Mage changes *post suggestions here, not in SoD discussion*

tinkaa

*fake Tinkerbell*
Reposting and also inviting all fellow mages to post their thoughts on the subject. No whining without arguments, try to provide suggestions for improvements.
Also - see the news on how pets (particualry mage/beastlord) are now much better aux tanks.




I have also heard quite some complaining from high level mages, and they said they'd post about it (but didn't!), so I didn't - especially since I now use my mage as you said - as a peridot machine.

Mala, malosini
- great, but it probably won't kill a raid without mage, the shaman will do it (malo being even stronger debuff than mala, so they'll probably stick malosini easier on mob).

Pet - ~90 dps: solid unless it dies or no melees are allowed for whatever reason. (with all AAs, buffs and comp str 6+). Another annoying thing is that every time pet dies you'll want it buffed with at least +attack buffs if not aego as well.

Pet heal: healing for 1.5k during day every 20 seconds is really really low. Be it in group or on raid, it's pretty rare to see someone paying attention to a wounded pet. Especially because it's more important to keep the tanks and "real" dps alive.

Mod rods
- useful thing, but you can also live without them. Mana potions and mana giving clicky items are pretty handy.

Mage AAs - I'd say most of them are pretty handy. Pet AAs are a must, so are all "usual" caster AAs. That's already ~150 very useful AAs. I'm not sorry for any AA taken on my mage, even thought I'd like to see air elemental form getting rid of levitate since most mages would probably use it for resists (at least on raids) and levitate is disallowed in many raid zones.

Rains - awesome source of damage, but less useful when an encounter summons adds, etc. Not only they wake mesmerized mobs, if you happen to unluckily land a wave of rain on newly spawned mob before anyone else gets aggro on them, you're as good as dead.

Nukes - until archaic nuke, our relic magic nuke is the only really useful one.

I think that's the problem - mages are too strictly specialized in magic damage - at least from my experience the majority of raid mobs (at least till our tier) show as the most resistant to magic (bard jayla's insight). Of course enchanters cast tash, but that and malosini (if you manage to land it over malo) are often still not enough to be good enough dps. Chain casting a nuke without any rain inbetween could cause aggro problems since mages get no aggro reduction spells.
There are a few raid mobs that are probably a nightmare for any mage, especially Gishna in Sepulcher. Pet not advisable, practically immune to magic based spells (could never even land malosini over malo, after tash, also more than half fire nukes got resisted with ~400 charisma = ~330 with hidden str).

Comparing my mage's dps with my druid's (links to fomelos in signature) - the major difference was pet. Using same dmg inc item the druid relic nuke does slightly more damage than mage for only 20 mana more (and there a quite a few items in game, from worn focus effects to clickies from tmap rings that increase fire/cold damage).
Druids also get 3 types of damage (fire, ice, magic - dot and outdoor only nuke/stun plus some lower level rains/AEs).
I find the druid damage ok, since it's less mana efficient and they get no aggro reducing AAs (yes, my druid gets to tank if she nukes), but mages really could use some more focus effects that increase only magic damage or use cold damage as well. Preferrably not only mage-useable since they'd rot soon. Even though I'm more in favor of the above mentioned fire based rain.

What I'd like to see is - a better resist adjustment on our magic nukes/rains (after all wizards get lures and necros have a whole bunch of types of damage to make up for the mobs resisting a few types more than the other - I think a better resist adjust would be in place).
Perhaps add an effect "share aggro" on Elemental mastery AA - it lowers your aggro (for example, at chain nuking) and shares it with pet.
Fire based rain - make it level 65 if need be, pre-archaic nuke (which most mages won't see for a long time) fire damage is minor.
Make pets awesome aux tanks - a special modification to (mage) pet aux tanking, increasing their ac would probably be too powerful for groups.
Better pet heal or add healing increment to one of the already existing AAs - as mentioned before, 1.5k on AEing/whirlwinding/etc mobs every 20 seconds can't keep a pet alive, even if it has 10k hp fully relic buffed /AAd.

Other than that I don't really have any better suggestions since I haven't played the mage in months.

And I agree with Kranich than mages are better in groups than on raids. Simply because of the fact mobs don't resist as much.

Edit: Pre pet-fix the mages sounded way more appealing. The superhero pet made up for less magic damage.
 
Having played a mage through many levels (although in SoD only so far to level 25), the only real point I'd make is they really do lack an ice-based nuke.

Only having fire/magic can really limit your dps at times.

Take for example Dark Sun Orcs, who seem to be exceptionally fire resistant. [ I realise I would need a parse to properly substantiate this, coming after the next session]
 
Pet: 90+ only applies I'm guessing to relicpet, haven't ever seen mine get up that high at least. On groups or raids.

Petheal: I was under the impression it was 30 seconds, did it get lowered? But yes, verry low.

AA's: yeah alot of these are pretty awesome tbh. I'll take a look later and see if anything I bought sucked. Don't think there really was anything. Levitate removal agreed. Also earthform might be a bit shabby, dont recall what it adds other than hp, but comparitively iirc fireform added a metric ton of stuff.

Rains: Yeah excellent, but if a chanter is present, wuhoh's bai dps. A firebased one would be nice though, perhaps a change to manastorm.

Nukes: Yes oh god yes. Though the docfile is on my pendrive atm one of the major points was this. Just going on the basis of other intcasters necros and wizards get 3 types of dmg. We get 2, one of which is relegated to 62 and under until archaic. One might argue enchanters never see a big variety, but they're not really dps by any sense of the word. They're cc and the best at it. In addition to runing, so I think that certainly makes up for it.

What I'd like to see?

The better resist adjust might be nice, but I'd probably prefer a little strategy added instead and just see us get an icenuke, spreading out our bag of tricks. Thus rather than follow the same old nuke nuke nuke with the best spell up of 2 types it becomes a hmmm he's weak to ice, nuke w/ice, he's weak to magic, magic nuke, etc etc. A little more variety and would certainly be an incredible boon in places like pot.

The shareaggro would quite frankly be incredible. Didn't even consider this but a kickass idea. Would make up for lack of aggroreduction methods for sure.

Definitely a better petheal.

Perhaps a summoned bp? Nothing too powerful mind you, or a buff that goes on pets. I'm told armor increases their ac, but dropped armor does not grow on trees at 65, only comes as trash in a few zones, and purchasing armor every time you go out certainly would be a pain, not to mention wouldnt really be done.
 
I suggest a line of moderate resist DDs with decent cast times and mana efficiency that work ONLY when you have no pet. This would come into use mostly at the raid stage. Something more than mages have now but less than wizards. Never give us more than 75% of the base DPS of a wiz (excluding crits) I would also suggest that, like wizards, this line of spells have 3 forms that change through levels ( Fire, Magic or Cold or switch cold for poison or disease or something, just more variety to try to help land more often although cold makes more sense as an element)

I also would like to suggest a line of single target rain spells. Our rain spells are decent DPS but with multiple mobs are rendered useless. Single target, 3 tic, similar damage to what we have but have about 60% mana cost of what it is for the 2 mobs hit version. Takes care of the problem.

I would like to add my voice to having the pet aux tank better would be awesome. make raids want a mage or two.
 
Been awhile since I played a magi but how about:

A pet buff with a recourse that is capable of being clicked off at the magi's desire. (perhaps with the downside of a longer recast time: 5 minutes or so? to make the magi choose more wisely when to cast it)
While the buff is on: pet damage is mitigated by x%, but that amount (or that amount x some mod) of the magi's mana is drained in the process?

A mana draining rune for pets to help surivive encounters where pets are allowed, but AE dps is high.
Downside: mana is drained, so less nuking. Give and take on which version of dps is more efficient for the encounter.
 
bufferofnewbies said:
Been awhile since I played a magi but how about:

A pet buff with a recourse that is capable of being clicked off at the magi's desire. (perhaps with the downside of a longer recast time: 5 minutes or so? to make the magi choose more wisely when to cast it)
While the buff is on: pet damage is mitigated by x%, but that amount (or that amount x some mod) of the magi's mana is drained in the process?

A mana draining rune for pets to help surivive encounters where pets are allowed, but AE dps is high.
Downside: mana is drained, so less nuking. Give and take on which version of dps is more efficient for the encounter.
Already have barrier ward for that
 
ahh well rats. Shows how long its been since I played a magi. Forgot anything I did know.. which wasnt much.
 
Tem has him now.
When I took a break awhile back, I sent most of my toons to better places.
Now I'm just Amahn and Branadan. (low level guys)
I really need to update the sig... but I'm lazy.

Now to keep with the thread:
I don't really know what all has changed since I took a break. But I do know the reason I stopped playing my magi. I didn't want to be a wizard. I wanted to support my pet with his dps. Any buffs/ spells that would boost the power of that same pet might lead me to make another. But increasing nukes and putting pets on the backburner just seems to take away from the class, for me. I was using the gnome to farm Orc Headbands when I gave him away.

1. Any spells that would increase the mitigation of the pets, even if mana intensive would be welcome by me.

2. A buffline for the pets that increased damage/ added a proc for a certain mob type.
Make it a quest, heck. make it a ton of quests. One for each type. Quests are fun.

3. It was mentioned in a thread long ago about making (well, back then it was a replacement. But how about a unique spellline itself) stationary summoned short duration mini-pets that did range damage depending upon what type of pet was summoned. (either by spell or by pet currently owned)

4. A petbuff that 'if the pet dies' has a % chance of causeing damage to the killing mob. A sort of explosive death buff. Not extremely useful, but hey.. I'm pull at straws by now.
 
zharg said:
lol suicide bomber pet

This was an idea I had a while ago, wizards get lifefire, necros get lifeburn. An AA in which we can blow up our pets on a single target for half the pets hps does not sound overpowered to me, and would be great in those OOM situations. I also want to add everything tinkaas posted is right on, I could not have made a better post.
 
imo, our nukes should be reviewed... way too low dmg compareted to other classes... as Tinkaa said before, a druid with almost same dps with nukes as us... just crazy!

and also the resist on em... we get a lot of resists, and i know its not the mage problem. but since we got no Lures like Wizards, hard to hit named boss.
 
Very comprehensive Tink, nicely written. Lots of good suggestions in there.

Mage AA's - I agree there's nothing I could see changing with them, they all seem pretty useful.

Rains - Very situational, but mostly good in groups depending on where you are, or for soloing (for those that still do), agree with Aisling a better fire based one would be nice. Manastorm is pretty meh too unless it had a better manadrain part to it.

Resists - Overall I don't have much of an issue with resists, unless I am in the Fire Grotto area, where I'm pretty much useless because everything is FR and highly MR. It can be difficult at times with only two lines of spells for damage.

Pet Lifefire - As it's been tossed around, nice in theory but what is the negative effect to balance it besides just the mage losing his pet? Wizards actually sacrifice themselves for the damage, so either the mage pet lifefire would have to be pretty weak, or there needs to be a negative effect for the mage as well to balance an ability such as this.

Pet Mez/Stun - I understand there's very little "elemental based" pet mobs around the world of Dalaya. I remember the first time killing Faralak and seeing the two water elementals there; thinking "wow water elementals and I'm a mage that can do nothing to them but debuff" ... it would have been nice if because they were elementals we had the option or ability to stun them as well. But other than a few encounters ... at this time ... there wouldn't be a lot of use for a line like this, but it could lead to other possible ideas.

Nice to see all the mage community out and about. :toot:
 
I also would like to see a more powerfull fast casting nuke like scars of sigil. maybe a bit higher lvl and magic based, would cost a bit more, have the same cast time as scars, and hit for a couple hundred more dmg. As for the the pet/lifefire you could make it so pets could not be recast for 15 mins, or maybe after the blast you are stunned for 30 seconds. Im not sure if id like to see ice nukes adeed to the mage line up, ive thought about this and it would make us to similar to wizards. Maybe adding poison based rains would be something to consider. Id love to see Rurho cast ACIDIC RAIN on some evil mobs and watch them melt into a pool of gush :p
 
I only have a 35 mage but i love him :) I would like to able to summon armor for my pet like on live (I know this isn't live but they did have a good idea once every couple of years lol) the ac for my pet would be nice and i for one don't have the plat to buy armor to give him .

thanks for all the work Wiz and Co. :dance:
 
Xardon said:
Pet Lifefire - As it's been tossed around, nice in theory but what is the negative effect to balance it besides just the mage losing his pet? Wizards actually sacrifice themselves for the damage, so either the mage pet lifefire would have to be pretty weak, or there needs to be a negative effect for the mage as well to balance an ability such as this.


Don't know nothing about mage but maybe 100% mana drain + silence for like 30 secs or so? Just an idea.
 
To help strengthen your arguement, can you tell us exactly why mages need any of these things and then back it up with some numbers?
 
Mages are going to need parsed in 3 main situations...

Solo - With enough kills to get an accurate read on true DPS of mage and pet using different pets
Group - Same as above
Raid - DPS with and without pets, since we do not always have pets

I really hope there is someone who is good enough with parsers to get that done, because without it nothing will change for mages.

-------------------------------------------------

Last suggestion for mage change though. All through the life of a mage they have the best DS, until druids get their good one. What is up with that? I could see improving mages DS a little at the end and maybe adding CR as well as FR so that it is more useful and therefore more desired.
 
Couple things.

What would everyone think about another pet focus called maybe "Companion Resists" which ups the base resists for your pets by a large margin. Can have the first lvls drop off the lower raid game and climb progressively so that you can keep your poor little guys up with just your own heals on the evil raid mobs.

Wont fix everything, but might fix the pet dieing on raids issue.
 
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