The attribute bonuses for mages are not rewarded at the highest tier instead they are all give away in the 150 point mark and this put a huge gain on musket players and has nothing to do with any Mage focusing mainly on INT only.

With the amount of damage void/ice/fire do this perk should be placed at 300 and add 30% more elemental damage. Right now it’s basically a requirement for musket to play 300DEX/150INT and boost as much elemental damage as possible bypassing any physical resistances with equal or more elemental damage.
Mage weapon users can not equip slash/pierce/strike gems and therefore can be COMPLETELY countered by Gem Dust. Elemental aversion perk is so much better then physical aversion for similar reasons.
At 300 INT you get a big IF that can only be used one time. IF a target is at full health you get 10% bonus damage. Don’t even get me started about 10% off Azoth Travel cost.

Does this really make sense considering how little damage boost the 300 INT bonus does? How did the Devs originally imagine this perk compare to how it works today? Did they think we would run around with Onyx in our weapons flinging pillar of fire everywhere? Pillar of fire is so BROKEN it sometimes will cast on yourself even when you put the circle on a target far away from you. It only works IF the target is at full health! So basically 99% of the time it’s useless and not strong at all! Why is this the 300 perk and why is it only 10%?
CON 250 gets a -60% damage reduction when at full health.

They changed resistances which seemed ok at first.
However they forget how imbalanced this is for Mages when it comes to the PvE endgame “Mutators” and made this the worst experience you could imagine meanwhile melee has no resistances to face when going into a mutator.
And each week we get to fight against the only element we have to begin with.




Meanwhile you throw in this extremely obnoxious trait Oppressive to drain our mana so quickly while melee players do not have any similar issue at all.
TL;DR The 150 INT and 300 INT bonus should probably be looked at for balance purposes. Mage damage is underperforming and less desirable for War/Mutation. Instead of high powered DPS usage the Fire/Ice/Void combos are mainly used as a support buff/debuff. Mutations are crippling endgame for mages by giving mobs and mini bosses with 75% resistance to an element which melee/physical players have zero resistance issues at all with any of their damage types slash/pierce/strike.
