Mages, as we know, lack the kind of oomph that Warriors and Rogues do, which is attributable to several sources, specifically awkward tree design, lack of auto-attack options, short sticked in CCC set ups, and extremely long CDs on somes abilities. I'm not trying to argue that Mages aren't fun, or that Mages aren't good. They're great, but mainly as support and/or control. I feel that reshuffling and slightly tweaking some Mage abilities will greatly improve the quality of life for DPS Mages and bring them up to the level of Support/Control Mages, and ultimately up the fun value of the entire class.
The Problem(s)
- Mastery Problems - While all (Mage) trees are decent, a few suffer from aggravating layouts that prohibit players. I believe the three "Mastery" talents are the root problem, from the Elemental, Primal, and Spirit tree. For the Elemental and Primal tree, it requires not only four prerequisite abilities but an addtional three points spent in the tree for the staggering total of seven points spent. No other tree has a requirement that high, and only two others cap at 6 (Punishing Lance in Achery and Faith in Spirit Healer).
- Odd Ability Upgrades - Rogues and Warriors have a combined 10 Ability Upgrades that reduce the cooldown of damaging Abilities. Mages, on the other hand, only have two, with one of them only available to Hawke (on Fist of the Maker no less). Similarly, the two upgrades for Winter's Grasp and Cone of Cold are so half assed in terms of effectiveness, and when paired with Elemental Mastery, part of the upgrade effect becomes useless. Another issue here is that some abilities take two upgrades to be fully upgraded (two spells actually need three upgrades to be completely effective).
- Lack of Brittle Applicators - Mages have the least amount of setups for CCCs in addition to having to spend the most points to be able to setup CCCs. Furthermore, two of the abilities have long cooldowns and two of them are single target.
- Auto-Attacking Woes - Mages get jipped in a couple of areas here. Itemization is generally either Magic oriented, featuring +Mana or +Mana Regen or +% to a school of magic or Physical oriented, giving +% Physical Damage or +Attack or +Attack Speed%. I can probably count the amount of items in game that sport both casting benefits on top of +Attack on one hand. Also, Mages have zero selfish talents that influence AA damage through some capacity, like Lacerate, anything from the Specialist tree, Cleave, Destroyer, etc.
The Solution(s)
Mastery Problems - I believe the solution here is a simple reshuffling of the Elemental, Primal, and Spirit trees.
Elemental's Solution:

We move Elemental Mastery sooner into the tree, swapping the prerequisites from Firestorm to Fireball and Cone of Cold to Winter's Grasp, and reducing the point requirement from 7 to 4. The bonuses are the same except the Mana Regeneration is reduced to +5. Pyromancer is moved deeper into the tree and changes it's prereq to Firestorm. It retains it's no point investment requirement. The ability is renamed to Controlling Flames and reduces the Friendly Fire caused by Fire damage by X% (whatever is sufficient to not cause serious harm in NM) in addition to increasing Fire damage by 25%.
Primal's Solution:

The tree's layout remains the same, but the Petrify prereq for Galvanism is dropped and the point investment is reduced to 4. The bonuses to Rock Armor, Stonefist, and Petrify are made baseline, distributed proportionally to the base spell and the upgrades. The +10 Mana Regen is dropped, however it is replaced with a new effect, "Reduce the cooldown of Tempest and Chain Lightning by 25%."
Spirit's Solution:

Death Syphon and Spirit Mastery change positions, with the Mastery becoming a prereq for Walking Bomb instead of the other way around. To accomodate Death Syphon new cost, it becomes basically a clone of Wrath of the Elvhen. The Mana Regen is dropped and replaced with a new effect, "Enemies that attack you while Death Syphon is active have an X% chance to become Brittle and are slowed by X%."
Odd Ability Upgrades - Pretty simple fixes here.
- Winter's Blast and Deep Freeze get a -5s and -10s cooldown reduction, respectively.
- Searing Fireball gains a 25% chance to make Brittle in addition to it's current effects.
- Apocalytic Firestorm has the damage bonus rolled into the base spell, it now reduces movement speed by 50% and increases force by +2x. It retains the +5m increase.
- Corrosive Walking Bomb becomes Corroded Walking Bomb and the effect changes to a 100% chance to make the target of Walking Bomb Brittle. This would seemingly synergize well with the what the spell is intended to work.
It would have an upgrade that added the effect of the current Elemental Weapon ability.
Conclusion:
I'm done fairycrafting. You can ridicule me now. I'mma go get some coffee.
Modifié par SlamminHams, 20 mars 2011 - 12:13 .





Retour en haut






