How To Fix Mages

If you play healer at m10 you will know it

I play healer in m10 and always allow one mage to join that why i know

Last 2 day i go random group with a tank with gs and round shield + 3 mage, welcome in my world

What am trying to say it’s player fault not the wep fault

Even melee can grab aggro and run far away and panic himself alongside the healer

Am not saying you are wrong but the blame is the player skiil that start grabbing aggro before tank

Also holy crab 3 mages lol

Bet the tank was chilling alone

Problem is as healer you know god setup beacon, sacred, light or divine or sacred, orb, light or divine. Your heal only effect the tank and you can only single target heal dps. Image it😅

There was a run yesterday whose i was a tank. A mage took aggo and changed target, my healer friend was died like 4x that run and the mage died many time. And with normal run we done it in 22-24 min max

Yeah i know the pain but any good player won’t mess up the aggro even if it was range or mage

That why ppl blame build and not the player being bad . Which result other ppl think mage or any other build in general suck

Yeah with skill you can go meele as mage but if a player choose to play mage they won’t go near boss lile meele :sweat_smile:

The mage you had suck that why lol he need to learn how to play his build

Well mage at m10 mean he gear up ward as mage, must be a elite :sweat_smile:

Also just wanted to say mages don’t stand 100m away non of the mages can use it potential full dmg that far. They stay mid-close range . They end up getting the aoe heal

I played healer and mage in all m10

As mage dps wise i did all m10 speed runs( depending on elemental modifier reduction the mutation has)

As healer i met very bad mages that end up killing me but i also met many good mages that even saved me from my healing aggro when i mess up and they always receive all my aoe heals

All the complain about mages being far is player skill issue not the wep and good mage who want to maximise dmg can’t stand far away always mid to close range and healer won’t have problem healing

Well i never meet any good mage in my weekly run. Critical would be Isabella if u have a range dps. I make run only meele dps for now. I’m to tired to see the healer or myself stress out about it

Well that your luck is bad with players

Believe me i met more melee dps that worse than what you encountered

At the end in general i never trust random groups in mutation cuz most ppl just play braindead without doing mechanics right or just mess up aggro . That also apply to some healers who just only to camp faraway and spam 1-2 aoe heals then go make coffee

Note: i used to be one of these healers before lol

No chance you can chill as healer in m10 xd

That true that why i said i used to be like that thought its easy at first when i tried healing . I was very bad lol

And sadly many healers are like that in m10 radnom groups .

Well all my point is blaming the wep and not the player being bad is what make ppl just assume that any certain build is bad

I wish ppl try different builds with all kind of perks to see the full potential it can reach instead of watching tier list weps or reading fourm from random people and believe it

In my case i don’t believe on what ppl say unless i test it myself with all different perks and understand/practice whatever the build is

I like the ideas but fire mage should stay fire mage not hybrid melee dps no offense.

I want to be a wizard not a boxer.

The emphasis should be big burst not sustained DPS because that makes it both viable in PvE and PvP.

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Also I should add, burning stacks should be able to reach 7-10 stacks or maybe even do more % burning damage.

This would solidify fire as being good for killing clumps in wars but also be good sustained DPS for mutations.

Because mages could nuke until HP is 1/3 left then finish with ice spike. With this iced refresh perk if they get the kill they get ice spike back super quick. The issue where this should be good versus actual real world application is the actual usability of ice spike is very very hard to land.

Arguably maybe besides well placed arrow shots, ice spike is the hardest skillshot to land in the game.

Therefore, the damage should be much higher or at the very least it should not be eaten up by maelstroms.

This would make mage effectiveness be much more because they could punish clumps more effectively.

Currently malestrom eating the ice spike should not be this way.

Or if maelstrom is going to eat ice spike at the very least ice spike should be reverted into a cone that offers more utility kind of like the baroness spike. Maybe not as large a wave but it should be easier to use.

It is incredibly unfair that most classes have very easy to land abilities. But for the payout of a strong ice spike requires very clunky usability, with low utility.

Where as maelstrom is utility plus damage.

Roaring rupture is utility and decent damage or relentless rush is an easy utility (the root) plus good damage.

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