points from other posts):
- combine the 2 lures of fire and ice to a single lure (this isn't balanced why does the class need to invest in two seperate lures when there isn't enough spells abailble to become an ice Mage.)
- make our sacrifice useful, we have low hp and the bang for our buck is so low. That and all other classes don't need energy. So this ends up being used solely for the Mage class. If OTM sees mages as energy providers make all other classes energy cost for a spell higher that they will be crying out for energy.
- I'm a heavy sigil user yet have to wait for e shield to cool down between mobs. Reduce the cool down time for e shield.
- make the damage points of a spell, without lures, the same as damage of our classes. If I put a lure on, I expect the damage to be higher.
Sorry for the rant, there are many good ideas posted in the forums. I'm just glad OTM has taken notice.