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

Garluk said:
This has always happened if you kill your target mob with the first wave. Try targeting one that won't die with the first and let the other mob be killed because he is in the blast radius.

That's the idea... however, when you have a wiz UB'ing mobs or a rogue assasinating them in xp groups it can make for one hurt mage. =P
 
id like a feedback about my parses, from a GM/Admin or someone in charge, are they cool, should i compare em to certain classes? what other parses you guys would like to see...

Give me some directions, so i can keep workin on it.

Thanks for the attention.
 
If Elemental Form: Earth stacked with Blessing of the Giants/Combine, it would probably actually be worth taking.
 
Tinkaa's DPS in IP:

Deyranni: 11.69 (I think that's actually pretty good for a caster, rbow is like 4.5 dps there)
Farguziar: 217 dps
Ulazzaria: 201 dps

That's without pet and I think is seriously low dps considering the gear and AAs and the fact she goes oom on most fights (having 7639 mana total when fully buffed and usually caps mana regen from spells). Went oom on Ulaz at 30%.

Pet is 70-100 dps on most fights where he stays alive from start to end.

I'd still like to see upgrade of our 55 fire rain sirocco, another fast nuke (should be mana inefficient) and a better pet heal or pet healing AA focus.

Perhaps add pet healing focus to earth elemental form (increase all pet heals by X% - perhaps 50 or 80?) and cancel extra stamina and hitpoints (it doesn't stack with any Blessing of Wyrmkind, Giant, Combine anyway).

As it is, air elemental form is great when you need resists and the zone allows levitate, others are more or less just alternate option for when you really need the extra ft and the zone doesn't support levitate.
 
I hate to specifically point at another class and compare, but this may be worth it.

Druid Vs Mage

Druid- Buffs, heals, nukes, dots, snares, sows, pet, oh god can we go on?

Mages- DPS, Utility, pet, DS, and all our usual

I have come to an issue with druids since I was grouped with one in Rust and I realized that her 64 nuke not only hit harder than mine, it was 2 seconds less cast time.

I really think it would be interesting to see parses on druid Vs mage DPS for fights.

Suggestion wise-
I really think Mages should be kings of DSs. After all those levels of having the top DS, druids then pass us post 60.

I think mage nukes need to hit 10% harder and cast 2 seconds faster (our main nukes take 6 seconds), we are DPS. We can't heal our group, we can only heal our pet in a limited fashiom. At least, let us be a bit better DPS.

Mages really need a new rain spell post 60. Rain spells are some of our best DPS but they are situationally. A 3 tic spell doing 900 or so a tic isnt huge by any standards. The fact that if that mob moves our DPS just disappeared is a real limit on it. Compare it to a necro, their DoTs jump in per tic damage post 60. I could really see a 63-64 fire rain spell.

Mage pet heals, I know this one has been talked to death but I think shaving 5 seconds off of the recast time would be fair.

I don't think mages should be the best at much, to be honest. But I do think that they should be a bit better than they are is all.
 
I would also like to see some parses on druid vs mage DPS. 5 pages of suggestions/points given and this kinda jumped out at me. My hubby plays a druid and when we he gets to DPS it's kinda scary how close he seems to come to my numbers or higher! :(

Just scanning through the pages here are a few other things I'd like to highlight/support:

* "Companion Resists" which ups the base resists for your pets by a large margin (great idea Woldaff)
* Share aggro component of elemental mastery ---> FANTASTIC idea (I think it was Tinkaa that suggested this?)
* Adding a cold based level 65 nuke or another fire based rain (pre-relic)
* I'd personally like to see 10% damage increases on the existing nuke, dot and rains
* Add more magic focus' in game (as mentioned by Tinkaa there are many for fire/cold but I can't think of one for magic)

In conclusion, if anything major were added/changed, I'd really like it to be associated with upping mages nukes/rains/dots vs their pet's DPS.
 
How has the new Monster Summoning spells helped DPS? A little? A lot? Not at all? In non raid situations?
 
JayelleNephilim said:
* "Companion Resists" which ups the base resists for your pets by a large margin (great idea Woldaff)

Rab's original idea was for resist-uppage to be added to Companion Health focus items (in addition to their normal hp-boosing work). Is there a specific reason it ought to be something seperate?

edit: Ah, I checked the earlier pages of the thread, makes sense now. Me and Rab were punting this idea around a while ago, the summary of the conversation was that pet classes already have to deal with eleventy-billion focuses and that adding it to comp health was better. The whole convo happened a good bit before this thread got started, though, so its kind of a moot point (and seperate from wold's post). Seems like its a popular idea so here's hoping it gets put in.

edit again: Hahaha, not only the above, but I already posted as much earlier in this very thread. I thought it sounded familair! This really ought to get put in, it's been on the cooker long enough and everyone keeps coming to the same conclusion.
 
Waldoff said:
How has the new Monster Summoning spells helped DPS? A little? A lot? Not at all? In non raid situations?

The one time I put up the spell to try it, I got a "You already have a pet summoned" message and quickly dememmed the spell. :shrug:
 
JayelleNephilim said:
* I'd personally like to see 10% damage increases on the existing relic nuke and rain

Please, oh please, oh please, dont limit to to Relics. There are people on this server who will never see relics. Mages need a bit more than they have all the way around, period.

In my comparison, it was the 64 druid nuke Vs the 64 Mage nuke. There is just no reason a druid should be doing more than a mage in the same level nuke and no reason for mages to have such riciulously long cast times for similar spells. And do not get me wrong, I am not saying nerf druids. I am hoping for a tweaking of mages to bring them in line with being the actual DPS type characters they are supposed to be.
 
Danku said:
Please, oh please, oh please, dont limit to to Relics. There are people on this server who will never see relics. Mages need a bit more than they have all the way around, period.


Good point.
 
Waldoff said:
How has the new Monster Summoning spells helped DPS? A little? A lot? Not at all? In non raid situations?


Quotes:


I will be attempting to adjust some of the current class issues, and will post adjustments i do as a running thread so that you can whine about how the server has gone to hell and SOD is dying and the server is only for forsaken and whatnot.

Notable that is in future tense.


- Implemented the monster summoning line of spells as a swarm pet type spell that summons 1 monster which will pummel your opponent until said opponent is dead. They will have a long recast, but be fairly mana cheap, and will obviously "stack" with your regular pet.

Notable in past tense.


I was never sure if it had been put in yet or not. Bit confusing as written. Also, iirc, the mana cost was not as stated (fairly cheap) was like 600 for mons summoning 4. Can you qualify the intention of that? What is the mana supposed to be?
 
JayelleNephilim said:
The one time I put up the spell to try it, I got a "You already have a pet summoned" message and quickly dememmed the spell. :shrug:

Same here, I just assumed it wasn't patched in yet.
 
Danku said:
Quotes:


I will be attempting to adjust some of the current class issues, and will post adjustments i do as a running thread so that you can whine about how the server has gone to hell and SOD is dying and the server is only for forsaken and whatnot.

Notable that is in future tense.


- Implemented the monster summoning line of spells as a swarm pet type spell that summons 1 monster which will pummel your opponent until said opponent is dead. They will have a long recast, but be fairly mana cheap, and will obviously "stack" with your regular pet.

Notable in past tense.


I was never sure if it had been put in yet or not. Bit confusing as written. Also, iirc, the mana cost was not as stated (fairly cheap) was like 600 for mons summoning 4. Can you qualify the intention of that? What is the mana supposed to be?

He said that last week, and the server hasn't been patched yet.
Next patch I suppose.
 
Danku said:
Please, oh please, oh please, dont limit to to Relics. There are people on this server who will never see relics. Mages need a bit more than they have all the way around, period.

In my comparison, it was the 64 druid nuke Vs the 64 Mage nuke. There is just no reason a druid should be doing more than a mage in the same level nuke and no reason for mages to have such riciulously long cast times for similar spells. And do not get me wrong, I am not saying nerf druids. I am hoping for a tweaking of mages to bring them in line with being the actual DPS type characters they are supposed to be.

The 64 druid nuke is outdoor only stun.
 
tinkaa said:
The 64 druid nuke is outdoor only stun.

And rain spells don't hit if anyone moves the mob. Every spell has some kind of limitation. Druid nuke may be outdoor only, so it only works in what, 60% of the zones? Mages have one real job, DPS. Indoor, outdoor, underground, sideways we have only DPS role. Despite the sacrasm that may get pointed at me for speaking up, I really think we should be better DPS than the 2nd best healers in every situation. Of course, maybe things are exactly as they should be. This is afterall my opinion, not some stated fact.
 
i belive its hard to parse a druid x mage, since it would be only able in groups ( if so ), because druid is usually healing... and we usually nuking.

but id love to see a new fire rain spell at 63-64-65 ? shrugs, pick one.
Putting a mage a cold spell is not fair, because mages were supposed to be only Fire/Magic.
Maybe put more modifier of less resists on mage nukes, like -15/-30 shrugs.

That monster summoning thing imo, is just a new toy for us, but i dont think it will be a big diff...
 
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