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Thread: Changes to Mages since 1.5 and how they affect PvP.

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    Ascendant V1rul3n7's Avatar
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    Default Changes to Mages since 1.5 and how they affect PvP.

    UNIVERSAL CHANGES
    ------------------
    1.5

    * Warlock's Opportunity and Dominator's Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time.

    1.6

    * We have made changes to Armor Mitigation in PVP to address a disparity between Physical and Elemental defenses. This will result in characters with high Armor Mitigation for their Calling at level 50 having the mitigation reduced in PvP and being hit by Physical attacks for damage values closer to current Elemental damage values.

    1.7

    * The overall power of a new level 50 character will be increased slightly, and the power differential for items between 50 and top-tier content will progress more evenly.
    * Removal of Archmage PvP soul (Overload loss, Detaunt Loss, Phase shift Loss)

    HOW DOES THIS AFFECT MAGES?
    ----------------------------
    Opportunity and Quick thinking not stacking is understandable but effectively counts as a debuff.
    The changes in armor mitigation between physical and elemental defenses basically counts as a massive buff to physical damage versus elemental damage and a massive debuff to mages.
    The removal of Archmage lost us some great talents (+30% crits etc, Phase shift, Detaunt) which cost us a lot of damage, a nice escape/cleanse ability and a damage mitigation buff.


    ARCHON
    -------
    1.5

    * Leeching Flames: Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace.

    1.6

    * Illuminate - New Ability: Illuminates the weak points on a target, causing each attacker to deal additional Physical damage on 1 attack every 3 seconds for 20 seconds.

    1.7

    * Flowing Sand: Now provides the movement speed debuff even if the target is immune to the Snare portion. Reduced the cooldown to 45 seconds from 2 minutes.

    HOW DOES THIS AFFECT ARCHONS?
    ------------------------------
    With leeching flames not triggering Icy Carapace it means that archon elementalist builds are less viable for DPS.
    Illuminate is nice to have but mostly useless in PvP (and raids tbh)
    Flowing Sand having a buff/bugfix is nice, the cooldown reduction definitely provides the class with more mobility.
    Overall Archon's haven't changed much at all since 1.5, infact due to the gear scaling and physical v elemental damage "disparity" and the loss of Archmage Archon's are much worse off.


    DOMINATOR
    ---------
    1.5

    * Haunting Pain: Increased damage. Now deals damage every 1 second, down from 2. Fixed an issue where the damage was not dealt as expected when used with less than 10 stacks. Updated mana cost. Fixed an issue where the damage or duration in the debuff tooltip would display as 0.

    1.7

    * Degeneration: Ability added to the Dominator soul, obtained at 10 points. Now has a 15 second cooldown and can affect NPCs. (Archmage Spell)

    HOW DOES THIS AFFECT DOMINATORS?
    ------------------------------
    Haunting pain having its damage increased is negligible since its not a brilliant spell anyway, its nice that they buffed it but its still pretty pointless.
    Degeneration being added to the Dominator soul, well, this is just an archmage ability that has been passed onto Dominators it removes 1 buff and deals miniscule damage.. pretty useless in general.

    ELEMENTALIST
    ------------
    1.5
    * Velocity: Now has a 100% chance to debuff enemies hit by Crystalline Missiles. The debuff increases the mage's Elemental pet damage against that target by 15-75%. Updated the description to more clearly indicate it only affects ability damage.
    * Crystalline Missiles: Increased damage.

    * Air Elemental: Reduced damage of the Air Elemental's Lightning Bolt and Ball Lightning abilities.

    * Elemental Fury - New Passive Ability: Successful critical hits by the Mage's Elemental pet will increase the Mage's Spell Power by 20 for each point spent in Elementalist at 40 and above. This buff has a 15 second duration. Obtained after spending 40 points in Elementalist.
    * Planar Expansion: The damage bonus now affects Earth Elemental pets in addition to the currently affected Air and Water Elementals. Now increases Elemental pet damage by an additional 3% for each point spent in the Elementalist soul above 31.
    * Swarming Flames: Reduced cooldown to 2 minutes.

    HOW DOES THIS AFFECT ELEMENTALISTS?
    -----------------------------------
    The debuffing portion to Velocity is nice and the fact that it now buffs the elementals damage however the Air Elementals damage has been reduced so they may aswell have not bothered?
    The elemental fury passive ability is very nice and the best alteration that Elementalists have seen since 1.5.
    The Planar Expansion and Swarming Flames alterations are also quite nice but overall Elementalists are still underplayed in PvP and these changes still dont make them Viable.

    NECROMANCER
    -----------
    1.5

    * Last Gasp: Can now critically hit.

    1.6

    * Plague Bolt: Increased damage.
    * Deadly Collusion - New Passive Ability: Successful Critical Hits by single target spells will increase your Undead pet's Attack Power and Spell Power by 30 for each stack of Deathly Calling on the affected target. Attack and Spell Power boost lasts for 15 seconds. Ability is gained after spending 40 points in Necromancer.
    * Epidemic - New Passive Ability: Successful Critical Hits by the Mage's Undead pet will reduce the casting time of the Mage's next Plague Bolt within 10 seconds to instant-cast. Obtained after spending 44 points in Necromancer.

    1.8

    * Necrosis: Reduced base duration to 10 seconds. Spending points in Flesh Rot now increases the duration of Necrosis by 2-6 seconds, increases base damage by 20-60%, and increases the benefit to Necrosis from Spell Power by 20-60%.

    HOW DOES THIS AFFECT NECROMANCERS?
    ----------------------------------
    Well Last Gasp being able to crit... yay!.. :/
    Deadly collusion is a nice attempt at trying to buff necromancers damage but as with elementalists doesnt seem to scale enough, Epidemic is nice though.
    The 1.8 necrosis buff is alright, it definitely hits harder but for me it only makes necro a handy 3rd tree to have just to pick up Necrosis as an extra insta-cast (since its better than Dark Touch and Neddra's Grasp)
    Overall not many changes at all and with the universal changes such as Archmage removal etc etc it leaves Necromancers underpowered (not even a single alteration through the WHOLE of 1.7?!?!?!!!!)

    PYROMANCER
    ----------
    1.5

    * Withering Flames: Can now critically hit.
    * Burning Shield: Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast.
    * Ground of Power updates: Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration.
    * PVP - Glyphs of Power: The bonus to Fire damage from Glyphs of Power in PvP combat is 5%.
    * Improved Flame Jet - New Ability: Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer.
    * Flicker: Can now be cast while silenced.

    1.6

    * Burning Bonds: Now instant-cast.
    * Spark - New 5-point branch ability: Reduces the Mage's global cooldown by 0.1-0.5 seconds. Unlocked after spending 20 points in Pyromancer.
    * Ignition: Now reduces the casting time of non-Fire spells by 1-5%, in addition to its original effect.
    * Burning Fury - New branch ability: Each time the Mage fails to critically hit a target with a single-target spell, they gain a 15 second stacking buff. This buff increases their Spell Critical Hit chance by 3% per stack. A successful critical hit on a target will consume all stacks. Unlocked after spending 5 points in Pyromancer.
    * Glyphs of Power: Now increases all spell damage by 5%, at the expense of the Pyromancer taking 5% more damage.
    * Improved Glyphs of Power: Decreases the additional damage you take while affected by Glyphs of Power by 1-5%. Increases the additional damage you deal under Glyphs of Power by 1-5%.
    * Fireball: Now has a base 20% chance to proc a Combust damage-over-time effect on the target.
    * The Combust damage-over-time effect now deals damage as soon as it is applied, and every second after. This is decreased from the previous 2-second interval.
    * Improved Combustion: Now appears in the combat log as its own ability, no longer attributing the damage to Fireball and no longer deals damage based on how much damage Fireball does. Now increases the chance for Fireball to proc Combust again on the target by 10-30%.
    * Countdown: Damage now increased by 5% for each stack of Combust on the target.
    * Improved Flame Bolt: The buff effect now increases all spell damage by 10% instead of just Fire.
    * Wildfire: Now gives Flame Bolt a 33-100% chance to proc Combust on the target, in addition to its previous effects.
    * Pyromancer's Armor: The chance for this ability to proc is now increased by 1% per point spent in Pyromancer above 40. Updated description to indicate that this cannot occur more than once every 10 seconds - the ability worked this way previously, but now the spell description matches.
    * Withering Flames: Now deals Fire damage and applies a stack of Combust each second while channeling. Withering Flames damage is increased by 20% for each stack of Combust on the target.
    * Fiery Concentration: Now reduces the amount of pushback suffered while casting single-target spells by 33-100%.

    1.7

    * Glyphs of Power: Increased base bonus to 10% from 5%.

    HOW DOES THIS AFFECT PYROMANCERS?
    ---------------------------------
    Ah, look who has gotten all the love huh?
    Withering flames can crit definitely good, many damage buffs, the addition of combustion, flicker working during silence, all the damage buffs and ground/glyph alterations.. I think we all know why Pyro's are in a good spot at the moment.



    STORMCALLER
    -----------
    1.6

    * Hypothermia: Increased the duration of the Hypothermia debuff to 15 seconds. Duration of the Snare effect is unchanged. Multiple mages can now have the Hypothermia debuff on the same target at once. This applies only to the debuff and doesn't impact the snare portion of the effect.
    * Storm Shard - New Ability: Tier 3 branch ability with 3 ranks. Gives your damaging Air spells a 33-100% chance to make your next Icicle cast within 10 seconds an instant cast, and gives that Icicle a 100% chance to critically hit with increased critical hit damage bonus of 75%. Cannot occur more than once every 10 seconds.
    * Lightning Conductor: Now causes Electrocute, Thunderbolt, Raging Storm, and Forked Lightning to deal 10-30% more damage if the target is suffering from Hypothermia.
    * Lightning Rod: Now reduces the pushback caused by damage attack by 50-100% while casting area effect spells.
    * Eye of the Storm: Damage increased.
    * Icicle: Damage increased.
    * Severe Weather - New Ability: Increases damage done by area effect spells by 10-20%. Tier 5 branch ability unlocked after spending 20 points in Stormcaller.
    * Forked Lightning: Reduced damage.
    * Electrocute: Now has a 30 meter range. The knockback will move the target up to 15 meters, to a max of 30 meters away from the caster.
    * Lightning Burst now has its damage reduced by 30% in PvP.
    * The critical hit damage bonus provided by the Storm Shard buff is reduced to 25% bonus in PvP.

    1.7

    * Lightning Burst: No longer has a damage penalty in PvP.

    1.8

    * Forked Lightning: Increased max number of targets this can hit to 8.

    HOW DOES THIS AFFECT STORMCALLERS?
    -----------------------------------
    Well Hypothermia actually seems to apply properly according to this patch (Although it doesnt, and because of diminishing returns hypothermia may aswell just be an icon of a debuff?)
    Storm shard is a nice ability coupled with the damage increase to Icicle and definitely helps stormcallers in PvP but the diminishing returns really affect this classes ability to kite or CC.
    Forked lightning had its damage reduced back in 1.7 but has had the amount of targets it can hit increased so overall no real change (just easier to apply electrified stacks now.)
    Lightning burst has been unchanged but is still pretty weak considering the hefty amount of time and skill it takes to wind up.
    The 25% bonus damage from the storm shard buff obviously brings Stormcaller PvP DPS down.
    Overall its easier to apply stacks of pointless stuff that do nothing.. id argue no real substantial changes (apart for storm shard) and coupled with the loss of Archmage and the Physical damage buff a nerf overall.

    WARLOCK
    -------
    1.6

    * Neddra's Influence: Now increases both Death and Fire damage dealt by damage-over-time spells.
    * Improved Warlock Armor: Renamed to Improved Mage Armor. Now increases the Mage's damage by 2-10% when they have any Mage Armor buff active. Updated icon.
    * Void Decimation - New Passive Ability: Increases the Mage's Void Bolt damage by 0.75% for each of their Death damage-over-time spells affecting the target. This bonus increases by an additional 0.75% for each point spent in Warlock above 40. Obtained after spending 40 points in Warlock.

    1.8

    * Empowered Darkness: Now costs 75 Charge to cast, but no longer consumes Charge or blocks Charge gain while active. Reduced the damage bonus for the Warlock to 70% while Empowered Darkness is active. 15 second maximum duration.
    * Life Leech: Reduced base duration to 10 seconds. Spending points in Improved Life Leech now increases the duration of Life Leech by 2-6 seconds, increases its base damage by 20-60%, increases the benefit to Life Leech from Spell Power by 20-60%, and increases the amount healed by 10-30%.
    * Opportunity: Now has a 1-second internal cooldown.
    * Sacrifice Life: Damage: Reduced cooldown to 30 seconds and increased the damage bonus granted to 20%.

    HOW DOES THIS AFFECT WARLOCKS?
    --------------------------------
    Well the Neddra's Influence change is obviously why we see Pyro-Lock's running raids at the moment (coupled with the massive amount of love that Pyro has had over the past 5 major overhauls.)
    The change to Warlock armor is nice but id argue not substantial enough.
    Void decimation like the elementalist and necromancer counterparts simply doesnt scale enough.
    The empowered darkness and sacrifice life changes are good and do improve the class (slightly.)
    Opportunity is a shadow of its former self.. which affects a LOT of hybrid specs.
    Life leech definitely heals for more and hits harder, a welcome change but its still too low considering the 2s cast time, it should be either insta-cast as it is or be further improved.
    Overall no massive changes yet again... 51 lock does feel more viable but it still needs a lot of work.

    CHLOROMANCER
    ------------
    1.6

    * Raised in Nature: Now uses only the mage's base Intelligence and the Intelligence added by equipment to determine the amount of Endurance bonus granted.

    1.8

    * Lifegiving Veil and Lifebound Veil: Healing in PvP increased by 15%.
    * Natural Healing: No longer affected by pushback while casting.
    * Withering Vine: Now instant cast. Increased duration to 16 seconds.
    * Due to its change to instant cast, Withering Vine now gives 9 Charge when cast. Down from 15.

    HOW DOES THIS AFFECT CHLOROMANCERS?
    ------------------------------------
    Well the raised in nature change reduced the amount of Endurance you could gain so effectively a damage mitigation nerf (in combination with the physical damage increase and the removal of archmage)
    Natural Healing not being affected by pushback?... *yay* bout time!
    Withering Vine being an instant cast, Its an improvement but either the radius of healing is too small, or the healing is too little, or the damage is too little.. one of those needs improvement.
    The +15% healing bonus in PvP is a welcome change but its not enough.. don't forget we just lost %5 Base damage +30% critical damage through the removal of the archmage spec 20% would be a little better.



    OVERALL HOW HAVE MAGES ALTERED?
    -------------------------------
    Well overall we haven't changed much at all, Pyromancer has had a LOT of love whilst Archon, Elementalist, Necromancer and Chloromancer have been left to rot, there have been many bug changes which i welcome but not many major
    alterations, and mostly for Pyro (a few for lock)

    We've had gear scaling altered so lower level enemies pose more of a threat, we lost detaunt (a great mitigation buff), Physical damage v elemental damage has been increase (which means we take more damage)
    we lost +5% base damage, 30% critical hit damage, an buff to crit on next spell, Phase shift was removed (which was a universal mage cleanse and great escape ability)

    So really.. we have lost a lot more than what we have gained, and 90% of what we HAVE gained has mostly affected pyromancers, this is why the class didn't particularly suffer during the Removal of Archmage
    but we as mages had to scurry and make viable 1.7 and 1.8 builds and so.. since they were the only ones that were altered... we mostly gravitated towards pyro inclusive builds like Pyro-Dom and Pyro-Lock.

    Overall we need a lot of work and after browsing through the patch notes it seems as though bugs and tooltip fixes get a lot of attention (probably due to threads where people post bugs) but the actual damage and mechanics of the mage calling is, and has been ignored.

    Cept Pyro.

    :/

  2. #2
    Ascendant V1rul3n7's Avatar
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    I basically looked at all the patch notes, removed all the bugfixes and tooltip alterations concentrating on purely the changes that affect us primarily in PvP.

    I ignored a few "duration of blah was altered" because in general those kind of changes are only to support DoT rotations rather than any kind of actual damage alteration (which if there was we probably already know by now.)

    No seriously.. 1 Major patch with 8 hot-fixes..1.7 Necromancers got pimped out dude!!!

    Anyway it's all there for all to see.. go wade through the patch notes yourselves if you don't believe me :P

    Mages are unloved man.. just unloved

  3. #3
    Rift Disciple
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    I just want to say that I appreciate you doing this, you'll probably get grief from non mages, or sub level 50 mages, or mages who just want to pretend they are gods in this game, but you speak the truth.

    Does pyro compete with what the other classes have? Yes. Does any other soul? No.

  4. #4
    Ascendant V1rul3n7's Avatar
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    Quote Originally Posted by Macadami View Post
    I just want to say that I appreciate you doing this, you'll probably get grief from non mages, or sub level 50 mages, or mages who just want to pretend they are gods in this game, but you speak the truth.

    Does pyro compete with what the other classes have? Yes. Does any other soul? No.
    Thanks dude, it took me about 2 hours to sort through all the FACTS that have been presented in the patch notes and eliminate all the useless standardization of dots and such things that really haven't and don't affect PvP.

    I know ill get grief, i always do

    If people don't believe me they can go spend the time that I spent and see how paltry the changes have been for us over the past 5 patches.

    63 Total changes that actually affect us in PvP (Ignoring the bug changes etc which obviously are crucial but not relevant to the intention of this post)

    21 changes of which address the pyromancer tree exclusively so an entire third keep in mind this is over an entire year.

    Go do the same with the notes for Warriors/Clerics/Rogues and it becomes blatently obvious how underworked the whole calling is.

    This is my LAST attempt to actually get the attention of the Trion development team and I have done it without any biased information or skewed damage figures (which are always going to fluctuate anyway due to difference of valor etc) so im seriously hoping to see a LOT of changes between now and 2.1 because im sick of waiting personally.

    Another point i would like to raise is that due to the "bolstering" system and the "standardization and leveling" of PvP gear basically they have removed the whole fun of PvP out of the game anyway..

    A lot of the fun of PvP is about being top rank and having the best gear and being able to kick ***, afterall you have EARNED IT.

    I mean take me for example, i leveled to full prestige and got full PvP gear WITHOUT bolstering whilst mages were undergoing some horrific changes (or none at all) and i earned my right to actually finally stand on top and say "hey i did it, i managed to get good through working hard." but then Trion steps in and takes all that work away and tells me "go easy on the noobies, here we're going to give them some valor buffs so basically they are on the same level as you and will continue to be on the same level as you until they eventually get full PvP gear themselves and THEN due to horrific class imbalances they wont be on the same level as you, they will actually be above you."

    This is what shames and dissapoints me the most.

    Its like Planar Attunement people moan about the PvP advantage that Planar attunement confers to a particularly high individual but at the end of the day THAT GUY EARNED IT HE DESERVES TO BE BETTER.

    If you have 10k PA and some guy has 100k PA the guy with 100k PA should laugh hard as he stomps you, i would expect the same to happen to me at 27k PA if i went against somebody with 100k PA AND full PvP gear and rightly so.. veterans are veterans for a reason, i can understand why they wanted to even the playing field a little but they evened it out TOO FAR in my opinion.

    Another issue is the whole PvE thing... i mean for ages mages have had a poor amount of drops from HK/GSB etc, we had treads of darkness being better than our runevoid boots for ages and even worse if i go into PvP against some relic bearing PvE'er its generally about even which is stupid because if i went to a raid with P8 PvP gear they would laugh at me and boot me from the party.

    I dont like lugging around 2 different sets of gear just because i might decide to join in with an invasion or somebody might want a hand with a dungeon or a raid, why cant my PvP gear be just as viable if i have spent just as much time as the PvE'er has in order to obtain it?

    Like i say its between now and patch 2.1, they better sort it out because i have sat here and waited patiently for them to sort out the balance issues for nearly a year now i started on a PvP server but i had no choice but to swap to a PvE server because nobody wanted to world PvP.

    And honestly it cant be THAT hard to balance, i bet i could do it infact i can spot a few little "errors" in their patching as it is, they dont seem to understand that all these little changes to valor, physical damage, removing archmage etc etc have all culminated into one majorly broken class and because the rest of the community has "gotten used to mages being this weak" if they ever tried to form and kind of REASONABLE buffs for mages people would complain and say we are overpowered when in all honesty its just they who are misinformed and probably dont even play a mage.

    Our dots suck, our CC sucks, our 2 second cast time spells suck, pyro is the only really viable PvP spec and thats because of 3 things:

    Burning Fury : Stacking crits makes up for the -5% damage and the -30% critical damage that we lost from losing archmage.

    Spark : A 5 point skill that actually puts mages on par with all the other classes in regards to actually being able to use abilities and people STILL complain and say it should be nerfed when it costs 5 points to obtain and is 20 points high in the tree. They only complain because its A MAGE DOING SOME DPS?!?!

    Flicker : A movement impairment dispelling 15m teleport that can be refreshed with heatwave.. the ONLY teleportation skill that we get as mages when warriors get like 1 or 2 15m teleports in nearly EVERY class, rogues get either perma-stealth, higher range (and mobility) or a few 15m teleports.

    Trouble is if you change mages then you get the PvE crowd complaining because some guy has a higher parse etc etc when in actuality they should be happy that they have a good DPS member in their raid.

    Im absolutley appalled, we get:

    Sub-par burst damage
    Standard range
    1 Teleport that dispells movement
    1 Other snare dispel (Wild Abandon quite high in the chloro tree)
    And the least amount of other CC abilities which actually half the time dont even work!

    The only reason people complain about Transmogrify so much is because its our ONLY dependable CC ability and even then you cast it once and then that target is IMMUNE and it applies to 1 target and 1 target ONLY, its not like you can kill them whilst they are squirreled unless they are some heftily squishy spec, and besides they get break free just the same as any mage does so they can easily break it and start porting hassling and interrupting you slowing you to a crawl and debuffing your healing with uncleansable debuffs.

    I mean wth?

    Clerics get a 7% magical damage debuff which is uncleansable, warriors get a 7% physical damage debuff which is uncleansable, at one point in a battle (as a chlorolock) i had 7 such uncleansable debuffs on myself and there is nothing you can do about that.

    But what uncleansable debuffs do mages get??!

    NONE

    We get neddra's torture a cleansable 1s cast time 20s cooldown 3% magical damage debuff that doesnt even stack with other magical damage debuffs, we dont get uncleansable healing debuffs on every attack due to unbalanced war planar attunement nonesense.

    Nor do we get critical damage mitigation etc etc.

    The only other class that actually is viable for specks is warlock and thats because its the ONLY mage calling that has synergistic skills that can actually benefit other classes such as:

    Opportunity
    Neddra's Influence
    Vitality
    Potency

    etc

    But clerics have like 3 souls that basically confer the same synergistic benefits as the warlock tree (infact hanusly more so.. they get like a 10% healing buff and a 10% damage buff for 5 points wheras we just get the 10% damage buff)

    So yeah... rant over, i have provided the facts and thankyou for your show of appreciation, somebody needs to cut through the bullpoo yaknow?

    And absolutely right:

    "you'll probably get grief from non mages, or sub level 50 mages, or mages who just want to pretend they are gods in this game"

    And most of the time they think they are gods because they play like pyro-dom and play overly carefully and most importantly WITH a team.

    Sure teams are important but im argueing the viability of mage specs 1v1 because that directly impacts their performance in group based battles and if people say "well you need to work as a team" basically what they are saying is "well you need a few OP clerics with you so the enemy focus's on them instead of you!"

    Simple.

  5. #5
    Ascendant V1rul3n7's Avatar
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    I love how people will argue with my other thread about GCD times but they cant say a word against what i've posted here.

    Damn im tired :P

  6. #6
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    Ironically i waited through all of these patches.. I sat there and crossed my fingers patiently waiting for 1.7... then i took a hefty beating and crossed my fingers and waited for 1.8... still takinga hefty beating.. a could play pyro.. yay! that was fun.. the first time.

    And im sitting here fingers crossed for 1.9 but you know what i have made GOOD suggestions in the past, i have looked at all the callings and analyzed all their skills and made MINOR suggestions to improve archons elementalists and necromancers (REALLY minor ones) but nobody is listening up there.

    Its just not cost effective enough, its too much work or its too hard to code.

    Or.. they hired the wrong people for the job.

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    Quote Originally Posted by V1rul3n7 View Post
    I love how people will argue with my other thread about GCD times but they cant say a word against what i've posted here.

    Damn im tired :P
    That's because your giant wall of text says nothing we didn't already know. Necro is bad? No way!

  8. #8
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    Quote Originally Posted by Matsu View Post
    That's because your giant wall of text says nothing we didn't already know. Necro is bad? No way!
    lol, im just spelling it out in a constructive fashion and explaining why.. with a giant wall of text :P










    PHEER THE MIGHT OF THE WALL OF TEXT :P

  9. #9
    Plane Walker
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    I would hate to see you as the developer of any class ever. All i hear on the forums about mages is QQ we have 1 dps spec aaaaaaa nurf 25 pyro. Your obviously new to the game so let me remind you of 1.0-1.6 where we had 0 dps specs we were terrible in pvp and couldn't do anthing. If spark ever got nurfed it would be so counter productive and you would effectively ruin mage dps in pvp and pve.


    Will smith best rapper 2013 #SWAG

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    Quote Originally Posted by CoooKi3 View Post
    I would hate to see you as the developer of any class ever. All i hear on the forums about mages is QQ we have 1 dps spec aaaaaaa nurf 25 pyro. Your obviously new to the game so let me remind you of 1.0-1.6 where we had 0 dps specs we were terrible in pvp and couldn't do anthing. If spark ever got nurfed it would be so counter productive and you would effectively ruin mage dps in pvp and pve.
    Wth are you on about Cookie?

  11. #11
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    I have never suggesed to "nerf spark".. ive said that pyros are fine as they are for the reasons above and they are. Id prefer a 1gcd balancing acros all the classes myself i think its only fair but i've never suggested to remove anything from mages im the only one whos fighting to actually get us fixed!

    And providing factual evidence from the patches to show what needs fixing.

    Please actually read (that is if you are responding to me).

  12. #12
    Rift Master
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    Quote Originally Posted by V1rul3n7 View Post
    It's not spark that needs nerfing well, it does need removing yes.
    They need to decrease all mages GCD .5 and replace spark with something else because at present if you fight say a rogue mm.
    http://forums.riftgame.com/rift-gene...f-spark-3.html

    Quote Originally Posted by V1rul3n7 View Post
    I have never suggesed to "nerf spark".. ive said that pyros are fine as they are for the reasons above and they are. Id prefer a 1gcd balancing acros all the classes myself i think its only fair but i've never suggested to remove anything from mages im the only one whos fighting to actually get us fixed!
    God - every single one of your threads is more or less a whiny thread how "underpowered" we mages are in PvP. All i hear from you is "Mages need this or that to be "matchable" in PvP".
    So please do me a favor and don't say "....to actually get us fixed!"
    Last edited by Timrum; 05-24-2012 at 12:49 PM.

  13. #13
    Ascendant
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    nice work.

  14. #14
    Ascendant V1rul3n7's Avatar
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    Quote Originally Posted by ururu View Post
    nice work.
    Thanks for the kind words. I'm glad some people have sense.

  15. #15
    Ascendant Aguni's Avatar
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    Quote Originally Posted by CoooKi3 View Post
    I would hate to see you as the developer of any class ever.
    wait wait wait.

    Quote Originally Posted by CoooKi3 View Post
    Your obviously new to the game so let me remind you of 1.0-1.6 where we had 0 dps specs we were terrible in pvp and couldn't do anthing.
    So you would hate tos ee him as a developer of any class, despite the fact he is pointing out the many issues that mages had, something that he recognizes and wants addressed, and you would...hate to see him be a developer?

    That's just...silly


    The rest is just nonsense so I'll ignore it.

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