all caster are dead, DEvs hate casters. 2 button lol axe/ahmmer ftw
I get what you are saying but I would say that there is a greater chance that Great Axe users miss their target then ranged, especially if they are weaving and bopping in a zig zag. I get that they do not want these melee bruisers to get one shotted on the melee line and that when they do catch up with mage (who will also likely weave and bop) should take a huge blasting with the Great Axe. For me, I feel the greater problem is the idea they have these incredible gap closers which when paired with dodge cancelling and haste, they could be on top of you extremely quickly. This for me is were the problem exist for ranged classes, not just mages.
In the same token that most Great Axe players will explain to learn to run or learn to dodge/guard. The same should apply for them, so if a fireball is heading for them, they should dodge or block rather then continue to left click their way to you and then sure, if they get close enough to you because you did not run, its going to hurt!
At least you have your preferred weapons. My preferred weapons have yet to be implemented, if they ever will. Daggers and Blunderbuss.
The problem is fireball is much easier to dodge than something like reap. Which not only does more damage but also interrupts you. Meaning you cannot cast burn out or incinerate since GA always have an interrupt ability that almost certainly means death for you. If mages actually did damage then at least the trade off would make sense. But when it takes 10+ hits to kill someone that has amazing gap closers and can wipe you out in 3-4 hits, it’s not even worth playing
I am reading now that burn stacks are doing far less damage than they should be even post nerf, while the musket burn stacks are doing huge numbers in comparison. WTF
I agree with you even if my previous post did not articulate that. Its a crazy juggle, but for me, it sounds more like they should either increase damage or get rid of all the gap closers, especially the left click ones. I have seen these gap closers used for racing someone to a gathering node too. I think if they do use a gap closer, it should lock them into an non cancellable animation to where they come to a halt briefly before they can move again in the same way a Cheetah can sprint but eventually gets exhausted.
Their balancing is just terrible to be honest.
I saw these videos too and the mage radius that was demonstrated is shorter and GA can gap close further. However, what is not being seen is the mage running away and the GreatAxe person catching him while mobile. I think a better illustration would be a mage running and the GreatAxe person dodge cancelling and gap closing in on the mage.
Oh don’t worry I see it all the time in third person perspective when I’m getting chopped from behind
There’s no running away from them
All the greataxe users talking about how mages can kite them forever are just trash players that don’t know how to gap close
Mage has 2 options: either start running away at the beginning of the fight and never turn around
Or throw a few light/heavy attacks at the GA and jump into the grave
In what context? Open world, war or opr?
Game is obviously not balanced around open world pvp. Wild west.
In team pvp it is balanced around team comps. You need healing, tanking, ranged and melee dps, and cc. Your team saves CC to protect their healers and ranged from dive, just like in a moba. You use burn out, ice block, ice shower, rapier mobility, or musket dodge haste, musket slow, spear slow, etc to give the small advantage you might need to buy time for your team to help.
GA might have too much mobility but if I have Zephyr bread in OPR they usually lose interest in chasing. Nor do I attempt to 1v1 them ever, and don’t engage if I don’t have some of my team around. When I do have my team around, I do lots of work. I’ve respec’d again to Pillar/Fireball/Flamethrower in light and I love it. Firestaff continues to be one of the main weapons I see people use in OPR.
Are you foreal?
Really interested in how they will implement a Blunderbuss, but if one thing is for sure, should it deal comparable damage to the GA you can be sure it get’s the FS treatment. 
The staff can have sustain via the fire circle perk that gives 37% mana regen/8 sec. That also heals, albeit a teeny amount.
The tough thing is the rng to craft one with intel + the correct mana perk.
Yeah, I was using LS/Hachet, no good against angry earth, so went FS/VG, did even worse. With the poison, angry earth is just terrible.
I’m not playing mage anymore. I tried to stick with it, but the damage is just abysmal now compared to what I can do with other builds.
I don’t want to join the rest of the GA/WH meta players, so I swapped to DEX build using spear/bow/musket. I wasn’t playing FS because of the meta. I just started as it the first time I picked up the game.
Void gauntlet is cool, but it’s honestly pretty weak melee damage that almost perma-grit STR builds can easily out-dps with left clicks. I tried it backed with FS, IG, and LS. These weapons benefit from using light armor to make up for their lower damage along with benefiting the VG healing, but good luck playing a melee range weapon like VG in light armor and not getting deleted.
Respec to Void Gauntlet.
Its better.
incinerate is the best skill, personally never use pillar (mybe at the begining of my journy)
the problem here is that the aoe dont hit lazarus (before all your bad patches it did)
so one more “thing” you guys have to fix
That isn’t the problem. The issue is when melee wins 100% of the time. Magic has gotten the biggest nerf in New World history. The win loss ratio is not consistent. That’s the issue.
I thought there was an official statement from AGS about addressing Mages soon but I can’t seem to find the post.
FS and IG are not fun largely due to how buggy the attack animations are for IG and the sad damage from FS.
I was holding out hope they would adjust the weapons soon after 1.1.
I’ve tried bow, it’s better dmg than fire staff for sure, it IS however slightly harder to aim.
Fact that it can crit headshots already makes it better than the mage weapons (for damage)
Firestaff is really weak damage, it might be “better” if they fix things like empowered fireball and the perk which gives critical strike burn dmg.