endtime -> The Issues Causing Mages to be Weaker (5/12/2011 21:23:07)
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I play every class at a high level with the best varium gear available, so I have excellent knowledge each class' capacity. Here are some major problems I have identified with the mage class: 1. Agility and lowered heal cooldown have hampered mages' reroute. 2. 6 Skills are limited for their specialty weapon (the staff). Mercenaries only have 2 skills restricted and BHs only 3. Since swords are consistently the best weapons, in terms of damage, stats, and now special effects such as increased critical chance, this is siginificant. 3. Other classes have more of a choice in weapons, i.e. except for one bad physical staff, all the staves are energy-based. 4. While Mercenaries have Hybrid/Healing and Bounties have Bloodlust/Shadow Arts/Healing to help stay alive, mages only have Healing for staying alive--which was fine before agility and prolonged heal cooldown. 5. Plasma bolt, plasma rain, supercharge, technician, and assimilate are significantly weaker than their counterparts in the other classes. Example: Reflex boost gives 15% energy back and increments by 3, technician gives nothing extra and increments by 2 after level 4. Example: Massacre is clearly a good move and Surgical takes away rage, which can often be tactically smart. Supercharge ignores 20% resistance, but since it rarely hits above 20 unless many skill points are invested, it really does not matter. Also, investing many points into supercharge is not too advantageous either. It hits relatively low damage and costs an insane amount of energy. Meanwhile, massacre and surgical strike are still effective at level 1. Example: Plasma bolt is restricted to a staff and has no special side effects besides incrementing by 3 throughout. Meanwhile, bunker buster ignores 20% and has a 25% chance of critical, and cheap shot is very versatile and also has similar effects as bunker buster.
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