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Allen Allen
posted on Monday, November 21 2011, 10:57 AM in Game Suggestions
I noticed that there are several classes in the game that are not played mostly cause they are overshadowed by their counterparts; in other words another class just excels better in certain parts of the game. The most obvious of these is the case with ranged magic-dps, Magicians and WL's.

Now I am not proposing that Magician's be buffed to beat every other classes in Noscrubs or so that people would move from WL to mage. The purpose of this post is to consider some departments in which Magicians, their current pro's and cons and the tweaks i believe can make them more interesting to play with.

It is obvious that Warlocks dominates a Magician in the game. The amount of people who play Warlocks vs Magicians is one proof among many. Given both are well equipped and played by equally good players. Warlocks simply lasts way longer in PVP thanks to wind fortification which also works well combined with other in-game equipments, defensive consumables and accessories. Magicians, however, are left with a worthless shield that is, and always will be, unable to cope up with the game thanks to the awesome damage everyone else can attain. To summarize; Magicians are squishier than WL's. But that's OK since the overall concept of playing mages is that they lack HP and def but deals good ranged-damage, which brings me to my next case; DPS


Again, Warlocks show their advantage over Magicians when it comes dps. Pve or PVP. Warlocks along with Sages enjoy Elemental Exposure (-4k magic def) which works wonders against bosses and can be quite helpful in pvp. Its counterpart, Mage's 'Weapon Destruction' (which recently have been buffed) is OK in some situations. But let's face it, it doesn't help a magician in damaging and I doubt if its ever gonna help them in anything else. Reducing their target's damage probably has its effects back in retail but here in Noscrubs (where everyone gets loads of damage from epics) it becomes a waste of skill points.

Here comes the worst part. Warlocks have an ignore-target's-DEF (Explosive Blast 2) skill which needs "noob" level of gameplay to land. While Magicians, in comparison to Warlocks, are stuck with the skill "Electric Current" -- a nuke that needs to be casted, and to wait for an ample amount of time before it can actually damage people --- its mechanics is unreasonably hard making it almost useless in PVP, it is incompetent compared to Explosive Blast 2 (unless of course, you're up against people who never move which is less likely)


All these advantages for Warlocks allows them to be playable even with minimum to average equipments. Magicians will have to be fully-equpped to even survive in this game otherwise they are usually 4-5-hits to death by any ignore-def-fiend. Yet even with top-tier items, their disadvantages will continue to haunt them.


I cannot be anymore clear on how Warlocks are so much better than Magicians at almost everything in the game. But I believe that giving Magicians the obvious buffs isn't the solution too. It's why I devised this little list of suggestion that I think can improve Magicians in a different level of gameplay.


1.) Increase Electric Chains' and Enchanted Shock 2's chance to stun to 100% or something higher than what they are now. These are basically what defines a Magician from other classes, to be able to stun at range. Allowing it to be extra-reliable in my opinion is a good, good thing for a Magician. :)

2.) Improve Ice Shield or change it into another survival skill. Thoughts of giving Magicians another wind fortification could be nice but honestly lame, advents and SW's have that 15-second +99999 eva thingy already. I suggest increasing the amount of damage Ice Shield can withstand from the puny 6k damage to 20k or more. It becomes reliable but not necessarily overpowered. (FYI an average zerk can land 7-12k with their ITD)

3.) Improve Electric Current mechanics to what can make it less impossible to land with in PVP. I suggest removing the casting time (make it instant) but keep the waiting time. It still remains easy-to-dodge but at least we can take the 1.9 second casting time out of the equation and do something useful instead.


That is all for now. I hope you guys consider this. Thoughts, comments and other suggestions are always welcome.
Responses (13)
  • Accepted Answer

    Galadriel Admin Galadriel
    replied on Friday, November 25 2011, 08:53 PM #Permalink
    Yes. All THREE of us. :P
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Friday, November 25 2011, 08:36 PM #Permalink
    Please keep this thread for the original topic, make a new one if you want to discuss Sages :)
    Reply voted down Show
  • Accepted Answer

    luci luci
    replied on Friday, November 25 2011, 12:27 PM #Permalink
    What sages lack in heal they make up for in aoes and defensive skills (circles,dmg abs skill). The abs skill for sage is retardedly op. Not only does it abs 50% for 15 sec, its only 30 sec cd. So you can easily use abs 12sec pot for the remaining 15 sec and be immortal. No need to change that.

    I agree about the shields tho. 6 hits. I've always thought that a better idea. But really you shouldconsider removing the cooldown for priest debuff remove skill. I think most priests can agree with me its completely useless in bf and even dungeons sometimes.
    Reply voted down Show
  • Accepted Answer

    Alexandria Alexandria
    replied on Friday, November 25 2011, 08:39 AM #Permalink
    Next patch will include the changes.

    100% chance to stun on chains.
    Electric Current will be instant cast but wiith a slightly longer cooldown.

    I am still deciding on the shield.


    I still think you should remove the "upto 6700 damage received" and just leave it for 6 hits. Makes it fair then.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Friday, November 25 2011, 05:49 AM #Permalink
    Next patch will include the changes.

    100% chance to stun on chains.
    Electric Current will be instant cast but wiith a slightly longer cooldown.

    I am still deciding on the shield.
    Reply voted down Show
  • Accepted Answer

    Allen Allen
    replied on Friday, November 25 2011, 02:30 AM #Permalink
    Ice Shield works this way, you either hit a Magician 6 times or deal 6,700 damage total to break it. Do you see what is wrong there? YES. 6,700 damage is too low. Almost everyone can break it in less than 2 hits. 6.7k is like 1/2 the damage most Ignore def skills have. A high-damaging dps would hit 3k-6k damage to a Magician.


    It is only reasonable to increase it to what lullaby suggested (60k) or anything near, simply to preserve its purpose of dodging 6 attacks. You don't necessarily have to deal 60k damage to break the shield, just hit the magician 6 times as usual and he's squishy again. Setting a number of damage it can block also makes it less exploitable against high damaging bosses like Crystalisk, Insane bosses, etc.
    Reply voted down Show
  • Accepted Answer

    kaiito kaiito
    replied on Friday, November 25 2011, 02:00 AM #Permalink

    1.) Increase Electric Chains' and Enchanted Shock 2's chance to stun to 100% or something higher than what they are now. These are basically what defines a Magician from other classes, to be able to stun at range. Allowing it to be extra-reliable in my opinion is a good, good thing for a Magician. :)

    2.) Improve Ice Shield or change it into another survival skill. Thoughts of giving Magicians another wind fortification could be nice but honestly lame, advents and SW's have that 15-second +99999 eva thingy already. I suggest increasing the amount of damage Ice Shield can withstand from the puny 6k damage to 20k or more. It becomes reliable but not necessarily overpowered. (FYI an average zerk can land 7-12k with their ITD)

    3.) Improve Electric Current mechanics to what can make it less impossible to land with in PVP. I suggest removing the casting time (make it instant) but keep the waiting time. It still remains easy-to-dodge but at least we can take the 1.9 second casting time out of the equation and do something useful instead..


    Thanks for the suggestions, I like them. I made quite a lot of changes to the magician a couple of months ago but they do need some more help yes. I will certainly keep these in mind.

    If anyone else has suggestions on other classes please make a new topic.


    Sedy, I like that part on what he suggested on no. 1 and 3 but i think in no.2 I can only say that no need to improve it that much but rather change or remove the damage base of the skill since in game people can 1 hit the desired damage base for it to be remove.

    the 5 hits is already good if the skill will remove the damage base cause it only CD for 1min and 1min is enough in pvp thus magicians has reset skill, that is all.
    Reply voted down Show
  • Accepted Answer

    Alexandria Alexandria
    replied on Friday, November 25 2011, 12:25 AM #Permalink
    Sages are good enough, their healing doesn't need to be increased.

    That's their catch, sages heal good on everyone (AoE)

    But priest heals the best on one player (single heal)

    And as for the dmg abs shield....leave it, it's better then the priest shield since we don't get a damage absorb anything.

    Just my opinions
    Reply voted down Show
  • Accepted Answer

    luci luci
    replied on Thursday, November 24 2011, 04:26 PM #Permalink
    I agree with everything LilyLullaby has to say and I'd also like to add one more thing for priests. Now I played a sage for a good 4-5 months on here and saw how incredibly OP they are compared to priests. Sure priests can do good too(not as great as sage)but i still have one tiny issue. The debuff removers. You might think 1sec cooldown on our single target debuff remove skill are good, but i find it quite useless. With the amount of debuffs that get thrown at healers in battlefields and dungeons, 1sec is just too long. You might as well just wait for the debuffs to disappear. I think maybe removing the cd completely would help alot and not make the skills so useless. Is that even possible no idea lol. Or maybe make it so that 1 debuff remover removes 2-3 debuffs. Seeing as we cant remove or make ourselves immune to stuns, seems reasonable. Still killable if chain stunned by 3989 people. Not op o;
    Reply voted down Show
  • Accepted Answer

    Allen Allen
    replied on Tuesday, November 22 2011, 05:13 AM #Permalink
    now i'll explain something here. there is a very un-even balance between priests and sages

    It really depends on how you play your class
    how you gear it
    and so on.


    That un-even balance between priests and sages is not as significant as comparing Warlocks and Magicians. Sure sages have their advantages with their circles and Aoe heals and etc, but none of those really makes a Priest useless. In fact there are plenty of Priests in-game that are doing just fine regardless of how Sages are stronger. They are healers, and they are both excellent in healing/tanking/annoying/whatever they need to do in-game.


    It is totally different with Warlocks and Magicians, I'm afraid.



    @Sedy: I am very glad you like them. I'm still having thoughts for Weapon Destruction and turning it into something useful though. I think that plus the 3 things I listed above should give Magicians enough slack. :)
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, November 21 2011, 08:28 PM #Permalink

    1.) Increase Electric Chains' and Enchanted Shock 2's chance to stun to 100% or something higher than what they are now. These are basically what defines a Magician from other classes, to be able to stun at range. Allowing it to be extra-reliable in my opinion is a good, good thing for a Magician. :)

    2.) Improve Ice Shield or change it into another survival skill. Thoughts of giving Magicians another wind fortification could be nice but honestly lame, advents and SW's have that 15-second +99999 eva thingy already. I suggest increasing the amount of damage Ice Shield can withstand from the puny 6k damage to 20k or more. It becomes reliable but not necessarily overpowered. (FYI an average zerk can land 7-12k with their ITD)

    3.) Improve Electric Current mechanics to what can make it less impossible to land with in PVP. I suggest removing the casting time (make it instant) but keep the waiting time. It still remains easy-to-dodge but at least we can take the 1.9 second casting time out of the equation and do something useful instead..


    Thanks for the suggestions, I like them. I made quite a lot of changes to the magician a couple of months ago but they do need some more help yes. I will certainly keep these in mind.

    If anyone else has suggestions on other classes please make a new topic.
    Reply voted down Show
  • Accepted Answer

    luci luci
    replied on Monday, November 21 2011, 07:11 PM #Permalink
    Sage is op ;D nuff said


    Actually back when i played Magician on retail, I always thought, for the ice shield thing, instead of the whole 'absorbs 398398 damage' thing OR 5 hits', it could be JUST 'Takes 5 hits', regardless the damage. Makes sense i think. Still not as op as wl's wf, but it gives mage a chance.
    Reply voted down Show
  • Accepted Answer

    Rey Zaburell Rey Zaburell
    replied on Monday, November 21 2011, 11:03 AM #Permalink
    i want to change to a magician ;>
    Reply voted down Show
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