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    • Since some stuffs has been changing in the game, interactions with relics, stun and attributes have become more aggravating, the point is, the wizard, as a magical character, is totally deficient in skills that increases his attributes   It was never a problem since it was possible to deal considerable amounts of damage until a while ago, but since the addition of the bracelets, the mage's damage on pvp has become slightly low, where the 1 target damage is comparable to the shaman or priest damage (and having slightly less damage when compared to necro/druid, but their damage potential is situational, then I think it isn't considerable), where both are healers, mage has become a character that even when fully buffed, can be blocked by almost any healer or hard tank in the game (when equally buffed and booked)   I know that others characters can buff the mage, and supply that lack of damage/attributes, but in an overall situation, looking at all the characters in the game, the mage's skill kit really a lack of attributes, remembering that by dressing cloth armor, some parts previously already have less atb when faced against other pieces of armor   What I suggest would be some changes to the skill talents, and some character skills, respectively:   -  Dragon Eye +: Increase the power of precision effect by 3%.    Previous effect: Increases the power of the energy-restoring effect by 1%.    Reason: It would not have heavy impacts on the character's pve strength, nor pvp, while removing the problem of conflicts that the talent has with the key talent: Excess Energy.     -  Crystallization: The Shattered Stone skill adds an additional Crystallization positive effect to the character for 12 sec. The effect increases the penetration of the character by 2% for every target affected by the skill. The maximum power of the effect is 10%. Reapplying the effect refreshes the duration time.    Previous effect: gives damage reduction instead of pen, reduced duration and no duration extension effects.    Reason: A drastic change, which affects the character's current survivability and interacts with his damage capacity, the main reason is because the mage, has some difficulty stacking high levels of penetration with items alone, what is NECESSARY to cause any level of damage when dealing with characters that have 14k mag def and above (absurdly easy values to achieve in the current patch), the duration and reapplication effect affects how the skill acts, being possible to increase the effect even when against a single target, and interacting strongly with the skill's current cdr.   SKILLS: Frostbolt: An attack that deals magical damage in the amount of P% of the character's magical power to the enemy and deals the "Icing" debuff to him for T sec. The effect reduces the "Magic defense" parameter by D%. D% respectively: 20% 20% 25% 35%    Previous effect: interacted with attack speed instead of armor    Reason: Relative values, which do not carry much weight when compared to others armor reduction effects, and which also provide a reason for leveling this skill (which is never studied by the players nowadays)          A very personal change I suggest, for both mage and chieftain, is a change to anti-stun abilities, never see anyone talking about nowadays, considering the changes in resistance levels and how these abilities have lost vallue.   SKILLS TODAY   Ennoblement: Removes all negative effects, including controlling effects, from the character or its ally and ignores receiving of such for T sec.   Support of the Pack: Dispels any debuffs and control effects off the character or ally and protects from further debuffs for T sec. The effects extends by 0.5 sec. (up to 3 sec.) with each dispelled debuff.    Changes: New effect to both skills, the T value is changed by 1s, more and less when used respectively on yourself or allies. Example: the mage skill at 4/4 lasts on 7s, but 5s when used on other people    Reason: I imagine it would be very interesting, since it maintains the current strength of the skill, and maintains the function when used on other players, which is the removal of negative effects, while the duration itself is not that important when used on effect on others characters, while and addition of 1s on the skill would be very plausible considering the current resistance parameter numbers that can be obtained and strength of control effects, i think this because both the mage and chief have a skill kit deficient in control and other effects, precisely because of the existence of this skill, I imagine that these changes could be nice, along with another suggestion of effect:    Effects that increase the duration of positive effects only have 80% strength in this skill.   This value enhances everything I've mentioned about these abilities currently, while not changing the duration down when used on possession characters, and doesn't undermine/exalts the force of the book compared to the current values.
    • Играю против храмов. бусты сопры и прочее, но это не мешает храмам выдавать свой хил и поддержку. Хватит ныть.
    • Что бы дальше трех ярдов от перса ничего не видить
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