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LBirman

Insights regarding latest Mgs skills rework and a suggestion

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LBirman

Note: I do not play PvP, so all the suggestions below are aimed at PvE.

 

After toying with the math on paper it seemed like Diastrophism will be the best spell for highest average damage.

I've decided to give it a go and made some in-depth tests using a stopwatch vs various monsters with different fire resistance.

 

Conclusions:

1. Flame Wave is better than Diastrophism in 99% of cases. Using Diastrophism requires risk of being closer to the monsters, but the dps is still lower than Flame Wave even in the long run.

2. Stone Spike might be stronger, but with the delay and the risk, it is not even worth using at melee range for 5 hits. It used to be the strongest spell for active players that take risks, but as of now, when Diastrophism is actually weak, there is no reason to go into melee range just to use this spell while spamming Flame Wave.

3. Watornado is not worth using anymore in your spell rotations unless you have lightning damage in your party.

4. Casting Meteorite whenever it's off cooldown  while spamming Flame Wave is the strongest combo at the moment.

5. Fire Bolt offers nothing compared to Death Ray. The range is useless if we don't get more attack rate.

6. Dance Of Calamity is another melee spell we never use because we are not rewarded for being in melee range.

 

My thoughts on this:

Overall, Mgs is now stronger than before if you use Meteorite while spamming Flame Wave.

Mgs is weaker than before if you just spam Flame Flame Wave on auto pilot without moving your fingers.

I like being active, so to me, Mgs received a buff.

 

Final Words About The Patch Itself @Overlady @Support:

The actual goal of the patch is a huge fail regarding Mgs.

The goal was to offer diversity, but in reality we've lost the diversity we've had before without compensation.

This thread is not for whining and not to say anything bad about the staff, I just want to raise awareness that while the thoughts were good, the results were bad.

 

My suggestion on how to make Mgs choose between Risk & Reward while offering diversity:

1. The damage numbers of Diastrophism should be raised to be at least 20% stronger than Flame Wave - promoting taking risks by getting closer to the enemy.

2. After using Stone Spike, Diastrophism should gain some kind of bonus for the next cast or next few seconds, like a new synergy between the spells - promoting active playstyle and not auto pilot mode.

3. Make Mgs deal different elemental damage types - for this I have few ideas:

  • Weapon Enchant converts % of the damage dealt to current buff type.
  • Add more damage types to Dancing Sword.
  • Give Death Ray either a random element or just convert it to Lightning Damage, this will result us spamming Death Ray while Watornado is up, and then switch back to other spam abilities while it's on cooldown (Add more CD to Watornado in this case).

 

Edit:

Another suggestion is to convert all 3 hits of Dance Of Calamity to match Weapon Enchant current buff type

Edited by LBirman
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Surfer

Note to staff:

He suggested to buff Diastrophism, please dont further nerf flame wave and call it a day. 

 

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vhnh167
10 hours ago, LBirman said:

Note: I do not play PvP, so all the suggestions below are aimed at PvE.

 

After toying with the math on paper it seemed like Diastrophism will be the best spell for highest average damage.

I've decided to give it a go and made some in-depth tests using a stopwatch vs various monsters with different fire resistance.

 

Conclusions:

1. Flame Wave is better than Diastrophism in 99% of cases. Using Diastrophism requires risk of being closer to the monsters, but the dps is still lower than Flame Wave even in the long run.

2. Stone Spike might be stronger, but with the delay and the risk, it is not even worth using at melee range for 5 hits. It used to be the strongest spell for active players that take risks, but as of now, when Diastrophism is actually weak, there is no reason to go into melee range just to use this spell while spamming Flame Wave.

3. Watornado is not worth using anymore in your spell rotations unless you have lightning damage in your party.

4. Casting Meteorite whenever it's off cooldown  while spamming Flame Wave is the strongest combo at the moment.

5. Fire Bolt offers nothing compared to Death Ray. The range is useless if we don't get more attack rate.

6. Dance Of Calamity is another melee spell we never use because we are not rewarded for being in melee range.

 

My thoughts on this:

Overall, Mgs is now stronger than before if you use Meteorite while spamming Flame Wave.

Mgs is weaker than before if you just spam Flame Flame Wave on auto pilot without moving your fingers.

I like being active, so to me, Mgs received a buff.

 

Final Words About The Patch Itself @Overlady:

The actual goal of the patch is a huge fail regarding Mgs.

The goal was to offer diversity, but in reality we've lost the diversity we've had before without compensation.

This thread is not for whining and not to say anything bad about the staff, I just want to raise awareness that while the thoughts were good, the results were bad.

 

My suggestion on how to make Mgs choose between Risk & Reward while offering diversity:

1. The damage numbers of Diastrophism should be raised to be at least 20% stronger than Flame Wave - promoting taking risks by getting closer to the enemy.

2. After using Stone Spike, Diastrophism should gain some kind of bonus for the next cast or next few seconds, like a new synergy between the spells - promoting active playstyle and not auto pilot mode.

3. Make Mgs deal different elemental damage types - for this I have few ideas:

  • Weapon Enchant converts % of the damage dealt to current buff type.
  • Add more damage types to Dancing Sword.
  • Give Death Ray either a random element or just convert it to Lightning Damage, this will result us spamming Death Ray while Watornado is up, and then switch back to other spam abilities while it's on cooldown (Add more CD to Watornado in this case).

+1. Good analysis.

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LBirman
13 minutes ago, Surfer said:

Note to staff:

He suggested to buff Diastrophism, please dont further nerf flame wave and call it a day. 

 

XD that is true!

 

But I don't just want a buff, I wanted to offer new approaches to achieve the patch's goals.

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anhducbm

pls bring back stone spike, mgs need a lot of point to up skill, many buff, wartonardo, death ray...

now need 10 point to dias only to do IC quest, that's worst

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LBirman
49 minutes ago, anhducbm said:

pls bring back stone spike, mgs need a lot of point to up skill, many buff, wartonardo, death ray...

now need 10 point to dias only to do IC quest, that's worst

 

I like skill diversity.

I believe every player should pick his own build, either chill auto pilot, or high risk high reward, or well rounded.

 

Bringing back Stone Spike actually promotes afk playstyle.

 

Think about my suggestions, they will create room for many skills, resulting in different playstyles.

That way you won't feel the need to max all skills and be high level.

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anhducbm
3 hours ago, LBirman said:

 

I like skill diversity.

I believe every player should pick his own build, either chill auto pilot, or high risk high reward, or well rounded.

 

Bringing back Stone Spike actually promotes afk playstyle.

 

Think about my suggestions, they will create room for many skills, resulting in different playstyles.

That way you won't feel the need to max all skills and be high level.

promote afk playstyle? spamming stone spike or dias, does it have any different?

the problem is mgs not have enough skill point

what's lvl to max all useful skill like passive, buff and dias + wartornado + death ray? 190? lol

compare to prs, 150 is enough to do all daily q, sod, hg, eb,...

 

bring back stone spike, and make dias high dmg and high delay, it will better

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Dior

I Tried mage after the skill rework, and i can say, it is a dead broken boring class right now.

 

Main skills for PVE must be Dia + Stone Spike (without delay).

 

Flame Wave should be a PVP Skill

Meteor PVE

 

there is no point reworking skills to be useable for PVE and PVP.. just useless i think.

 

that's my few coins.

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