Mage Class [Feedback]

  • Thanks to my Prestige feature, while constantly entering and exiting maps when doing MirrorWorld 14 times a day, only the 500366 [Fire Protection] keeps getting removed from me. I think it would be nice if 500366 [Fire Protection] maintained its presence like other abilities when I change maps.


  • Feedback on Mage/Priest Class Gameplay Experience:


    Currently, the Mage/Priest Class feels somewhat slow due to the mechanics around applying debuffs. To apply debuff 1502932 either through single-target ability 499608 or multi-target ability 492928 as a Channel (limited to 5 targets) significantly impacts overall damage output in larger pulls. Single-target application becomes inefficient because mobs often die too quickly for individual debuffing to be practical.


    To enhance overall class performance, I suggest adjusting the debuff application mechanic of ability 499608 to instantly spread debuff 1502932 up to 5-10 targets. This change would make the class more responsive and efficient, particularly in large group engagements, resulting in smoother Gameplay and overall Class Balance for Mage.

  • Feedback on Mage/Priest Class Gameplay Experience:


    Currently, the Mage/Priest Class feels somewhat slow due to the mechanics around applying debuffs. To apply debuff 1502932 either through single-target ability 499608 or multi-target ability 492928 as a Channel (limited to 5 targets) significantly impacts overall damage output in larger pulls. Single-target application becomes inefficient because mobs often die too quickly for individual debuffing to be practical.


    To enhance overall class performance, I suggest adjusting the debuff application mechanic of ability 499608 to instantly spread debuff 1502932 up to 5-10 targets. This change would make the class more responsive and efficient, particularly in large group engagements, resulting in smoother Gameplay and overall Class Balance for Mage.

    I had a similar experience with this class, I even tried using channel gloves and Meteor Shower during Vortex cooldowns but it still wasn't good at all, max C tier on my tierlist 😱 maybe shorten the channel time and remove the cd and/or target limit from Vortex and the class should be fine (and can played in elemental gloves too) :/

  • и что же вы опять сделали с маг/колдуном? теперь ни массового дамага, ни по точке(Оставьте уже в покое класс , дайте спокойно поиграть

  • если учесть сколько стоит одеть и прокачать мага, то его дамаг абсолютно некоррелируется с дамагом физиков, маг еле еле дамажит с тиром на Т17 и рунами 12, а физики спокойно тоже самое выдают на рунках 10 с 15-м тиром.

    Прежде чем резать массовые удары нужно было посмотреть сколько раз они используются в данжах по сравнению со скилом "теневая вспышка" в точку, толку то от такого выравнивания, стало только еще хуже, перетачиваться в физический класс? или уж бросить игру с такими порезками.Очень прошу пересмотреть последние исправления и хотя бы вернуться к предпоследнему патчу, иначе класс становится совсем безсмысленным.

    • Official Post

    About Mage/Rogue


    Other magical classes got some changes that made them better. But i feel like this class also needs some changes.

    Can you make phantoms from Distract skill deal AoE damage instead attacking one target ?

    Greetings!


    There are some changes planned for this class already that will improve the cooldown reduction part, as it has very poor impact right now. There won't be the necessity to change this skill into an area effect, as for area clear, the class has other options (that might be buffed as well).

  • I like the classes as they are now, but maybe check mage/champ, it feels a bit too strong in 6er inis like Grafu...


    Screenshot from grafu:

    888983d0862d7350d64e91dd6fb74cdc.png

    Isnt this a screen from a Priest?
    Grafu aint a 6er ini since you can walk in as 12, lol?
    Aswell as more context is needed for balancing something in there. Since we dont know any about the difference from you to the other 3 dps + 1 support i believe?

    ~ Greetings

  • I like the classes as they are now, but maybe check mage/champ, it feels a bit too strong in 6er inis like Grafu...


    Screenshot from grafu:

    888983d0862d7350d64e91dd6fb74cdc.png

    Isnt this a screen from a Priest?
    Grafu aint a 6er ini since you can walk in as 12, lol?
    Aswell as more context is needed for balancing something in there. Since we dont know any about the difference from you to the other 3 dps + 1 support i believe?

    ~ Greetings

    Yep, I switched to p/s for the endboss so we had another battle rez, but screenshot is from everything before Anne... others also changed their classes, before it was:

    1. m/ch (me)

    2. Ch/M

    3. Ch/S

    4. S/R

    5. B/S


    Yea it was a 7 man run, but grafu is quite easy so its a 6 man ini for me that u can run with more ppl like u could do with the wings of room in the very past :D But even with more ppl the m/ch was dealing quite a lot of dmg, even more than my warmage 😱With full elemental / wind support it's even bigger 😱 I know u can't trust scrutis ever, so it's just for visualization :D

    • Official Post

    I like the classes as they are now, but maybe check mage/champ, it feels a bit too strong in 6er inis like Grafu...


    Screenshot from grafu:

    888983d0862d7350d64e91dd6fb74cdc.png


    Greetings!


    There will be nerfs coming for both Mage/Scout and Mage/Champion with today's patch (and some additional adjustments). We will add Notes by GD to patchnotes again, if you still need further explanation, feel free to ask. Your feedback is much appreciated!


    Personally, I prefer smaller nerfs at a time, but several followed by another if necessary, so we don't cut a class too much at once, as we unfortunately did in the past. I'm sure there are some classes that still perform way too well, but instead of nerfing them too much, I'd like to go with smaller steps.


    Best regards

    Wesker &)

  • Hi,

    I’d like to share some feedback regarding the Soul Stepping skill (ID: 498757) for the Mage / Warlock class.

    This skill is essential for the playstyle of this class — especially when farming in open-world areas or dungeons like Mirrorworld. The ability to move while casting and gain bonus movement & casting speed is a core part of how the class functions.

    However, the Focus cost (10 Focus every other second) feels too punishing, especially during extended farming sessions. In my experience:

    • My Focus depletes too quickly to keep this skill active long enough

    • I find myself reactivating or waiting on cooldown every ~90 seconds

    • This severely limits the class’s potential in solo and long-form PvE content

    ⚠️ Suggestion for improvement:

    • Either reduce the Focus drain rate,

    • Or introduce a passive or glyph-style mechanic that helps sustain Soul Stepping for longer durations (especially for PvE scenarios).

    I really enjoy the Mage/Warlock combo and would love to see this key skill made more sustainable in everyday farming and solo content.


    ID: 498757

    Soul Stepping +55

    Mage/WarlockLevel: 60

    Spell Type: Magical

    Instant

    When active, allows you to cast while moving, increases Movement Speed and Casting Speed by 30% but consumes 10 Focus every other second. The maximum level of this skill is 55.

    ID: 498757

  • About Mage/Rogue


    Phantoms stay where they are if there is nothing to attack. If tank pulls all mobs together, there will be no problem but otherwise they just stay far behind us and do nothing. Can you change phantoms to follow player if they dont have a target to attack ?

  • Hello there,


    after a longer period of time i am looking back here into the game and hoped for something in the patchnotes and didn't find anything about a specific topic.


    About the last m/w changes that were made:


    1. Was it really necessary to nerf that class that hard?

    2. Why in the world did it got changed that rage mana now provides the cast speed and meditative current the magical attack? Feels horrible to play compared to before.

    3. Is the note from the GD only considering the change about the artifacts in this or something else coming up?


    Would love to see some more reasoning behind all these changes in 1 go.


    best regards

    Persil

    • New
    • Official Post

    Greetings!

    About Mage/Rogue


    Phantoms stay where they are if there is nothing to attack. If tank pulls all mobs together, there will be no problem but otherwise they just stay far behind us and do nothing. Can you change phantoms to follow player if they dont have a target to attack ?

    We have plans to change the Phantoms in order to summon more of them at a time. We will try to add such behavior to them within that change, but I'm not sure yet what is possible and won't produce performance issues, so I can't promise anything in this regard. The idea is to have up to 8 of these phantoms around you, which will probably be fine. But this will require quite some follow-up patches, as it's a major change of the class. So please don't expect everything will be done within a single patch.


    However, I'm also not quite sure when there will be time for the next class update, but I will try to get it done as soon as possible.

    The nerf was necessary and was only a first step into a new direction I wanted to go with the class. There will come more changes soon, that will add more depth to the class (and cast speed) and address the "Wisdom and Bravery" scaling. The buff gear has been a major problem for years. Everytime we were releasing new content and gear was upgraded, the class needed plenty of balancing adjustments and nobody could predict if the class was about to become entirely broken or not. Our plans will try to fix this at some point. But just like other magical class changes, we can't estimate the time for their release yet.

    Quote

    2. Why in the world did it got changed that rage mana now provides the cast speed and meditative current the magical attack? Feels horrible to play compared to before.

    The idea was to put the cast speed behind a condition of sustaining rage, which is only difficult if you don't have a proper rage recovery, but adds some consistency to the class if you do so. Before, you had an internal cooldown/downtime of ~10 seconds after getting the Meditative Current buff and when we removed that, it still felt clunky, as travel delay wasn't triggering the boost in time sometimes, that required wait timers, melee combat or manual interrupts.


    Now you can get the cast time bonus instantly and keep it up by 100% of time, if you have minimal resource support or use other ways to recover rage, like white hitting. There is no more slow flame casting snapshot the moment your cast speed falls off while the proc is still on its way to be applied. Now the magical attack is procced on hit, which results into the same outcome but way more consistent than before.


    The class actually lost like ~15% damage, which is totally fine for a nerf in one single step. For now I will wait for the implementation of the additional changes and see how the class works afterwards. Probably the upcoming changes will even buff the class a bit but will hopefully make it more consistent in the future.

    Quote

    3. Is the note from the GD only considering the change about the artifacts in this or something else coming up?

    Tithing and artefact +12 was predicted to have a decent impact to the class and as it looks like, you can easily get your 2 artefacts of buff gear up to ~lv20-25 which already grants a decent boost. But as I mentioned above, it's always been hard to estimate the real impact of upcoming content properly, especially if the gear upgrade wasn't coded the moment you release a class change. And personally I prefer to prevent potential outliers before they even release, rather than just letting things escalate and adjust later (at least for a class that has proven my point several times in the past already).


    I hope that the reasons for the changes are now a little clearer. If you have further questions, let me know or contact me directly whichever suits you best.


    Best regards

    Wesker &)

  • Heyho,

    i love to see that fast and detailed explanation :thumbup:

    About these points:


    1. That is understandable but i like this elite skill specifically. It is kind of the identity of the class and without it it is the most basic mage of all. It has some small changes to the basic skills but nearly nothing at all that makes the class interesting outside of that skill. Im really curious now about the upcoming changes foir this class ^^.


    2. It is no problem to handle the rage costs of these skills imo. My issue is that your mentioned problem about the lacking uptime of the cast speed is now shifted to the magical attack bonus. If the target of your magic bolt dies before it hits (because of travel distance delay) you get no buff at all. And idk how it was changed for immune targets. Also magic bolt has 12 seconds cooldown. So in the worst case you have no buff at all for 12 seconds instead of 35% mdmg, or after the first change 20% magical attack, from before. Or now 10,4% magical attack. :|

    The cast speed is nice if you want to cast flame at bosses or trash singletarget(which you had most of the time before too) and has nearly no use otherwise. In trash situations where only 1 mob is getting hit it has the same problem with travel delay and not hitting at all when the mob dies. Trash is killed pretty fast and it happens often that flame doesnt hit it's target at all because of travel delay or the cast itself. Every other used skill does the damage safely and in an instant. Theoretically it is better single target to cast flame but because of these reasons (and potentially missing dmg without eruption proc + the lowered cast speed buff) it feels bad to use flame at all except for burst situations now.


    3. I can understand that approach and i couldn't test it with new upgrades yet but it doesn't look like it could outweigh these nerfs especially for that cost. It sounds logical to do it that way so i'm looking forward for mentioned changes to this class :)

    best regards

    Persil

    • New
    • Official Post

    Greetings!

    If the target of your magic bolt dies before it hits (because of travel distance delay) you get no buff at all. And idk how it was changed for immune targets. Also magic bolt has 12 seconds cooldown. So in the worst case you have no buff at all for 12 seconds (...)

    Fully agree on that one, but I rather have high cast speed and lower damage on Flame than long cast time on Flame with higher damage. And since Meditative Current can also trigger on Flame hits, you lose like 0.5s max if the timing is against you. Before, you encountered what I mentioned as "cast snapshot", casting one single ~1.5s Flame. Now you could even drop Electric Bolt from your rotation, as you usually should have enough cast speed to use Flame over it, even in sustain phases.


    In AoE situations it shouldn't hurt too much, as you're either channeling Meteor Shower or casting Static Field on global cooldown, so the 12s CD on 15s duration shouldn't hurt too much. But I just added Fireball to my design doc, so you will have another option to trigger it. If this still doesn't work due to trash dying too fast, I doubt another 10% magical attack would even have any further impact to your groups pacing anyway. ;)


    Best regards

    Wesker &)