Just add some stuff to archmage and re-work the soul. It's PvP stuff, so shouldn't influence PvE builds, and there can be some balance in the mage class in respect to others.
While good in thought...."Physical damage from players reduced by (3/6/9/12/15%)."
what does that 15% do for me?...If I die in 7 secs from stun to finish...I die in 8 secs instead?
Can't really get off a 1 sec spell to save my life....options, but c'mon
Seems that CC's were negated after 1.1.....poor planning, I understand, some things unforeseeable.
What would help is: Removes all immunities from target (2..3..6 secs)
something along the lines of retrieving Mage Defensive abilities that were written into the game to begin with, but were abused or something that made you make them obsolete.
I'm willing to lose ALL offensive passives in the tree, in favor of NON-dmg dealing counters, shields, stuns, debuffs, etcs
Again it's a PvP soul, utilize Archmage to achieve the defensive separation needed (single target)
Offensive Archmage is zero-sum gained, let me explain.
ex:"Spell damage against players is increased by (3/6/9/12/15%)."
those 5 points can be put into Souls which increase dmg with the amount of points spent....Life bane, Burning bright, etc...which also allows for higher spell tree spells in those respective classes.
or even specing in the 5 points in Warlock, would give you dark touch instant plus 25% more charge..which would make up for any +15% dmg spec in archmage. Zero-Sum gained.
I know people call for more Dungeon DPS...and ya'll can work on that....but for PvPers....immunities and the lack of defensive counters are quite literally Killing us.
Is it too much to ask to rework the Archmage spec given the changes that have occurred to pre-planned mage CC and defensive abilities?
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