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mcoppel
08-22-2010, 02:14 PM
Rebalancing/Fixing the Mage Class

First please don't flame, I know the mage is a great class, but I think it needs fixed. Please just make positive or critical replies, no flame wars. Put insight and thought before you write please.

The mage is a great class but has some flaws and issues that could be improved on and fixed.
Let me start with just looking at our basic spells and going into some detail on issues.

Early on rotation and skill points are good, once you get 70+ they are adequate, once you get 1.2 sec on Magic Blast the skills need to serious rethought.

Magic blast at lvl 81 becomes the only single target spell used by most mages, I mean why not, it's fast recast and instant cast, and does almost the highest damage of all our spells. I don't want magic blast changed, what I am loking at is the ned to make our other spells more usefull.

Magic Missles: Should have some bonus at higher levels, maybe 2 bolts, 3 bolts etc later on, maybe multi target at certain levels, something.

Ice Blast: needs a higher chance to slow, your slower to cast and damage at max is low, so it needs reexamined.

Fireball: needs damage modified greatly due to cast time and recast. In the same time I can spam Magic Blast for a ton more damage. Another change could be a DoT'd burn or something to make up for slow cast time.

Lightning Blast: Could have a chance to stun, even a small chance.

Overall our skills either take to long to cast, to long to cool down, and or do to little damage compared to the DPS they offer, modified or not. Please look at each spells DPS and see that noone would use most these spells if they didn't need to, and adjust something or add better effects to them.

Next I look at stats:
Mdef: Our mdef is insanely low. We are supposed to be magic based but our mdef is not that great compared to any other class, and Spr doesn't add enough to make it viable. We either need bigger mdef boost per lvl, or mages should get 3x-5x more from spr.

PvE overall is not bad for Mages, a CC would be great and helpful, even with a full hateon the cc'd mob. Damage is fine usually.

PvP: I have huge issues with being a glass canon and not being able to kill anything quickly near my level. Granted this is sub 100 where the job changes do help a ton it seems, but at every level we should stand a chance without fully specing for PvP. I am not sure why our standard damage is so nerfed on players, but the damage dealt to any class seems more like the damage I get from a chief mob +12 or more levels above me.

If mdamage is based on our damage -mdef and thats all then we should be hitting for a lot more then we do. Could someone then please explain what magic damage on players is actually being calculated from, because it's not this way

I can get 2 hit by a 91-93 fighter everytime they get close, but If I am lucky I do as much damage in 2 hits as they stone back and thats double criting. Our def is low, make our damage correct for glass cannon style.

noobfest01
08-23-2010, 06:00 AM
Rebalancing/Fixing the Mage Class

First please don't flame, I know the mage is a great class, but I think it needs fixed. Please just make positive or critical replies, no flame wars. Put insight and thought before you write please.

The mage is a great class but has some flaws and issues that could be improved on and fixed.
Let me start with just looking at our basic spells and going into some detail on issues.

Early on rotation and skill points are good, once you get 70+ they are adequate, once you get 1.2 sec on Magic Blast the skills need to serious rethought.

Magic blast at lvl 81 becomes the only single target spell used by most mages, I mean why not, it's fast recast and instant cast, and does almost the highest damage of all our spells. I don't want magic blast changed, what I am loking at is the ned to make our other spells more usefull.

Magic Missles: Should have some bonus at higher levels, maybe 2 bolts, 3 bolts etc later on, maybe multi target at certain levels, something.

Does that mean we will deal 2x or 3x more damage because if so that's a lot :eek:


Ice Blast: needs a higher chance to slow, your slower to cast and damage at max is low, so it needs reexamined.

Well if you up the chance that it slows down fighter/cleric class will always be slow down simply because if you cast ice blast then nova in front of you and just turn around because he/she doesnt want to be slow again... they wont even have a chance to hit you
But im up that they increase the damage because its really low


Fireball: needs damage modified greatly due to cast time and recast. In the same time I can spam Magic Blast for a ton more damage. Another change could be a DoT'd burn or something to make up for slow cast time.

They should increase inferno damage because the damage is the same as the nova and nova can slow down and the cooldown is lower :rolleyes: maybe add a effect to it? or just increase his damage by a lot let say by 300-400 additional dmg


Lightning Blast: Could have a chance to stun, even a small chance.

If it can stun it could max be for 1-2 secs otherwise its to cheap :D and small chance of success


Overall our skills either take to long to cast, to long to cool down, and or do to little damage compared to the DPS they offer, modified or not. Please look at each spells DPS and see that noone would use most these spells if they didn't need to, and adjust something or add better effects to them.

Next I look at stats:
Mdef: Our mdef is insanely low. We are supposed to be magic based but our mdef is not that great compared to any other class, and Spr doesn't add enough to make it viable. We either need bigger mdef boost per lvl, or mages should get 3x-5x more from spr.


This is definitly true no one can argue with this ... i saw many knight that had way more m.def then my mage :eek: by 500 ??? he had 2300 i tought magic def was the fighter weakness but it doesnt seem like it

PvE overall is not bad for Mages, a CC would be great and helpful, even with a full hateon the cc'd mob. Damage is fine usually.

What do you mean by CC ? chain cast o.o because we have one

PvP: I have huge issues with being a glass canon and not being able to kill anything quickly near my level. Granted this is sub 100 where the job changes do help a ton it seems, but at every level we should stand a chance without fully specing for PvP. I am not sure why our standard damage is so nerfed on players, but the damage dealt to any class seems more like the damage I get from a chief mob +12 or more levels above me.


if you have a refined weapon its enought to kill anything around your level :D mostly in pvp

i could 5 hit ko crit most fighter of my lvl lol but those under my lvl well 2 hit ko not crit ...



If mdamage is based on our damage -mdef and thats all then we should be hitting for a lot more then we do. Could someone then please explain what magic damage on players is actually being calculated from, because it's not this way

I can get 2 hit by a 91-93 fighter everytime they get close, but If I am lucky I do as much damage in 2 hits as they stone back and thats double criting. Our def is low, make our damage correct for glass cannon style.

Well ... it make sense that mage cant kill a fighter as fast as a fighter can kill a mage simply because we have fear / stiffle / chain cast / slow down / and for lvl 100 its ice field / blink or mesmerise and for fighter they have stun to be able to kill us and at 100 dash/tomahawk or others skill of a knight so....

If our dmg was higher they would not even stand a chance, aka would not even try


Hope OS sees this :D

9x mage Legel Hero_Blaster

imeel
08-23-2010, 09:04 AM
I think mages are fine..well, high level mages.

mcoppel
08-23-2010, 12:50 PM
cc ic crowd control, since they took away sleep, and it was a high level spell anyways there is none in game.