Create a Mage spell

Mages should have lightning imo

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So…don’t run the spec you know they’re immune to? It’s old content, it’s not like optimizing for a spec matters at all. Seems silly delete 3 iconic spells and replace them with a single one for all 3 specs just because you’re too lazy to change to a different spec for an xmog run.

Portal to any town in any zone. Personal only.

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GM Teleport/Portal
(I call it GM because it’s what the GM’s and testers use when playing at work)

Teleport:
10 Second Cast, 1 hour cooldown.

Portal 10 Second Cast, 6 hour cooldown.

Both would use some type of reagents, perhaps a big mage quest-line.

Basically you can open up your map, click anywhere on the map, in any zone, and teleport there, or open a portal to there. Simple, and make mage ports useful again…since every place has portals now.

3 Likes

So many good, almost certainly never to be implemented ideas here. I love you all.

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I can get so behind this. Hell, this could have even been a Nightborne Mage only racial. Following the whole ley line thing, and being masters of the arcane.

If it would be too difficult to program (and too OP to some), then port to any capital city (even enemy capital cities)! Imagine an invasion of Nightborne Mages, haha.

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Sheep Nova

Cast Time: Instant
Cooldown: 1 minute
Effect: Polymorphs all enemies within 10 yards into sheep for 8 seconds. Shares diminishing returns with Polymorph.

Chain Missiles

Cast Time: Channeled, same as arcane missiles.
Cost: 1 Arcane Missiles proc
Cooldown: 10 seconds
Effect: As Arcane Missiles, but damage is increased by 100%. Also chains to up to 5 targets, with each target taking full damage. Can be cast while moving if you have the feat that lets you cast Arcane Missiles while moving.

A major problem with arcane is the complete lack of viable cleave. This would help with that, by sometimes replacing AM with a chain missile proc. However, since it has a cooldown, it wouldn’t always be up so you would still need to cast AM, thus making arcane’s rotation a bit more complex.

Telekinesis

Cast Time: 1.5 Seconds
Range: 30 yards
Effect: Toss the target high into the air and knock it back 25 yards.

Arcane Cannon

Cast Time: 6 second channel
Range: 45 yards
Cooldown: 1.5 minutes. Shares cooldown with Arcane Power.
Effect: Shoot a stream of arcane energy that does heavy damage to anything in its path. You can move at walking speed while casting. This would function similar to the Neck Essence major power.

Upon conclusion of the channel, your damage with Arcane Explosion and Arcane Barrage is increased by 30% for 8 seconds.

Another problem with arcane is the lack of AOE. This fixes that, but the player would have to choose whether to cast this or arcane power. Arcane Power would be stronger on single-target fights.

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