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Thread: When are mages going to get some PvP survivability?

  1. #151
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    Quote Originally Posted by ururu View Post
    you forgot on the double for marksman. especially with cooldown reset, double on-the-double + double retreat.
    FUUUUUUuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu uuuuuuu!

    Quote Originally Posted by Asteldian View Post
    I also have a rogue and agree. but mage is somehow more satisfying.

    I would also say mage is very strong in PVE, and that is this game's main focus.
    Make stormcaller a nuke spec plox.

    Currently it appears all of the DPS from a mage stems from dealing it over time, not from dropping nukes like other callings can do.
    Last edited by Aguni; 08-01-2012 at 12:23 PM.

  2. #152
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    Quote Originally Posted by Lloigor View Post
    Mages, PvP and Immunity


    Knowing that Mages have the weakest armor, they especially have to pay attention to keep their oponents in a certain distance by using CC´s. This has always been the Mages gameplay and this will probably not change any time soon.
    Additionally Mages should rank pretty high in dmg for compensation for their cloth-armor beeing the weakest protection in the game.

    This not being so, because dmg and burst-dmg of all the other classes rank a lot higher as the of Magicians. Furthermore Marksman with a better armor and the highest range can easily deal a lot of dmg while walking and jumping arround. The standart-skills are not debillitating. This being their Finisher, in particular the „Rapid Fire Shot“ is one of the, that can not be escaped easily and causes serious burst-dmg.

    Mage has to spend 51 points to get his Finisher; Rogue only has to spend 12 points.
    Mages has to stand still and cast to get charge; Rogue gets his Combo-Points while running.
    In addition to that Roue´s spell-range is increased.

    What if a Mage could use his Fireballs instant?
    What if a Mage could use Fulminate, after casting 5 Instant-Fireballs?
    And what if his spell-range additional would be increased by 5 meters?
    You would call him a Marksman.

    So Rogues should stand still and have long cast-times like Mages.
    Or Rogue´s Instant-Spells should not give them any Combo-Points.


    To keep distance:
    Thanks to the Immune-System this hasn´t worked for Rift in a while. The Mage can not rely to his CC-Skills anymore wich is a great necessity to ensure survival. Especially against Melees in a 1 vs. 1 chances for a win a not as great.
    Surrounded by invincible Warriors and Rogues casts can not be completet due to the circling motion of the opponent(s).
    And there is nothing to oppose the enormous dmg. Even their dmg and burst-dmg (in particular of Rogues and Warriors) is by far higher as the of the Mage.
    Mages can only rely on „Flicker“, the one and only spell to escape; however Rogues and Warriors posses hundreds of thousands of gap-closers and other talents with extreme short CDs that prevent the Mages escape.

    What if a Mage would have one Soul with 6 different Flicker-Spells (cd 25 sec)?
    What if a Mage would simultaneously deal a lot of dmg by using the Flicker-Spells?
    You would call him a Riftstalker.

    Further Mages CC-Skills such as „Transmogrify“ or „Fear“ most likely vanish into nothing because Warriors and Rogues seem to be immune constantly. The immunity in PvP increases this even more. So in gerneral the Mage has no CC-abbilities that he can rely on in PvP. This will definitely lead to the Mages death.

    Why and for what reason do Mages still have CC-Abbilities???

    In addition to that Dots and Debuffs are beeing cleansed by the Opponents and so become useless.

    Moreover other classes show talents, that for a short term provide immunity against (Magic-) dmg. And again the Mage has nothing to counter against wich will lead to his death. It would be different if the Mage would have 100%-dmg-reduce-talent to at least ensure his survival for a short time.

    The Mages worst opponents are still the Rogues and Warriors. I indeed do not know any other MMO in wich Warriors or Rogues are so overpowered as here in Rift. This, and I am sure that any other Mage-Colleges will back me up, is becoming more and more frustrating.
    Rogues appear out of stealth, are stunning, and you die within a second without having a chance to react against.

    Stun, dead, ..., stun, dead, ...

    Meanwhile Warriors are even worse.

    What if a Mage would be invincible, suffering no damage at all; but at the same time killing each and everybody with just one single hit while rushing through the rows of enemies?
    You would call him a Warrior.

    Morover Rogues and Warriors show a bunch of help- and usefull CC-options that in an odd kind of manner work, Self-Heal and in particular many Outs and Immunity against CCs and dmg, so that the Mage absolutely stands no chance to rise against Warriors and Rogues.
    I know a couple of Rogues and Warriors that are pretty disapointed, when they cant terminate a Mage within in 3 Seconds in a 1 vs. 1.

    In gerenal you can say that Mages became more and more useless and without any chance in PvP and 1 vs. 1 situations.

    I really hope that Trion will soon find a solution to finally change this.

    Maybe by supressing the PvP-Immunity with a simultanious decreasing of the dmg and heal for ALL classes in PvP; or other options.

  3. #153
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    Quote Originally Posted by Lloigor View Post
    Here is another idea:


    Move „Split-Personality“ (Dom) and „Flicker“ (Pyro) to the PA.

    Both talents should be available for jus a few points.

    Furthermore, these talents can be enhanced / replaced by spending more than 34 points into the different souls.



    Planar Attunement:

    Mirror Image:
    Instant
    Cooldown: 150 seconds
    Creates one copy of the caster, wich casts spells and attacks the Mage´s enemies.
    Lasts 30 seconds.


    Flicker:
    Instant
    Cooldown: 25 seconds
    Removes all crowd conreoll effects.
    Teleports forward 15 m.





    Pyromancer:

    Improved Flicker:
    Casting Flicker again within 10 seconds will instantly return you to your original location.

    Improved Mirror-Image:
    Creates three copies of the caster, wich casts spells and attacks the Mage´s enemies.
    Additional, as long as at least one Mirror-Image is active, the Mage gains 2% of his total Mana each second.



    Stormcaller:

    Improved Flicker:
    Increases your speed by 75% for 5 seconds after casting Flicker.

    X-Change with Mirror-Image:
    Instant
    Cooldown: 15 Seconds
    You trade place with your Mirror-Image.
    The Mage must be within 50 meters to his Mirror-Image.



    Warlock:

    Improved Flicker:
    Reduces all dmg taken by 75% for 5 seconds after casting Flicker.

    Improved Mirror-Image:
    The Mage is healed by 50% of the dmg, done by his Mirror-Image.



    Dominator:

    Improved Flicker:
    Reduces the cooldown by 10 seconds and increases the distance you travel with „Flicker“ by 5 m.

    Mirror to Split Personality:
    Transforms the Mage into a Shade.
    Summons 3 matching Shades that each deal xXx dmg.
    Reduces the cooldown by 30 seconds.



    Necromancer:

    Improved Flicker:
    Generates a Death-Wave after casting Flicker, dealing 124 Death-Damage to up to 8 nearby enemies.
    Stuns each enemy hit for 2 seconds.

    Death-Mirror-Image: :
    When you deal periodic damage with your „Necrosis“ you have a 15% chance to summon a Death-Version of yourself wich will slowly move towards a target wich is afflicted by your „Necrosis“. Once reching the target it will instantly deal 97 to 103 Death-Damage.
    While moving, the chance to summon a Death-Mirror-Image is increased to 65%.
    You can have up to 3 Death-Mirror-Image active at a time.

  4. #154
    Plane Touched Valarion's Avatar
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    Quote Originally Posted by V1rul3n7 View Post
    Honestly, right now mages are sub par in every catagory.

    Dominator is our only truly dependable PvP spec in all honesty because it actually has a useful assortment of ST and AoE CC, lacks a bit on damage though which is why people pair it up with the only soul thats actually had any development, pyro.

    The rest of our souls blow.

    Chloro heals << Cleric heals
    Mage Mobility << Warrior/rogue mobility
    Mage CC <=> Cleric CC < Rogue CC
    Mage Support < Rogue Support/Warior Support
    Mage frontend DPS < Warrior DPS/Rogue DPS
    Mage sustained DPS < Warrior/Rogue sustained DPS (due to the complexity of squeezing out DPS as a mage and the unreliability of CC for boosting cast times etc)
    Mage survivability << Warrior/Rogue/Cleric survivability


    Plus we have a large assortment of spells that are generally quite useless:

    Mortality - Knockbacks/healing debuffs reducing scaling, has ok damage but id rather use the charge on entropic veil or something else.

    Lightning burst - Why bother?.. its not bursty.

    Fulminate - A pale shadow of what it used to be

    Empty the Crypts - Poor pathing + runspeed on shamblers

    All of our dots - plain dont do enough damage



    Then consider how many uncleansable debuffs are in the game and tell me ONE which mages get.

    One of our best skills is deny for a 10 point dominator investment but uh oh, ROGUES GET IT FREE NOW?!.. oh and crit reductions and all that other tasty crap that rogues and warriors get in their pvp pa, we get a silence reduction which is STILL mostly useless due to chain silences with silver tips and just the generally LONG duration of silences anyway.

    Mages are sub-par in EVERY department, our best defensive skill is a one shot wonder (neddra's essence) that isnt even really that reliable (purgable, plus you can still take enough damage to die while its on so you generally have to use Neddra's essence + shadowlife)

    Thats two 3m cooldowns that sure... they work... but once they are gone you are DEAD... a warrior can get 6 brostorms in + regular attacks before those skills will have cooled down so then mages are completely reliant on either flicker for escape OR our heals which are completely sub-par and completely useless what with -25% healing reduction from lingering wounds.

    Thats about all mages have thats truly useful.. two 3m cooldowns.....UNLESS you are a pyro-dom.

    Ive heard a lot of you saying how chloro-dom is the best spec... it really isnt... chloro is bust IMO till they sort out all these uncleansable debuffs and passively applied healing reductions. I generally destroy chloro-doms with defilemancer or similar pure DPS builds that incorporate a silence (pyro-dom is WAYYYY better, heck id even war-dom would be better if it wasnt for the ridiculously long cooldown on essence and shadow life and the poor scaling of DoT's in pvp (aswell as our crap GCD, our crappy cast times etc etc)
    The good news is, mages still suck LESS than clerics. So it COULD be worse. ;)

  5. #155
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    Quote Originally Posted by Valarion View Post
    The good news is, mages still suck LESS than clerics. So it COULD be worse. ;)
    I think you might be playing your cleric wrong then

  6. #156
    Sword of Telara V1rul3n7's Avatar
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    Quote Originally Posted by Valarion View Post
    The good news is, mages still suck LESS than clerics. So it COULD be worse. ;)
    Lol, True.

    But i think its actually a L2P issue, ive been 1v1 up against some healing/tank/melee dps specs that are freaking EVIL for their respective gear level IF you play a mage spec with no self heals and personally i wouldn't want to encounter an equally geared cleric.. ever :P They honestly aren't as bad as people make out its just that cleric is a MELEE DPS class and a RANGED HEALING class but people seem to play them wrong and expect mage ranged DPS when that quite simply isn't going to happen.

    They are definitely a little worse than mages though i don't dispute and i look forward to seeing what alterations they DO make but i wouldnt compare cleric and mage purely on the basis of ranged DPS because they are obviously not going to match up and it wouldnt be a fair comparison given the tanking utility/better heals etc that clerics do get.

    Inquisitor needs a slight damage buff, cabby too.

    But as ive said before its not about BUFFS its about nerfing the stupid classes to bring them on par with the rest of the game. NB/SAB/DOM etc otherwise you just end up with stupidly inflated damage compared to health pools (like we have now)


    We'll see what SL brings..
    -=[ Virulent - 60 | Harlakk - 60 | Ascaroth - 60 | Brahman - 45 ]=-

  7. #157
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    Quote Originally Posted by Synergis View Post
    I dont see dps going after mages first thats 4 sure. Our only real dps buff increases damage taken. No defensive cds out side of healing trees. No counter to mana drain. And please dont say everyone is susceptible to it cause mages have nearly infinite mana. If specd right theres never a need to pot as a mage, and on average most of the higher ranking mages i see have +10k mana, clerics around 7k if they have bard buffs. Our only decent cc abilities are deep in aoe trees. Need more?
    If you have not seen dps going after mages first, play one especially a chloro. Warriors will charge through a gauntlet to get to you MM hit you before you can get in range to cast and every spec that can silence you dose so.

  8. #158
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    Quote Originally Posted by Lloigor View Post
    Knowing that Mages have the weakest armor, they especially have to pay attention to keep their oponents in a certain distance by using CC´s. This has always been the Mages gameplay and this will probably not change any time soon.
    Additionally Mages should rank pretty high in dmg for compensation for their cloth-armor beeing the weakest protection in the game.

    This not being so, because dmg and burst-dmg of all the other classes rank a lot higher as the of Magicians. Furthermore Marksman with a better armor and the highest range can easily deal a lot of dmg while walking and jumping arround. The standart-skills are not debillitating. This being their Finisher, in particular the „Rapid Fire Shot“ is one of the, that can not be escaped easily and causes serious burst-dmg.

    Mage has to spend 51 points to get his Finisher; Rogue only has to spend 12 points.
    Mages has to stand still and cast to get charge; Rogue gets his Combo-Points while running.
    In addition to that Roue´s spell-range is increased.

    What if a Mage could use his Fireballs instant?
    What if a Mage could use Fulminate, after casting 5 Instant-Fireballs?
    And what if his spell-range additional would be increased by 5 meters?
    You would call him a Marksman.

    So Rogues should stand still and have long cast-times like Mages.
    Or Rogue´s Instant-Spells should not give them any Combo-Points.


    To keep distance:
    Thanks to the Immune-System this hasn´t worked for Rift in a while. The Mage can not rely to his CC-Skills anymore wich is a great necessity to ensure survival. Especially against Melees in a 1 vs. 1 chances for a win a not as great.
    Surrounded by invincible Warriors and Rogues casts can not be completet due to the circling motion of the opponent(s).
    And there is nothing to oppose the enormous dmg. Even their dmg and burst-dmg (in particular of Rogues and Warriors) is by far higher as the of the Mage.
    Mages can only rely on „Flicker“, the one and only spell to escape; however Rogues and Warriors posses hundreds of thousands of gap-closers and other talents with extreme short CDs that prevent the Mages escape.

    What if a Mage would have one Soul with 6 different Flicker-Spells (cd 25 sec)?
    What if a Mage would simultaneously deal a lot of dmg by using the Flicker-Spells?
    You would call him a Riftstalker.

    Further Mages CC-Skills such as „Transmogrify“ or „Fear“ most likely vanish into nothing because Warriors and Rogues seem to be immune constantly. The immunity in PvP increases this even more. So in gerneral the Mage has no CC-abbilities that he can rely on in PvP. This will definitely lead to the Mages death.

    Why and for what reason do Mages still have CC-Abbilities???

    In addition to that Dots and Debuffs are beeing cleansed by the Opponents and so become useless.

    Moreover other classes show talents, that for a short term provide immunity against (Magic-) dmg. And again the Mage has nothing to counter against wich will lead to his death. It would be different if the Mage would have 100%-dmg-reduce-talent to at least ensure his survival for a short time.

    The Mages worst opponents are still the Rogues and Warriors. I indeed do not know any other MMO in wich Warriors or Rogues are so overpowered as here in Rift. This, and I am sure that any other Mage-Colleges will back me up, is becoming more and more frustrating.
    Rogues appear out of stealth, are stunning, and you die within a second without having a chance to react against.

    Stun, dead, ..., stun, dead, ...

    Meanwhile Warriors are even worse.

    What if a Mage would be invincible, suffering no damage at all; but at the same time killing each and everybody with just one single hit while rushing through the rows of enemies?
    You would call him a Warrior.

    Morover Rogues and Warriors show a bunch of help- and usefull CC-options that in an odd kind of manner work, Self-Heal and in particular many Outs and Immunity against CCs and dmg, so that the Mage absolutely stands no chance to rise against Warriors and Rogues.
    I know a couple of Rogues and Warriors that are pretty disapointed, when they cant terminate a Mage within in 3 Seconds in a 1 vs. 1.

    In gerenal you can say that Mages became more and more useless and without any chance in PvP and 1 vs. 1 situations.

    I really hope that Trion will soon find a solution to finally change this.

    Maybe by supressing the PvP-Immunity with a simultanious decreasing of the dmg and heal for ALL classes in PvP; or other options.
    What he said

  9. #159
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    Quote Originally Posted by Lloigor View Post
    Move „Split-Personality“ (Dom) and „Flicker“ (Pyro) to the PA.

    Both talents should be available for jus a few points.

    Furthermore, these talents can be enhanced / replaced by spending more than 34 points into the different souls.



    Planar Attunement:

    Mirror Image:
    Instant
    Cooldown: 150 seconds
    Creates one copy of the caster, wich casts spells and attacks the Mage´s enemies.
    Lasts 30 seconds.


    Flicker:
    Instant
    Cooldown: 25 seconds
    Removes all crowd conreoll effects.
    Teleports forward 15 m.





    Pyromancer:

    Improved Flicker:
    Casting Flicker again within 10 seconds will instantly return you to your original location.

    Improved Mirror-Image:
    Creates three copies of the caster, wich casts spells and attacks the Mage´s enemies.
    Additional, as long as at least one Mirror-Image is active, the Mage gains 2% of his total Mana each second.



    Stormcaller:

    Improved Flicker:
    Increases your speed by 75% for 5 seconds after casting Flicker.

    X-Change with Mirror-Image:
    Instant
    Cooldown: 15 Seconds
    You trade place with your Mirror-Image.
    The Mage must be within 50 meters to his Mirror-Image.



    Warlock:

    Improved Flicker:
    Reduces all dmg taken by 75% for 5 seconds after casting Flicker.

    Improved Mirror-Image:
    The Mage is healed by 50% of the dmg, done by his Mirror-Image.



    Dominator:

    Improved Flicker:
    Reduces the cooldown by 10 seconds and increases the distance you travel with „Flicker“ by 5 m.

    Mirror to Split Personality:
    Transforms the Mage into a Shade.
    Summons 3 matching Shades that each deal xXx dmg.
    Reduces the cooldown by 30 seconds.



    Necromancer:

    Improved Flicker:
    Generates a Death-Wave after casting Flicker, dealing 124 Death-Damage to up to 8 nearby enemies.
    Stuns each enemy hit for 2 seconds.

    Death-Mirror-Image: :
    When you deal periodic damage with your „Necrosis“ you have a 15% chance to summon a Death-Version of yourself wich will slowly move towards a target wich is afflicted by your „Necrosis“. Once reching the target it will instantly deal 97 to 103 Death-Damage.
    While moving, the chance to summon a Death-Mirror-Image is increased to 65%.
    You can have up to 3 Death-Mirror-Image active at a time.
    This will never happen but at least you had fun making it...
    Quote Originally Posted by Foxcalibur View Post
    "bros to come at me!"

  10. #160
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    Fyi. The dodge and parry in harbringer will have zero effect keeping you alive in pvp.. Harbringer is a druid with no dol so it will not be going toe to toe with any real meele and that is a given with the melee ranged cooldown...
    Quote Originally Posted by Foxcalibur View Post
    "bros to come at me!"

  11. #161
    Champion kronor's Avatar
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    Quote Originally Posted by Undrsiege View Post
    Fyi. The dodge and parry in harbringer will have zero effect keeping you alive in pvp.. Harbringer is a druid with no dol so it will not be going toe to toe with any real meele and that is a given with the melee ranged cooldown...
    With the current state of certain melee classes no mages wouldnt be able to stand toe to toe, but we have no/next to no idea of how the mage and other 3 souls are going to work when SL comes out. This seems to give mages some survivability which was needed, now we just need to see the rest of the souls
    Icewatch - Ragnor 60 Mage - Silentx 60 Rogue - Ordin 50 Warrior - Artatain 60 cleric
    Deepwood - Ragnorzx 50 Mage

  12. #162
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    Quote Originally Posted by kronor View Post
    With the current state of certain melee classes no mages wouldnt be able to stand toe to toe, but we have no/next to no idea of how the mage and other 3 souls are going to work when SL comes out. This seems to give mages some survivability which was needed, now we just need to see the rest of the souls
    Pay your money and hope

  13. #163
    Telaran
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    Inq and cab don't need damage buffs so much as they need utility. The current DR and melee mobility crushed them way way worse than us. Nobody has any idea how harbinger will work in pvp. Mages are pretty awesome overall right now, just need help with blinky rogues and blinky wars(though wars arent nearly as bad).

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