Last edited by Aguni; 08-01-2012 at 12:23 PM.
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.
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.
Cooldown: 150 seconds
Creates one copy of the caster, wich casts spells and attacks the Mage´s enemies.
Lasts 30 seconds.
Cooldown: 25 seconds
Removes all crowd conreoll effects.
Teleports forward 15 m.
Casting Flicker again within 10 seconds will instantly return you to your original location.
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.
Increases your speed by 75% for 5 seconds after casting Flicker.
X-Change with Mirror-Image:
Cooldown: 15 Seconds
You trade place with your Mirror-Image.
The Mage must be within 50 meters to his Mirror-Image.
Reduces all dmg taken by 75% for 5 seconds after casting Flicker.
The Mage is healed by 50% of the dmg, done by his Mirror-Image.
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.
Generates a Death-Wave after casting Flicker, dealing 124 Death-Damage to up to 8 nearby enemies.
Stuns each enemy hit for 2 seconds.
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.
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 ]=-
Icewatch - Ragnor 60 Mage - Silentx 60 Rogue - Ordin 50 Warrior - Artatain 60 cleric
Deepwood - Ragnorzx 50 Mage
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).