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  Click here to go to the first Rift Team post in this thread.   Thread: Mage 1.3 Discussion

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    Telaran
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    Default Mage 1.3 Discussion

    Greetings!

    We wanted to provide individual threads for each archetype to discuss and share their feedback. Please use this thread to provide your feedback for the upcoming changes in Update 1.3. Your feedback is important and can help shape and refine these changes - nothing is permanent on the Public Test Shard and your feedback is vital to the process!

    As always, please keep your feedback constructive, on-topic, and with respect to the opinions of others - thanks

    Update - 06/15/11: New Mage Changes Coming Soon

    COMBAT
    * Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
    * Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
    * Fixed some effects on pets to be lost when teleporting.
    * Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
    * Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.

    MAGE

    ARCHON
    * Lingering Dust: Now reduces melee and casting speed of the target by 20% for 20 seconds. The buff portion is unchanged.
    * Casting speed debuffs will no longer cause Archon auras to gain a casting time if points have been spent to make them instant-cast.
    * Burning Purpose: Damage procs are now affected by the Rising Vengeance ability. Reduced base damage dealt by Burning Purpose procs.

    CHLOROMANCER
    * Due to the below changes, characters with soul points spent in Chloromancer will receive a free soul point respec.
    * Casting speed debuffs will no longer cause Bloom and Flourish to have a casting time if you have two points in Healing Slipstream.
    * Call of Spring: Updated description to better indicate which abilities it affects.
    * New Ability: Lifebound Veil - Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 15% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifebound Veil reduced by 80%. Life based damage over time effects heal allies for 25% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifebound Veil or Lifegiving Veil effects while affected by this buff. Does not trigger a global cooldown. Cannot be purged.This is obtained after spending 11 points in the Chloromancer soul.
    *Synthesis: Now increases healing received from Lifebound Veil by 100%. Reduced cooldown to 10 seconds. This cooldown is shared with Lifegiving Veil and Lifebound Veil. Now applies or refreshes Lifebound Veil when cast. Will no longer be removed when the affected player changes zones.
    * Lifegiving Veil: Increased the base single-target Life damage to Healing conversion to 80%. This now shares a 10 second cooldown with Synthesis and Lifebound Veil. This can no longer be purged.
    * Natural Fusion: Now increases the Synthesis bonus to heals from Lifebound Veil by 20-60%.
    * Essence Surge: Debuff portion of this ability has been removed.
    * Destructive Growth: Removed branch ability; the effects are now part of the base Wild Growth ability.
    * Wild Growth: Reduced cooldown to 1 minute, increased radius to 25 meters.
    * New branch ability - Nature's Swiftness: Reduces the casting time of Nature's Fury by 0.5-1 second, and reduces the cooldown of Natural Conversion by 30-60 seconds. Tier 6 branch ability.
    * Entropic Veil: Removed cooldown.
    * Empowered Veil: Now increases the damage bonus from your Entropic Veil by 13-19%, increases the healing generated by Lifegiving Veil from Life damage to 90-110%, increases healing generated from your Lifebound Veil by Life damage to 20-30% and increases the radius of Lifegiving and Lifebound Veil by 5-15 meters.
    * Flourish: Reduced healing done.
    * Bloom: Increased healing done.
    * New root ability - Natural Healing: Single target heal with a 2.5 second casting time and no additional cooldown. Obtained with 51 points in Chloromancer.
    * Circle of Life: Now affects Natural healing.
    * Empathic Bond: Increased the mana return to 20% of the damage received by the Synthesis target.
    * Nature's Touch: Reduced base damage of this spell. This spell now triggers an additional heal from Lifebound Veil, instead of Lifegiving Veil.
    * New ability - Living Infusion: A passive ability that increases the percentage of Life damage converted to healing by Lifegiving Veil by an additional 0.5%, and Lifebound Veil by an additional 1.5%, for each point spent in Chloromancer above 31. Obtained at 32 points in Chloromancer.

    DOMINATOR
    * Due to the below changes, characters with soul points spent in Dominator will receive a free soul point respec.
    * Fixed an issue where enemies would sometimes be able to continue casting or using abilities when affected by Mass Exhaustion, Disorient, or Overpowering Will.
    * Mass Exhaustion: Fixed a bug in certain builds where Mass Exhaustion would end on all enemies if broken on one affected target.
    * Thunder Blast: Will now deal damage and interrupt casting even if the target is immune to the knockback portion of this ability.
    * Charged Shield, Mass Charged Shield: Will no longer land on an ally who already has a mage armor buff other than Charged Shield.
    * Transference: Now blocks energy and mana regeneration on the target for 7 seconds, up from 5. Damage is now a flat value influenced by Spell Power and is no longer based on the amount of Energy, Power, or Mana drained.
    * Microburst: NO longer reduces the damage of Storm Shackle.
    * Deny: Reduced cooldown to 10 seconds,
    * Mental Shock: Reduced cooldown to 20 seconds.
    * Empowered Presence: Now increases the radius of your Arresting and Reflective Presence by 2-6 meters. Increases the chance for your Reflective Presence to reflect spells by 5-15%. Gives Arresting Presence a 33-100% chance to proc an interrupt on up to 10 targets within range, each second.
    * Priest's Lament: Will now interrupt the target when it attempts to silence them. The interrupt will occur even if the target is immune to silence.
    * Disorient: Now blasts the enemy with a burst of negative energy, dealing Death damage and leaving them stunned for 3 seconds and confusing them afterwards for up to 30 seconds. Damage done will break the confuse effect. 30 second cooldown.
    * Memory Wipe: Now causes a group or raid member to appear less threatening, reducing their threat by 20% with all enemies within a 25 meter radius.
    * Overpowering Will, Iron Will: Removed.
    * New root ability - Incompetence: Reduces the target's effectiveness in battle for 15 seconds, increasing the cost of healing abilities by 20% and causing damage done by the target's abilities to heal up to 5 of the Dominator's group or raid members within 15 meters. 15 second cooldown. Obtained at 20 points.
    * New branch ability - Ineptitude: Increases the healing ability cost debuff of Incompetence by 1-5% and increases the healing done by target's damaging abilities by 4-20%. Available after spending 20 points in Dominator.
    * Chastise: Removed.
    * New root ability - Traitorous Influence: Causes the enemy, and up to 5 additional enemies within 15 meters, to suffer Death damage and lose 30 Power or Energy, or Mana equal to 5% of the Dominator's maximum mana, every time the target uses an ability. This can occur up to 5 times over 15 seconds. Available after spending 30 points in Dominator.
    * Draining Presence: Removed.
    * New root ability - Mass Betrayal: Generates chaos within the enemy's ranks, cursing up to 10 enemies within the targeted area. Abilities used by affected enemies cause the target and up to 5 additional targets within 15 meters to suffer Death damage; they also lose 30 Power, Energy, or Mana equal to 5% of the Dominator's maximum mana each time they use an ability. This can occur up to 5 times over 15 seconds. Available at 51 points in Dominator.
    * Fixed a bug where pets spawned by Split Personality were not gaining benefit from the caster's Spell Power or Spell Critical Hit.
    * Split Personality: The pets spawned now take 95% less damage from area effect abilities.

    ELEMENTALIST
    * Planar Expansion: Corrected the description on the final rank of this spell.

    STORMCALLER
    * Lightning Field and Charged Field now only check for stacks of Electrified applied by the caster.
    * Lightning Field: Reduced base damage of this spell.
    * Forked Lightning: Reduced base damage of this spell.
    * Static Discharge: Can no longer affect a target more than once per minute.
    * The class mechanic UI for Electrify will now update properly if Lightning Field removes a stack of Electrified from an enemy.

    WARLOCK
    * Sacrifice Life: Damage: Can no longer be cast if Empowered Darkness is active.

    PYROMANCER
    * We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.
    Last edited by Elrar; 06-15-2011 at 09:05 PM.

  2. #2
    Rift Disciple Ghazghkul's Avatar
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    cool beans

  3. #3
    General of Telara
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    It's quite simple for me sweet.

    Make more Mage souls more raid viable and stop forcing people to play the souls YOU want us to on raids.

    You nerf the main viable dps raid spec for mages, you change doms (oooooh, because so many raid mobs are affected)

    You change chloros around (oooooh, thanks for turning them into healers, as they should have been from the start)

    Sorry, but let down, mages are GLASS cannons,(if we ain't that, give us a tanking soul, it's quite simple) but have none of the survivability of other classes (that armour increase you gave us a month or two back, really makes a diff thanks, /sarcasm off)

    Sorry, but now sc/ele will still be top dps, yet you havent Made nec/loc a worthwhile soul for raiding.

    Pyros in raiding? Lol yeh good one.

    How about if people who go 51 points in a tree you make it so they do more damage than the stupid mixed souls?

    Trying raiding more, you might understand.

    And yes I am a fan, but not of your thinking behind this.
    Last edited by Elgarr; 06-10-2011 at 05:51 PM.

  4. #4
    Plane Walker Shredicus's Avatar
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    * We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.
    And there it is

    Oh nice, veil buffs cant be purged finally. Wouldnt it have just been easier to put a CD on eradciate though?
    Last edited by Shredicus; 06-10-2011 at 05:53 PM.

  5. #5
    Ascendant TheLeviathan's Avatar
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    The changes to dom and chloro are great, but our DPS souls still need to be buffed significantly. Will elementalist, warlock, necro, and pyro be recieving any changes to make them more viable or higher DPS for pve?
    Red ball + fulminate + really craptacular dom/pyro spec trying to hard cast transmog and pray your spell lands before some squirrel punching moron eats your controlled opp proc = +1 board warrior keeping mages from being realistically balanced in PVE or PVP. 1.0-1.2's best combo in the game. RIP FOTM Pyro rollers

  6. #6
    Plane Touched cagey's Avatar
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    I have a suggestion that you'll boost Plague Bolt so that we can stop using Void Bolt to refresh Life Leech. I absolutely hate having to using Grave Rot to apply Deathly Calling because Plague Bolt is lackluster dps. Then the Revenant eats Deathly Calling like candy so it's not feasible to raid with it at this time as you want to maintain Void Bolt spam.

    Pyromancers could use a little more survival skills that would work against Assassins. Nothing major, but something that gets us out of the "free favor" status. Don't nerf rogues please, just need some survival love.

    Any chance that Pyros can pve in the future? With dps checks like Plutonus, mages are getting shoehorned into Chloro, Archon, or Stormcaller. Would be nice to toss some fireballs for a change.

    Can we run 2 Building Storm Stormcallers now? One eats the other's buffs on live as of now.

    If I think of more I'll mention it. Thank you for the thread.


  7. #7
    General of Telara
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    Angry

    Oh and here's a free one for you, make certain spells (for certain souls) do more damage to npc's and state that in the spell description, that way it won't effect pvp balance.

    Really it's that simple?

    Omg, I should be a dev.

    Come on Trion, start thinking outside of the box, i defend you 99% of the time, but when you can't get simple addresses to balance for raiding to the 'only cloth wearers' because you worry you will be screwing up pvp, it's not good.

    Loads of dps souls, yeh right, for raiding it's one, for pvp it's one.

    How is that a choice?
    Last edited by Elgarr; 06-10-2011 at 06:09 PM.

  8. #8
    Rift Chaser
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    Why do the veils share a cooldown? You should be able to switch between which veil you want based on what kind of damage your raid is taking. Putting a shared cool down on them is just lowering the skill cap of the game, which I guess is the goal.

  9. #9
    Rift Disciple Zizzu^'s Avatar
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    Nice to see Stormcaller getting some nerfs. :P

  10. #10
    RIFT Guide Writer bluedot's Avatar
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    Quote Originally Posted by Sweet View Post
    STORMCALLER
    * Lightning Field and Charged Field now only check for stacks of Electrified applied by the caster.
    * Lightning Field: Reduced base damage of this spell.
    * Forked Lightning: Reduced base damage of this spell.
    * Static Discharge: Can no longer affect a target more than once per minute.
    * The class mechanic UI for Electrify will now update properly if Lightning Field removes a stack of Electrified from an enemy.
    Has the spell power efficient been changed on Lightning Field or Forked Lightning?

  11. #11
    Rift Disciple
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    As stated above, make the pyro, necro, lock, ele all viable in pve and not make us play 1 spec.

  12. #12
    Rift Master Calibix's Avatar
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    Dominator changes = awesome.

    Chloromancer changes = confusing.

    Stormcaller changes = maddening.

    Pyro, Ele, Necro, Lock changes = oh wait...

  13. #13
    Telaran
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    Quote Originally Posted by Sweet View Post
    PYROMANCER
    * We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.
    How about buffs specific to PVE to improve Pyromancer single target damage? If you can nerf PvP burst damage without affecting PVE, I'm sure you can make a few PVE changes that will have little to no impact on PVP. I've created a thread listing several ways to do this.

  14. #14
    Telaran Kerrzhe's Avatar
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    So what's the difference between Lifebound Veil and Lifegiving Veil? What's the advantage of one over the other? This is really confusing.

  15. #15
    Soulwalker
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    Really?
    the dominator change is nice but why don't you just bend us over the table on the rest.

    what i mean is sc/ele is the top dps hands down and its not even up to par to warrior or rogue and you decide to nerf it instead of actually taking the time to buff the other trees.

    also the chloro changes are only going to complicate either tank healing or raid healing with these current changes. because either you are going to have to add another raid healer or another tank healer for every cholor in the raid with these changes you have made.

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