I'm testing my mage on raids now (hopefully parses will be good enough).
CoD - could only use fire nuke (level 62), which does 1625dd with cunning and DI6. Very very subpar for a dps class there - magic rains and nukes got resisted way too much (~400 cha buffed, couldn't even land malosini oner malo and tash on Kextal and Delvin). I'll post parses later on and edit this (will redo in EQcompanion, results in Yalp are really shameful for a mage with 450 aas, full relics etc).
The Barrier Ward AA is delicious and superawesome there, though.
Will take me a few hours to clear the log and a few computer crashes to see the results, but far from what a mage DPs should be there.
EDIT: - added parses
Delvin the keeper (figured he resisted pretty much all magic damage) - mage 152 dps, pet 119 dps (fully buffed pet,relic focus, sv, cotp, eotw for attack, used frenzied burnout near end, too) - exceptionally MR, averagely FR (only used fire nuke, level 62, which does 1625 DD with cunning, tarhyl's fiery focus and DI6)
Arch Mage Kextal (couldn't even land malosini over malo) - mage 107 dps, pet 73 dps (used barrier ward and he didn't get hit by ae once) - exceptionally MR, very FR according to bard jayla's [on a side note, our bard did more dps (~260) than my mage with ~400 cha buffed and 200 aas more than him]
Farguziar (landed malosini on 1st try fine, but didn't use rains) - 160 dps, pet 77 dps
Those are more or less the only raids I played my mage on, mostly because according to jayla's mobs were either more resistant to magic than anything else or because those are specific fights where you don't need pets, fire DS and mod rods and we rather put another necro/wiz inc.
Pet (I always make sure he's fully buffed, wear focuses when I zone, summon him mage stuff):
-relic pet
-comp health 6
-comp str 6
-ancient pet haste
-bauble of battle (+ daggers)
-all relic shaman buffs, sv and call of the predator
The 2 main spells mages use (rains+magic nukes, be it storm of steel or baldewind, level 60 rain or relic rain) - do more damage than fire nuke. I usually start off with mala, stick malosini over it, then relic rain, relic nuke, alternate the two - while you wait for the rain timer to refresh, you cast nuke and vice versa (the rain still does damage when you're casting the nuke).
If the mob is resistant to magic, you are pretty much stuck with 62 nuke until archaic.
Fire rain wouldn't solve all problems (not being able to use rain when there are adds nearby..) - but it would make fights where magic is basically impossible to use much easier. It would still limit mages to only 2 types of magic damage.
My suggestion is: add fire based rain at level 63:
does 770 base damage and costs ~470 mana
Pet explosion would be nice addition - would be awesome if it was unresistable.
No idea on what timer it should be - but being able to blow up every pet woud be ok (recast time on pet is 2 minutes and it takes quite some time to summon new one) - if it would do the damage of pet's current hp, I'd like it. That way it wouldn't be too overpowered when the pet would be freshly summoned and non-buffed with hp buffs.
This would be more an option for fights where mages wouldn't be able to land many fire or magic nukes - I hate summoning new pet, begging others for hp and attack buffs and equipping it anew (+swapping my gear so the pet would benefit from the focuses). That's why I think it wouldn't be overpowered since (at least my pet, see above) the pet is 70-120 constant dps and blowing it up and having no pet for 2 next minutes (in fact even more since you'd have to cast new pet and it would have less hitpoints without buffs + casting new pet would take time, during which the mage couldn't nuke) would actually be less dps than having the pet all the time.
Another thing - would pet sacrificing be single targetted (the mage's target, the target the pet is fighting or would it be AE? I think a single targetted damage would be fine, using the mage's target)
I'd also like to see another form of manadrain being added to mages (we have a level 59 rain that drains 50mana/wave) - maybe single target 500 manadrain that would cost the mage ~300 mana.
It would add some diversity to mages - manadrain, use different nukes/rains depending on mob, blowing up the pet... Having to actually mem different spells depending on the mob - not just the 3 nukes and mala/malosini, pet heal..
Sorry for the messed up post, I'm no good at these things
