
Originally Posted by
ArchGamer
We have seen warriors and rogues get some loving. Could we please get the mages some changes in damage please. Not in PvP mind you, since this will just cause gripes as every artchtype has at least one viable spec in PvP, and whoever doesn't play that role combination tends to say that all other archtypes are OP and should be nerfed... Anyways, PvP = stay as is. PvE = change.
1) Please state what is the purpose behind our classes
Ex. Chloromancer = Focused or AoE healing done mainly through damage
Pyromancer = AoE fire based damage
Necromancer = Death based Pet class
Warlock = Single target damage and high synergy with other classes
2) Please look into our damage output. As mages, the main idea behind the class was that they could do conciderable burst damage at the expense of survivability. Currently this is a joke, and in neither ST or AoE damage do we have anything that could be concidered "burst". On top of this, we are very heavily "backloaded" when it comes to damage. Any changes in our burst, should, obviously, only affect PvE, as burst in PvP is always what garners calls for nerfs. Better yet, if you are going to give us burst in PvP as well, make it have a hefty penalty after use. Something like "stuns the caster for 3 seconds after use." This will make the burst very situational, and will be used only as a finisher, or as a move of desperation if death seems inminent.
3) Soul Synergy is something that we are really lacking. There are certain souls that can only be paired with a specific calling, and then you are pigeon-holed into certain builds to prevent the negative effects of the class. Pyro is a good calling to this example. Please tell us what this class mixes with aside from Archon 5 point fire damage increase? And warlock doesn't count, because it is the ultimate synergy calling and mixes with all other classes.
4) Dominator loving - Here is a big one. The dominator soul is extremely situational, and I have yet to see anyone play it outside of some solo, and some PvP because of split personality, and the transmografy. This CC class is by far the most useless in raids or any boss fight for that matter. To make this class viable, please concider a the following technique: If skill is resisted/inmune causes xyz effect/damage. The effects can be just about anything. Something like "increases the xxxx of 5 members by yyyy". This will go a LONG way in making dominator usefull in raids and boss fights, without having to compromise the mechanics of the bosses. This will also be loved by dominators in PvP, because now all those resists or immune messages get replaced by a buff or some straight damage. This also goes with the calling of dominators, because to force yourself out of something (like tight ropes), you usually have to struggle and even harm yourself a bit (anyone heard the phrase, pinch yourself to see if you are dreaming?).
5) Add more viable combinations of souls to be compatible with our current top dps roles. Necro/Lock (ST damage), and the Storm/Ele (AoE damage) builds are what everyone has to go into if they want to be top dps for the class (These are still not even remotely competitive with equally played and geared Warriors and Rogues, but that is something for another post.) Allow for other combination of souls to also be viable. For example, allow for Elementalist to also increase fire damage, or fire spell rates, so that it can synergise better with the Pyro soul. Or give the chloromancer the ability to turn all spells to life damage for a set duration. Or by the same token, the Elementalist should be able to change all spells to be of a particular element. By mastering what type of attacks it does, the elementalist can change spell damage to whatever it believe the target is most weak to. This will make it synergise with just about all souls that use elemental damage.
These are but a few suggestions, and I am sure the mage community can think of many more that can be worked out in the months before 1.6 comes out. Please concider the mage population for your next patch, since we are a steadily decreasing group of players due to many factors, but ussualy can be resumed in "not being competitive."
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