How To Fix Mages

Happy New Year and hope everyone is well.

So I was thinking how to make mages more balanced in this game. Specifically fire staff but this idea can apply to all magic in the game. Long cast time and mana cost but high damage. This would immediately gives mages a place in the meta as certified clump killers but expose them to muskets/ranged thereby creating good rock paper scissors.

Traditionally mages are very frail and don’t do well in melee combat but deal big damage or have impactful utility. I think Ice Gauntlet and Void Gauntlet combined do great at the utility as well as solid damage.

Fire staff is lacking because it does not have any utility or big damage with the exception of fireball.

Mage abilities need a big re work which there is no lack of ideas recently on the forums just a matter of time before it gets implemented.

At the very least there needs to be multiple options for Casters but even the fire staff is biased towards melee range with its abilities.

For some reaosn they also have the lowest Crit multipliers despite most of the FS tree boosting crit chances.

Right now mages have access to:

Fire, Ice, Void, Thrust damage.

Meanwhile DEX and STR users have access to:

Striking, Slashing, Thrust

But then there’s mutation modifiers such as immunity to Fire, Void, Ice, Projectiles. So get stuffed mages…

Then melees also retain a higher crit multiplier with an even bigger bias of gauranteed crits from the rear (some mage abilities have this but not all and not basic attacks iirc)

Not only does the weapons need to be completely overhauled but the magic system as a whole.

I would LOVE to see multiple staves and gauntlets added with the caveat that all staves are focussed on long to mid range damage whilkst Gauntlets are Short to mid range weapons.

Add to this that there is a staff and gauntlet for each element type.

Lightning Staff (Long Range, Some abilities do Strike Damage on top of Elemental)

Lightning Gauntlet (short Range focussing on Haste Buffs and fast low damage attacks)

Fire Staff (Long Range, Focussed on some abilities doing big damage while others apply burning DoTs possibly one that consumes burnign to buff pillar of fire damage like Rapiers Blood tree).

Fire Gauntlet (Short to Medium Range. High impact damage abilities with longer cooldowns. Think “Magma Punch” or something. Can apply Burning)

Ice Staff (Long Range, Medium Damage but has Roots, Slows, Rend)

Ice gauntlet (Medium Range Has abilities similar to now but also support abilities such as fortify and weaken)

Void Staff (Long to medium Range, can summon void tendrils to area denial, cripple and debuff enemies)

Void Gauntlet (Pretty much as it is now tbh).

Eitehr options to wield any element for mages or remove elemental immunities form the mutation modifiers.

The problem here is not only dps. Mage stay aways from mob or boss, get hit and the healer stress out to single target heal him and in Meanwhile the tank get hit but healer single heal CD, tank die and mob come to dps or healer, team wipe. Or mage just mess up the aggo, pass on mob and mob turn to healer , healer die. Healer single target heal mean be for tank at critical situation and not on cd every time, there is enough aoe heal the dps can get if they stay near the boss or mob. That’s why mage suck. I experienced it many times on gen this week. Many mage joined because there is a bis angry earth extra for mage in gen and people lv up that

The simple fix for this would to be make ALL taunt abilities taunt every engaged mob rather than just in a small radius around the tank maybe?

I’m in disbelief that the devs said theyare happy with balance lately.

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if it doesn’t have mana, it isn’t a mage weapon. BB and musket, rapier aren’t mage weapons.

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Tank can not keep aggo all time time with many mob that behind other and do not get hit by tank or boss that do random target hit. As tank you can not hit all mob it always miss one or two. I saw dps people hit range mob, take aggo and scared than they changed mob target, then healer got aggo and died thats suck

I fully agree.

Right now though the dev team seem to think something along the lines of for INT:

FS and Msuket are long range

BB and IG are Medium Range

Rapier and VG for melee range

But it just does not work in the slightest and is terrible design.

What I’d love to see for mages eventually (Just abilities and Ultimates perks alter stuff):

  • Fire Staff:
    Pyromaniac tree:
    Meteor Shower - No longer Channelled creates an aoe that deals 25% weapon damage a tick and applies a stack of burning each hit
    Flame Wave - Launch a wave of Fire 3m wide and 15 metres long (perks to extend/widen/cause multiple waves) that deals 50% WD and applies Burning each time it hits
    Enkindle - Targetted aoe that doubles the ammount of burning stacks on enemies hit.
    Ultimate - Everburn - Burn can now stack up to 8 times and causing burn refreshes the timer on existing burns.
    Explosive tree:
    Fireball - Same as it is now.
    Fire Pillar - Same as it is now applies 1 stack of burning.
    Combust - Deals heavy damage on the target and target explodes burning stacks are consumed to deal extra damnage
    Ultimate - Brightburn - Abilities in explosive tree are 100% Crit gauranteed

  • Fire Gauntlet:
    Scorch tree:
    Flametrower: as it is now
    Scorched Earth: 3m aoe around you that constantly applies burning in the area
    Burnout: Dash forward instantly (Think rapier speed) causing burning to all enemies you pass through, upgradable to allow you to press again within 2-3 seconds to return to starting position and cause a secondary dash
    Ultimate - Enflamed - Enemies within 5 meaters take 25% more damage from burning
    Magma tree:
    Harden: Magma hardens around you incresing Fortify for you and team mates nearby (Taunt with Carnelian Gem if they allow shields with gauntlets.)
    Flame Punch: An upercut that deals Fire damage and apply 1 burning.
    Incinerate: You explode dealing aoe damage around yourself in a large area and apply 1 burning (IF they allow shields with gauntlets in the future add taunt to this with Carnelian)
    Ultimate - Liquid Form - Attacks in this tree cannot be blocked as effectively and you periodically gain fortify on ability use.

The big real problem is the lack of experience ppl have and mage bad reputation

As for mutations we all know that it’s literally anti-mage mechanics only

Many say it’s hard for healers cuz they stand far away or mages pull aggro. That player skill fault from mage, and the healer if he can’t handle one person far away. Even melee mess up more than mage. It’s not wep fault at the end

2nd dps wise only vg as melee int is viable in any mutation and it dose match most melee dps or even out dps it except ofc for hatchet or GS light build .

Fs is weak in pve and only good in genesis
Ig is secondary wep and good for cc

3rd lack of weps int to switch . There’s no lightening wep or arcane wep to give mages more options in mutations

When i said fs is weak is because the lock animation from it skills and light/heavy attacks that why it feel you deal less dmg and not consistently dpsing . Which explain why vg as void blade is stronger cuz of it fast light attacks

I think we need more mage weps like lightening and arcane to have more options in pve

Either remove the lock animations from heavy/light attacks or increase FS and IG base dmg

Lastly some skills from all current mages wep need rework or adjustment cuz they are useless ex: balafel tether, meteor shower, icy wind and more.

FS is the most wep that it skills need rework and adjustments

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: