Mage tuning that I'd like to see

  • Alter time duration reduced to 3 seconds in PVP combat and undispellable 30 second CD. (PVP ONLY)

  • Displacement has been removed from the game

  • Alter time no longer refunds a charge of blink

  • Shimmer has been removed from the game

  • New Mage Armor (Baseline replaces Displacement)- Increase armor value by 300% (Effects change based on specialization)

  • Molten armor (Fire) -
    When below 35% health all damage taken is reduced by 20% and your Pyroblast spell’s cast time is reduced by 3.5 secs while the cooldown is increased by 5 secs. In addition, melee and ranged attacks made against you have a 10% chance to disarm your attacker’s main hand and ranged weapons. (Pyroblast reduction applies to Greater Pyroblast)

  • Frost armor - Increase armor by an additional 100% and remove frostbite from main tree and have it apply to attacks/spells directly onto mage instead.

  • Arcane armor - Prismatic barrier passive + After being interrupted while casting a spell, the duration of silence and interrupt effects is reduced by 70% for 8 sec. This effect stacks

  • Ice block is now a 2.5 minute cooldown and winters protection has been removed from the game. Additionally iceblock heals the caster for 50% Health over its duration

  • Coldsnap has been removed from the game

  • Cone of cold slow increased to 90% from 70% decaying over 3 seconds

  • Diverted energy is no longer reduced in PVP.

  • Tempest barrier is no longer reduced in PVP.

  • Cryofreeze has been removed from the game.

  • NEW- Magical Mastery- Your barriers have a chance to absorb any magical attack against them and instead add that to the absorb amount.

  • New- Perfected Barriers (Choice Node with Magical Mastery) Your barriers have an additional effect to attacker breaking barrier or dispelling them (Frost- Frostjaws target at 50% effectiveness, Fire- Flames engulf target causing them to flee in terror for 2 seconds and burning for 5% health over duration, Arcane- Gravity lapses target and silences them for duration)

  • New -Frostjaw - Instant- Silences and freezes the target in place for 4 seconds. Damage caused may interrupt the effect. (Replaces shimmer in tree)

  • Ice barrier no longer reduced in PVP

  • Cauterize moved to general mage tree in Winters Blessing place.

  • Freezing cold -OLD [Enemies hit by Cone of Cold are frozen in place for 5 sec instead of snared. NEW- Enemies hit by cone of cold cannot use movement skills for 5 seconds and are slowed by 70% instead

  • Mirror images- Now drop targetting on mage and blink in different directions upon spawning and have identical health/mana to mage additionally to copying the mages spells and movements. The spells copied deal no damage and apply no CC. Lasts for 15 seconds

Developer notes- Were looking to reign in mage mobility while giving them more opportunities to stand their ground and fight.

Fire

  • Pyroblast damage increased 20%. Additionally non hotstreak pyroblast damage increased 400%
  • Flame Accelerant has been removed from the game.
  • NEW- Impact -Gives your Fire spells a 10% chance to stun the target for 2 sec. (replaces Flame Accelerant on talent tree)
  • Glass cannon has been removed from the game
  • New- Flamewreath - Ring of fire now does additional damage based off missing health and knocks up enemies crossing it. Additionally blastwave sets knocked back enemies aflame horrifying them for 1.5 seconds burning for 5% of their total health over duration
  • Unleashed Inferno - No longer reduced in PVP combat
  • Cauterize no longer burns additional health over its duration (Fire Only)
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i’d love these changes, would be comical to see the death rate of mages spike instantly over night if they went live

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Wow you actually are suggesting nerfs to your own class, I honestly admire that.
I feel like Mages have way too much mobility at the moment as well and can Blink far too often.

My only other real gripe is that the CD for Ice Block seems to be shorter than it should be for an all immunity CD. I haven’t really looked at mage at all this expansion, are there talents that reduce it’s CD? It seems like people use it again way faster than what the 4m CD suggests.

Some seems reasonable but these seem off

Eh, with precog and a majority of fire damage being instant, this seems overkill.

No one enjoys dk 90% slow, we don’t need more added.

Sure if this DRs all other stuns

its 3 minutes with 2/2 winters protection right now.

That would be for arcane only as its a 1 school spec. Fire/Frost have their own armors respectively.

its 70% now bumping it to 90% to help a tad with kiting with mobility removal. It can already be talented to 80% right now we just don’t bother.

Of course though I think its better off if it DRs with itself only. If it proves to be too much change it to all stuns table. Fire doesn’t have much ability to kite or lock people down

That’s wild, it seems so much quicker than that in Arenas.

I dooooooo. :dracthyr_love_animated:

Its more of an exchange actually. Shaving off mobility for increased armor and effects from mage armor while giving a talent like frostjaw back and coupled with magical mastery thrown in with divered/tempest un- nerfed.

You won’t be able to kite forever but you’ll be much sturdier then you are now. Everyone wins really. Melee can whack you and you can attack ranged targets without evaporating in 2 globals and alter instantly purged and your dead before you can think the word block.

Frost mage would become extinct.

For arcane armor I think it would work if “when an interrupt/silence/displacement(deathgrip/knockback) is cast on you, its cooldown is x% longer”
I think just reducing durations on yourself after being successfully interrupted just rewards “bad” play, maybe if after landing a counterspell, but being interrupted shouldn’t make you more resistant to interrupts imo

As for the casted barriers themself, I’d rather have a pvp talent that only allows them to be cast while under a certain percentage of health (maybe 65?) that allows them to be more significant and have added effects.

Frost dks have a pvp talent that is super niche which reduces enemy attack range, I’m not sure if that would work for ring of fire, making it so while targets are burning they have a reduced range. Sticking it as a knock I’d rather see it as a double press, so you drop it, and when you activate it it causes a lift for targets inside, maybe thats too much like gravity lapse but even then being able to double knock as arcane would be fun.

-following the line of thought you’re proposing with reduced mobility but enabling mages to still position aggressively

Typically I would agree with this but arcane is a unique exception.Its one of the worst performing specs in the game. Getting its damage off isn’t entirely rewarding (Not that it needs to be buffed to the moon). Also fake cancelling missiles nonstop hoping for precog is a huge damage loss considering they are CC only now.

Giving it burning determination from legion fire on kicks atleast lets it get its damage off without faking itself to death for very medicore rewards is the best you can hope for without any crazy adjustments to damage… Especially with how much micro exists in the game currently.

Not a bad idea I thought of something like that and barriers on a much longer CD but the problem is mage has no inherent tankiness. You can kite forever but vs any ranged your a lightweight boxing super heavy weights.

Better to take the mobility but give mage the ability to trade blows without getting globaled by other ranged specs. With tempest barrier/diverted nerf removed and magical mastery talent that should be enough of a sustence to rely on barriers and healing from them for windows of damage. The armor factor is obviously to put an end to dying in 1 rapid fire from hunters or one massive crit from warriors.

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They will never make changes of that magnitude based on pvp alone.

I’d rather they add this instead:

  • Alter Time is no longer dispellable.
  • Alter Time duration reduced by 50% in pvp.
  • Master of time reduces Alter Time cooldown by 20 seconds (up from 10) but no longer resets the cooldown of blink and shimmer in pvp. (which means the talent stays the same in pve but in pvp turns to this)

Also, a new DR for slows would be awesome.

I feel like the 1 second rng roots are a bigger problem.

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Ya thats why I think it should just be moved to mage armor on general tree and only apply to direct attacks on mage.

Rn its current form is pretty rough when the mage is rng aoe rooting everyone and everything on any attack

This was a lot to read. I do like the idea of randomly stunning for 2 seconds. I would rather have an on use “next pyroblast stuns the target for 3 seconds 1 minute cooldown” though. Then leave it on same DR as other stuns.

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Ye I thought of that but with how much mobility exists in the game and reducing mage to 1 single blink would be a disaster.

Arcane has barrage sprint and frost has perma slows still with rng roots. Fire having impact stun BACK (used to have it) would help a lot in its ability to exist and not be W keyed by everything in game.

How badly that shadowplay cornered and ran down kalvs/ceralium fire rmp is a pretty good showcase of how fire performs in most situations these days. Everyones hungry to corner it and kill it lol

Roots can be cleared and can’t be reapplied continuously. You get to a point that you can’t be rooted for some time.

You can be slowed permanently though, not all classes can clear slows on demand and stay immune to them.

I’d rather be rng stopped 1 second sometimes but then move at my normal speed.

Yeah, it sucks, because even popping combust, it does nothing scary.

Why I suggest caut buff was to at least try and give us something easy to tune that brings our survivability in line with frost or arcane.

What we really need is 3 mage armors to choose from on a single node and each gives different effects (armor, slows, or something else) like before when you chose mage or frost, now in SoD there is molten armor) But of course then every mage spec gets propped up. Fire NEEDS something unique and good for us again, cause it is lackluster at the moment in all departments.

Well I think the mage armors should be spec specific and have their own effects.

Fire having fiery payback returned would have 20% reduced damage below 35% and be able to lob out 1 pyroblast and 1 gpyro instantly to turn things around. Its why i suggested non hotstreak pyroblast damage should be massively jumped up. Its the longest hardcast in game.

With that and Impact stunning on its own DR consistently might be enough of a bonk to give it time to deal damage and be a threat somewhat.

Arcane would have prismatic barriers effect passively with the DR on kicks.
Frost would be the tankiest into melee/hunters and just have frostbite passively on any attack/spell against it.

I think that would be enough with cauterize on general tree + fire having no damage caut

Arcane/frost would overall do much better with fire with stuff like that. Strip the mobility but compensate it properly and un nerf general tree imo

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We will see if we get anything soon. Even just 10% pyro damage would make me happy at this point.

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