Please buff mages for pve asap and make it priority, don't make it next year or something

It was a joke.

Lol :laughing:

I mean all those damage types are Elemental, in most cases Nature is the only one that primarily scales off of Focus.

Topaz Gems are Lightning and Scale off of INT

Mages don’t get heals like melee does for its self sadly
Great sword heals its self
Great axes heals its self
Hammer heals its self
Hatchet heals its self.
Not sure about sns

2 Likes

I would laugh so hard and ppl dont play other thing then that, because they are just lazy to dodge.

And i wonder about out dps? i normally run 500 INT or 450 INT depending on the dungeon + all BiS and buffs perks against that dungeon.

Whenever tank loses aggroo mobs always comes after me and not healer or any other dps ^^

I can concur there are alot of bad mages around, but jesus i had to turn to healer just because these meta andys with :woozy_face: can’t accept me based on other bad mages and when i went healer same shit healing around 1.5k, but somehow it is frustating… because the same meta andys just damn CANT stick in the damn sacred ground and for some reason they just dont use dodge button… and even with defy death they keep dieng xD.

It is funny because they dont dodge, but also keep walking around instead of just sticking where the heals are.

best i can do is 2069

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But but but, surely the lifesteal perk would work on mage weapons and their abilities, right?

Especially considering they have the lowest base damages in the game!

Right?!

:broken_heart:

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Then stay close to the melee you literally have zero reason to stay at the Musket/Bow Range that majority of the mages play this game at, the reason Melee far outclass you is because of this ability to stack on Heals people using Great sword can do these insane 250 Strength 250 Dexterity Builds with only 5 Constitution and just heal through a lot of the damage, Plus mitigation is broken to all high heaven;

4.9% per ward piece (24.5%)
6% on each piece for specific element (30%) (25% if Punishing Rune-glass)
Jewellery piece with further 10% for specific element.

Once stacked up with almost capped out mitigation I as a Healer use the old meta Heal them with a 1300-1500 Sacred, 800-900 Beacon and a 300+ish Orb then with Fortifying sacred ground on the weapon these melee aren’t dying.

The point I’m making is DPS focus on damage at higher mutes their ability to self heal provides next to no value. The self heal comes from the Perk you can get on those weapons, High level mutes people are NOT running those self heals. (Hatchet are the exception since Self Healing is built into Berserk)

Aha.

So the guys at Builds | M11 are bad at the game.

Check the builds there. Melee and Hatchet rule supreme.

I explained that Mages are not running low Con High damage builds making them bad and your proof to argue against this is by showing me a spreadsheet made by players who run low con high damage builds. :clown_face:

You didn’t explain anything. I can replace a word and it still makes sense?

Most melee are just bad at the game, you could honestly go 300 STR / 150 DEX - 50 CON or even less CON for more Damage, but none of you will do it

See?

It is not about bad mages versus good mages, it is about mages sucking in comparison to melee and ranged in PvE and in PvP.

Also, the spreadsheet has tiers, mages being on the bottom.

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That’s the same for every newb in a dungeon regardless of class.

Which words did I add?

Okay.

Not what mages do, you sound bias in favor of melee…… hmmm are you a dev?!? Lmao

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The problem with their Life staff build is some of their perk option provide no benefit to traditional Healers.

The Passive that increases all your LS buffs by 20% does nothing, Orbs Fortify is 20s and Beacon is applying a 10s Heal with a 35s CD the thing is because of all your CD passives and Refreshing move you’re reusing beacon every 8s or so, you’re reapplying both Buffs consistently before they’ve ended resetting them making the passive for an extra 20% duration completely worthless.

This kind of a Build only works for Voracious Blade Healers that want to do damage with the DPS.

Healing tomb perk and incinerate. Also multiple abilities on the void gauntlet, but those require some focus to be of much use.

anyone arguing that mages are fine for muts doesn’t understand basic mechanics of the game.

the ONLY damage mage you bring to a m10 is a dps healer.

bringing a mage is pointless they aren’t outclassing auto attack cleaves of melees and mutation variants have far more impact on mages overall than melee.

i.mean you can bring them if you want and can certainly clear w them in grp, doesn’t mean anyone looking to get runs finished efficiently wants to.

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Healing tomb you have to waste armor or weapon perk not like melee and the big delay it has on the proc gets you killed, well for me that is.
School me on incinerate because I don’t know honestly.
Yeah v.g scaled for focus mainly so it really nothing for int mages.

:laughing:

Healing tomb has a delay and the healing itself is mediocre at best unless you put it on the IG instead of armor piece for that 30% but its not worth taking over UT/IR for most builds.

Incinerate should be renamed to “Deathwish”.

These are not even worth mentioning as healing options my man.

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I do see the argument regarding the necessity to give up a perk slot to be healed by entomb, whereas these melee abilities can provide some healing without doing so. While the healing isn’t instantaneous, I’d say the ability to heal without the need to hit a target would somewhat mitigate this concern, as should the protection gained during the process.

You certainly wouldn’t want to use incinerate when you’re already low on health, but it’s good to help keep you topped off, and it’s a 360 degree attack that hits like a truck. The added grit also helped address an old concern about being interrupted during the lengthy cast time.

Incinerate has its uses, sure.

But it also completely defeats the purpose of playing a fire staff to begin with,
which is to keep @ range 100% of the time.
(Even as flamethrower you want to keep the distance so
they’re burning and you’re not being hit by melee)

It’s counter-intuitive and it could really use a revamp.

Doubling or even tripling the size of the AoE and lessening the damage would
make a lot more sense thematically.

If it was instant cast then I could understand the way it works,
but it’s not. It’s got a ridiculously long windup. Bad ability.

I do wish the cast time was shorter, but it does need some room in pvp for reaction with a dodge.