Hello Arcadians, I'm making this post to share my ideas on potential elite skills for the mage class. I'm going to present my suggestions in a format similar to the item skill suggestion thread along with some personalized explanations detailing my thoughts behind these suggested changes. I'm trying to make changes that augment/compliment existing mechanics rather than coming up with new ones. Because of this, the majority of my skill ideas are passives that alter existing skills.
Mage/Priest:
Skill Name: Arcane Scar
Elite Skill Level: Level 80
Skill Description: Disable additionally decreases the targets magical critical resistance by 3.5%.
Max Level: 55
Upgrade Value: +0.3% Per Level
Max Projected Value: 20%
Cooldown: N/A
Cost: N/A
Personal Notes: As it stands, the mage/priest skill "Disable," augments Flame/Plasma arrow to decrease the targets critical magical resistance by 308.0 points when at level 104. This is a low value in my opinion so altering it to a % based decrease makes more sense.
Skill Name: Storm's Grace
Elite Skill Level: 90
Skill Description: Thunderstorm additionally heals friendly targets within its radius for 480 points of HP. Cannot heal the caster.
Max Level: N/A
Upgrade Value: N/A
Max Projected Value: N/A
Cooldown: N/A
Cost: N/A
Personal Notes: Mage/Priest is regarded as the utilitarian mage so altering thunderstorm to passively heal friendly targets while still doing damage to enemies allows it to support allies while attacking which compliments its utilitarian status.
Skill Name: Essence of Power
Elite Skill Level: 100
Skill Description: Augments Essence of Magic to additionally increase the caster's critical magical damage by 5%.
Max Level: 104
Upgrade Value: +0.2% Per Level
Max Projected Value: 20.8%
Cooldown: N/A
Cost: N/A
Personal Notes: Building off of the Arcane Scar suggestion, this will allow the Mage/Priest to take advantage of the target's lowred critical magics resistance. This skill is idealized to be a passive while augmenting Essence of Magic to read "Increases Magical attack power by (current magical attack power + x) * (x%) + x for 900 seconds. Additionally increases critical magical damage of the caster by x%." Only the caster receives the damage boost. If cast on another player, the damage boost will not be factored in.
Mage/Scout
Skill Name: Fire Rose Mastery
Elite Skill Level: 80
Skill Description: You no longer require 3 seeds in the target to trigger Fire Rose Explosion which can now be affected by Eruption.
Max Level: N/A
Upgrade Value: N/A
Max Projected Value: N/A
Cooldown: N/A
Cost: N/A
Personal Notes: Having to stack three seeds in the target wastes time seeing as you receive a damage buff from the first fire rose cast, but have to cast it two more times before being able to use Fire Rose Explosion. Changing it to only require one seed with the additional eruption chance would make this skill more viable.
Skill Name: Thunderblast
Elite Skill Level: 90
Skill Description: Thunderclap additionally stuns the target.
Max Level: N/A
Upgrade Value: N/A
Max Projected Value: N/A
Cooldown: N/A
Cost: N/A
Personal Notes: Thunderclap has potential to be a powerful skill, but in its current state, it only roots the target. Adding a stun mechanic would balance this skill out. Seeing as Thunderclap is a single target skill with a 1 second cast time, a 5 second stun seems balanced.
Skill Name: Mystic Blood
Elite Skill Level: 100
Skill Description: Blood Arrow additionally consumes 3% mana per second and increases magical damage by 5%.
Max Level: 104
Upgrade Value: +0.9% Per Level
Max Projected Value: +98.6%
Cooldown: N/A
Cost: N/A
Personal Notes: Physical dps classes are the only ones that can take advantage of blood arrow, so for the mage/scout, changing it to affect magical damage would greatly boost the class's dps. This skill would passively change Blood Arrow to read "For 30 Seconds, your HP and MP is reduced by -3% every second and the magical damage of your spells are increased by x%." If this proves to be too powerful, then the upgrade value can be reduced to 0.45% per level resulting in a max 51.8% boost.
Mage/Knight
Skill Name: Electrostatic Armor
Elite Skill Level: 80
Skill Description: Reduce the cooldown of Electrostatic Charge by 60 seconds. Also reduce all received damage by 25% when Electrostatic Charge is active.
Max Level: N/A
Upgrade Value: N/A
Max Projected Value: N/A
Cooldown: N/A
Cost: N/A
Personal Notes: As it stands, the mage/knight is supposed to be the bulky mage. Altering the cooldown for Electrostatic charge will allow the mage/knight to keep their Electrostatic Charge active in the same way the champion/mage can keep their High Energy Barrier active. Also, due to the fact that mage's have lower than average defenses, adding the 25% damage reduction to Electrostatic Charge compliments the mage/knights bulky reputation.
Skill Name: Electric Impulse
Elite Skill Level: 90
Skill Description: Extends the stun time of Discharge by 2 seconds.
Max Level: N/A
Upgrade Value: N/A
Max Projected Value: N/A
Cooldown: N/A
Cost: N/A
Personal Notes: I always disliked how discharge only stunned enemies for 5 seconds (players for 3 seconds), so I decided to give this skill to the mage/knight. This will allow them to stun enemies for 7 seconds & players for 5 seconds. This is definatly a powerful group stun, but I feel like this skill should be in the mage/knight's arsenal.
Skill Name: Holy Fire
Elite Skill Level: 100
Skill Description: Remove the Eruption chance on flame. Your flame now deals additional light damage.
Max Level: N/A
Upgrade Value: N/A
Max Projected Value: N/A
Cooldown: N/A
Cost: N/A
Personal Notes: Mage/Knights need a boost in dps. Removing the randomness of Eruption on flame and replacing it with additional light damage will double the mage/knight's dps because the additional light damage will trigger 100% of the time. I considered applying this effect to Fireball, but it may be too powerful in pvp, and it would make the eruption skill irrelevant. Because of this, Holy Fire will apply to Flame only.
Ran out of room. Post continued below....