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 Post subject: Re: Changes on Mages
PostPosted: 01 Dec 2017, 19:22 
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Anduin wrote:
@ElCrat0s

as you can see in this topic ;)

We did increase most of the Mage spells already!
Manes and all the 75-85 skills like incineration, igzination and all the deadly skills.

It would be possible to reduce resist but the effect isnt as big as you might think
I think that this is not the correct decision... I tested to vs a warrior with full items and a warrior who had not full accessories... I mean the first warrior had max resistances that he could get and the other had lower.. I died to the first one while he was at 40-50% and killed the other with 10-15% hp... The resistances are too high on all items...


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 Post subject: Re: Changes on Mages
PostPosted: 01 Dec 2017, 20:38 
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btw

Tier Staff will also have 10 Mace/Club defense after next patch
and will require
91str, 91health, 160int

So you can still put 190 MP if you want.
Though I would prefer a full HP build with Tier staff.
It still hits good dmg ;)

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 Post subject: Re: Changes on Mages
PostPosted: 01 Dec 2017, 20:40 
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@ElCrat0s

It depends on your build and your items ofc.

you cant expect to tank in vs with Mage
Mage is NOT a warrior ;)

What staff did you use in that vs?

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 Post subject: Re: Changes on Mages
PostPosted: 01 Dec 2017, 20:42 
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Anduin wrote:
@ElCrat0s

It depends on your build and your items ofc.

you cant expect to tank in vs with Mage

Mage is NOT a warrior ;)

What staff did you use in that vs?
I was fully geares and I tryed both chaotic and chaos staves.. I mean why is an assassin able to vs a warrior and a fully geared mage is not??

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 Post subject: Re: Changes on Mages
PostPosted: 02 Dec 2017, 06:44 
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Here's the idea I came with regarding mage to balance things up a bit ...

1. Regarding the 4 nova build problem, making supposed damage lower then what its supposed to be ... Make the cooldown of 70 lightning nova 3 times what it is now. Approximatly 1 minute. Would be some sort of Instantly magic but on Titan.

2. Higher overall mage damage by near 20% exept for the staff and manes.
In other mechanic, make 6 flame mage have a change to 1 hit other mages if they use 70 flame nova together, while using the most HP they can get... Tested : BDW +3 , FN +2, CSW +3, Magimas +3, chaos staff, rons set. 255 mp 112 int full HP ... Approximatly 11.8K HP. In other words, make 70 flame nova hit up to 2.1K threw fire armor.
PS. Tests must be made on a mage that has 4 novas build (80/70/2)

The current problem about mages, is stun rate and 4 novas makes the mage just constantly bombing everyone without any cooldown.


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 Post subject: Re: Changes on Mages
PostPosted: 02 Dec 2017, 18:46 
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TheMightyEvil wrote:
Here's the idea I came with regarding mage to balance things up a bit ...

1. Regarding the 4 nova build problem, making supposed damage lower then what its supposed to be ... Make the cooldown of 70 lightning nova 3 times what it is now. Approximatly 1 minute. Would be some sort of Instantly magic but on Titan.

2. Higher overall mage damage by near 20% exept for the staff and manes.
In other mechanic, make 6 flame mage have a change to 1 hit other mages if they use 70 flame nova together, while using the most HP they can get... Tested : BDW +3 , FN +2, CSW +3, Magimas +3, chaos staff, rons set. 255 mp 112 int full HP ... Approximatly 11.8K HP. In other words, make 70 flame nova hit up to 2.1K threw fire armor.
PS. Tests must be made on a mage that has 4 novas build (80/70/2)

The current problem about mages, is stun rate and 4 novas makes the mage just constantly bombing everyone without any cooldown.
I agree with this suggestion, in my opinion it will be perfectly balanced if the cooldown gets increased so they won't be able to bomb every second...
Moreover, a mage that knows manes+staff combo will be a nightmare in vs, so you better keep manes and staff at the same damage (or maybe just increase the staff).
I can't wait to test these differences!!!

@TheMightyEvil, thank you for your suggestion as an experienced mage player.

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 Post subject: Re: Changes on Mages
PostPosted: 03 Dec 2017, 10:12 
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I deleted some posts!

I guess you guys know why ;)

If someone continues to spoil the topic with insults I will throw a ban !

----------back to topic----------------

I thought about the idea with a longer cooldown on nova.
I think we will try that.

But Im actually not a fan of the "3,2,1, NOVA" ->/Town/ESCAPE playing style.

Novas should be timed properly.
And I dont see Mage Partys that do time their second row of novas well.

They usually manage to do a good first wave of nova and after that they just try to staff hit/ escape or throw random novas.

Could be challenging to be well organized in tps and throw 3 waves of nova within 60 seconds. (cooldown for Nova is currently around 20sec ).

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 Post subject: Re: Changes on Mages
PostPosted: 03 Dec 2017, 10:19 
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Anduin wrote:
I deleted some posts!

I guess you guys know why ;)

If someone continues to spoil the topic with insults I will throw a ban !

----------back to topic----------------

I thought about the idea with a longer cooldown on nova.
I think we will try that.

But Im actually not a fan of the "3,2,1, NOVA" ->/Town/ESCAPE playing style.

Novas should be timed properly.
And I dont see Mage Partys that do time their second row of novas well.

They usually manage to do a good first wave of nova and after that they just try to staff hit/ escape or throw random novas.

Could be challenging to be well organized in tps and throw 3 waves of nova within 60 seconds. (cooldown for Nova is currently around 20sec ).
Did you even see a mage party in here? Ahhahhaha

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 Post subject: Re: Changes on Mages
PostPosted: 04 Dec 2017, 09:10 
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yes
in CSW ;)
and sometimes in Adream.

Since we are a server with a small population we dont see mage partys.
Thats normal.

AOE only makes sense when there is many people online. The more the better = more AOE targets.

On a server with low population its natural to find more Rogues (solo duo chars) and BPs.

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 Post subject: Re: Changes on Mages
PostPosted: 07 Apr 2018, 10:49 
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to bring up this old topic...

I still dont see many Mages use Tstaff...and I think its because of the 91health requirement.

will further reduce it to 81 health with next patch.
So it will be 160Int/ 91Str/ 81health
Might have to adjust the AP a little.

Lets see if more Mages will start to use it.

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