First : Thanks for the fast change on the m/w i like it very much.
Overall i'm very happy with the new changes so far. So i wanted to share my experience here.
The mage overall got a pretty nice buff and nearly every class combination is viable now (before only mage/warrior was viable in terms of dmg and m/wl for the supp)
Now the mage is a strong single target dps class and especially burst dmg on some of the combos. In high inis the most classes are pretty viable and the lower the mdef gets the stronger the classes are (tikal for example it's pretty decent) except for the trash. In rofl for example the aoe dmg of the mage is pretty low compared to other classes (which is fine because of the single target dmg) except the /scout or /rogue but i'll mention that later.
I like the change of the elemental dmg which gives all class combos a nice boost and you don't have to spam only "Flame" as every mage.
Also that "Intensification" isn't useless anymore or skills like the "Meteor Shower" are useful now.
The change of "Plasma Arrow" is very nice but it only lasts 5 seconds - that's why it's only worth for a 1x use for the burst except for mage/warlock because of the 18s crit buff and mage/champ for the additional damage on "Electrical Explosion".
Another change is the chance of "Eruption" on a skill. My question is - is the damage intended that it deals now? Before it did the same damage as the cast and now if i cast a "Flame" with 12kk the "Eruption" only deals maybe 3kk? (Is this intended? )
Additionally i wanted so say how nice it is that most buffs now last longer. Makes it very comfortable (and easy).
To the sec classes (and their maybe intended main damage type? ) :
/Scout (Fire/Wind)
He got pretty nice dmg buffs and can push it's mdmg pretty high and you have the option of using the "Shot" for nice single target and especially trash dmg.
Maybe a problem is the damage of the "Shot" atm. Your pet for example gives you stacks which increase your cast speed. This is not necessary because the "Shot" does more damage/is more viable than any other spell ("Flame" here) and the base dmg is very high.
With my gear i can one shot first trash mobs in inferno for example but in rofl it can be compared to other classes in trash (below rofl its way stronger). He feels like a ranged warmage with higher base damage and stronger burst but way lower matk.
Maybe the dmg with the skill "Shot" should be adjusted (for example decreased by 20% and then take a look how strong it is?)
/Warlock (Fire/Wind)
My favorite class even before (but not viable except for def reduce) and now too.
"Fire Lightning Burst" Now has a 3s cast (which boosts the dmg very good) and the change of "Elements of Pride" to lower stacks and more viable buffs. (10% instead of 2% before balancing)
He has pretty nice burst dmg and the changes (+nerfs) that were made today fit my opinion 1:1 - very nice changes. He doesn't have any matk push but reduces the def pretty good.
Nice change that you can reset some cooldowns for a second burst and have a real "rotation" and not only spam "Flame" 100% of the time.
/Druid (Earth)
Pretty nice! Nice single target dmg and offburst but like most classes the aoe dmg is not that good. Additionally other classes increase earth dmg too now. (Also one of the classes that have a nice matk buff)
Sadly atm the buff "Control Flame" doesn't work properly i guess - you can't recast a "Flame" to refresh the buff even after the buff ran out.
Additionally the def reduce is very nice to have and makes it even more viable even if the dmg isn't the strongest compared to others.
/Knight (Holy)
Nice class, many pushes on holy dmg but it lacks of a real cast. You have decent buffs for holy dmg but only "Holy Light" is viable to spam. Maybe a change to 3s cast like other classes got would make him pretty nice.
/Champion (Wind)
Nice dmg pushes and some new viable spells. Aoe dmg with "Ion storm" is okay i guess but the lowered cost makes it viable.
The main damage spell is "Electric Explosion" with "only" a 2s cast that's why the hits are not that high and you don't have "Eruption" on it.
Also a class where "Plasma Arrow" is viable to recast for the charged buff. Also a nice int buff for the matk.
/Rogue (Dark)
Oh boi.
First of all very nice that "Cursed Fangs" (got nerfed by 30% which was a good change in my opinion) is now a 3s cast with dark damage. The buffs are pretty nice (cast speed, less dmg taken, damage)
"Shadow of the Baron" gives nice stats like the 12% int and 15% aoe dmg but 50% more aggro which boost the aoe dmg (but also the aggro ) of this class. "Shadow Shroud" (which got nerfed by decreasing aoe % buff) gives a nice buff and has a pretty strong base dmg compared to the other aoes.
"Gift of the Baron" also pushes permanently (if healed) the damage of the whole raid by 5% and heals them by 10% of your own hp. The range already got nerfed (good for me who pulls all mobs with 180 range ) to 80 range. The heal is too strong and it follow that the healers have less work to do. The damage is non existant but nice to have i guess.
Also the "Purgatory Fire" hits double which boosts the aoe dmg overall pretty nice.
/Warden (I hope Earth is intended but its fire atm)
Pretty nice earth damage buffs like "Earth Scepter" which increases int and stam by 24% too or "Earth Marking" (crit dmg, earth dmg).
"Absence" is also nice because of the earth damage buff. But i think another buff (but i don't know which one) stacks with it which makes it useless sometimes.
My question to this class is - where is the earth damage used for? "Earth Surge" has pretty strong damage for an instant skill but it has 3s cd and has around the same dmg as "Flame" - that's why you only spam "Flame" at bosses atm.
"Earth Groaning Wind Blade" is a nice instant with 250 range and some earth damage. (But the damage is not really mentionable)
Maybe if he would get an earth cast to use like most of the other classes it could be a pretty nice change.
And i don't know if you can proc "Eruption" while using "Earth Core Barrier".
But this class is not a gatlin gun like it was before. :c
/Warrior (Fire)
I personally like the m/w pretty much and love to see that my suggestion was already implemented so my buffgear wouldn't be a total waste now^^
He got the buffs from the main mage skills of course and his elite skills only got nerfed (which is kind of reasonable i guess :p) He's stronger than before but weaker compared to other mage classes.
As before he has these high matk numbers (if you have a buffgear) which makes him more viable in rofl for example.
/Priest (Water? actually Fire atm)
Compared to others - very nice matk + buff for everyone. Higher chance for "Eruption" (which i mentioned above isn't very much) and a nice additional mdmg Buff.
Overall pretty solid i guess but he has many elite skills for the cast "Rising Tide" from the priest. This was a water spell which got... completely dumped by "Rising Tide Mastery".
Now it does fire damage (okay) but is an instant (way less dmg) and has a 4s cd. So it changed from a 2s spammable cast to an instant with very low dmg (which can get affected by "Eruption"! )
Is there maybe a planned change for this? For example reverting this skill to a water damage cast with 2 or 3s cast could change this.
- Set Skills
Pretty nice to be able to have more slots and finally use all viable skills. (like it!)
"Shetamb’s Think Tank" got nerfed from 20 to 10% mdmg but that wasn't mentioned in the patchnotes. But i guess the rest of the buffs can compensate that.
Additionally i can say some classes have damage or matk differences which makes a difference on the specific classes too.
Overall (except 2-3) every sek class got some potential but of course there are still 2-3 top classes.
I didn't mentioned everything for every class but if i missed something important or you have an other opinion let me know. I'd love to get some feedback on this.
Also i haven't tested every class in every instance so my results can be different from their actual strenght.