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New Mage SpellsFollow

#1 Feb 09 2008 at 4:14 AM Rating: Default
What kind of spells would you like to see in the upcoming WotLK?

I was thinking about an arcane spell where you summon some swords that hit the target. Swords are white damage but are based on your weapon damage lol.
Also for fire, I thought about a channeled Flame Wreath that appears around you. For like 7 seconds it deals fire damage over time.
#2 Feb 09 2008 at 11:47 AM Rating: Decent
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Quote:
but are based on your weapon damage lol.

Useless, then? :P Caster one-hands, at least, never gear better in melee between the beginning of Outlands and Sunwell, all damage above ~41.6dps is sacrificed and turned into +dmg.
#3 Feb 09 2008 at 12:09 PM Rating: Default
Hopefully we get a dot spell like almost every other class has. So we will become more useful in pvp, and not suck as bad.
#4 Feb 09 2008 at 2:56 PM Rating: Decent
I hope that we wil get a bit stronger armor, Mage cloth sometimes doesn't cut it.
#5 Feb 09 2008 at 9:11 PM Rating: Decent
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I hope that we wil get a bit stronger armor, Mage cloth sometimes doesn't cut it.


that has got to be the worst idea i've ever heard of...
#6 Feb 10 2008 at 11:02 PM Rating: Decent
I want a spell that instantly kills any target in the game, with a 2 hour cooldown to balance it 0.o
#7 Feb 10 2008 at 11:30 PM Rating: Excellent
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While this topic has been done to death, it can be entertaining. Personally, I'd like to see some kind of "Familiar" system introduced. Basically a non-combat pet that gives a buff of some kind to the mage using it.

Something like:

Cat: Increases chance to hit with spells.
Owl: Increases Intellect by X%.
Dragonhawk: Increases damage done by spells by X.
Mana Wyrm: Increases mana gain from spells and effects by X%(Vampiric Embrace, Mana Pots, Evocate, etc).

Something like that.
#8 Feb 10 2008 at 11:46 PM Rating: Decent
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Imagine the raid viability of Kazump's suggestions. lol. Want Illidan taken down? Carve a path there for a mage to 1 shot him =P Overpowered? No way!

I think that a couple more instant casts would be a good idea. That would give the mage some more ability in PvP. As nice as DOTs would be your kinda crossing over into the warlock side of dps if you know what I mean
#9 Feb 11 2008 at 6:23 AM Rating: Good
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1,634 posts
Frost - another instant cast
Fire - anything to make me >helpless in PVP
Arcane - a reason to spec arcane (other than to Support POM-Pyro)
#10 Feb 11 2008 at 2:44 PM Rating: Decent
It would be sweet if fire mage got a fire elemental, like frost has a Water elemental.
#11 Feb 11 2008 at 4:24 PM Rating: Good
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1,245 posts
The DoT on Fireball scales to 300% of your spell damage over the total duration. Not overpowered at all.
#12 Feb 12 2008 at 6:53 AM Rating: Decent
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91 posts
You know blizzard will never give the fire tree a pet. Mostly because Blizz wants a specific spec be best in one specific situation pve/pvp.

Think about it, the pet of frosties isnt even near as good in most raids as it is in arena (due to be oneshotted by an AOE, pyroblast whatever).

PVP is about quick insane burst dmg while you be able to keep yourself a live. PVE needs sustained dmg and less threat so its easier to keep you alive.

Giving a fire mage a pet thus ruins the whole theory Blizz has in this game. Ofc they want frosties to be able to raid (icy veins) but in the end they like it that fire does more dmg then frost.

Or look at combat rogues, insane dps at pve, insane useless in pvp...


So the point im trying to make is that fire will never get a pvp viable pet, frost will never do as much dmg as fire and a combat rogue will always keep sucking in pvp. So don't ask for skills/abilities/talents to make a certain spec suddenly good in another environment because that just won't happen.


Edited, Feb 12th 2008 3:55pm by gnetter
#13 Feb 12 2008 at 7:06 AM Rating: Decent
gnetter wrote:
You know blizzard will never give the fire tree a pet. Mostly because Blizz wants a specific spec be best in one specific situation pve/pvp.

Think about it, the pet of frosties isnt even near as good in most raids as it is in arena (due to be oneshotted by an AOE, pyroblast whatever).

PVP is about quick insane burst dmg while you be able to keep yourself a live. PVE needs sustained dmg and less threat so its easier to keep you alive.

Giving a fire mage a pet thus ruins the whole theory Blizz has in this game. Ofc they want frosties to be able to raid (icy veins) but in the end they like it that fire does more dmg then frost.

Or look at combat rogues, insane dps at pve, insane useless in pvp...


So the point im trying to make is that fire will never get a pvp viable pet, frost will never do as much dmg as fire and a combat rogue will always keep sucking in pvp. So don't ask for skills/abilities/talents to make a certain spec suddenly good in another environment because that just won't happen.


Edited, Feb 12th 2008 3:55pm by gnetter


Although it would look awsome ;P
#14 Feb 12 2008 at 9:06 AM Rating: Good
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gnetter wrote:
Or look at combat rogues, insane dps at pve, insane useless in pvp...


Do you have any %&@#ing clue about rogue PVP?



Edit: Shamans already have a fire ele pet, mages won't get one as well.

Edited, Feb 12th 2008 11:06am by Bigdaddyjug
#15 Feb 12 2008 at 1:39 PM Rating: Decent
I've also thought about Mages having Familiars, like Poldaran said. Maybe they could be quested for or something. Also some could produce auras instead of self buffs, which would be VERY good in groups. Anyways, I think it's a good idea =P

Edited, Feb 13th 2008 7:27am by IXInfinity
#16 Feb 12 2008 at 4:59 PM Rating: Excellent
30 posts
Personally, I love the idea of quested spells, especially if such spells are mutually exclusive to one another. Say an Aldor or Scryer only spell.

That being said, I had an idea this morning for an interesting mechanic - a mobile DoT. I was thinking of in terms of a 'pet' of sorts, at least in how you'd control it. I was thinking of it as Flame Whip (animation would be similar to a Drain Life or Chain Lightning channel) that would be able to be controlled via the pet bar as to whom it was hitting.

Give it some hefty damage and you've got a mage DoT that is totally different from any Warlock DoTs so as to not step on toes. It would also be interesting if it could (when talented) hit other targets in range (like a chain spell).

And now as I'm typing this, I'm getting other ideas for spells with similar special effects:

Arcane Arc: 1.5 sec cast Target enemy gains Arcane Conductor for 20 seconds. Any other enemy with Arcane Conductor within 10 yards causes a beam of magic energy to erupt between them causing 100 damage every second to all targets in it's path (includes both targets with Arcane Conductor). Targets damaged by the beam gain Arcane Conductor for 5 seconds.

This would be an AoE very unlike any other currently available. You get a couple of mages casting this into a tight group of mobs and you'll have bunches of damage to everything in the middle. Each target with this debuff would be able to start a chain with any other mob with it as long as they were within 10 yards. Let's say that you have four Tuskarrs attacking your party(hey we're looking forward to WotLK right?) and two mages both cast Arcane Arc on two separate targets. One beam of energy arcs between them and maybe catches one of the others. That mob gains Arcane Conductor and starts two new beams heading back to the two original targets, forming a triangle. Now they are each getting hit with two beams doubling the damage taken. One of the new beams hits the fourth target and that one gains Arcane Conductor and opens up connections with the other three. That's heaps of damage!

Arcane Nullification: 6 second cast Target area (size of Blizzard) nullifies all magic buffs and debuffs within its area and for 4 seconds after leaving the area. Also prevents spell casting and mana regeneration for the same duration. Nullification lasts for 30 seconds. Requires Arcane Dust.

Pretty straightforward, and perhaps very niche in utility but it makes for some interesting tactics in defending in Battlegrounds. Cast that on choke points like bridges just as the opposition is rushing your position to rob them of buffs and such for a while while also shutting down casters. The vast casting time would also make it unlikely to be used in Arena PvP (though this coupled with PoM could be nasty).

Wall of Ice: 3 second cast Target area (a 1 foot wide, 10 yard long line) erupts with giant icicles. Any enemy crossing the area is Frozen for 10 seconds and takes cold damage every second. This damage will not break Frozen.

That's just a nasty, nasty spell to throw at a group charging your position. A handful of frost mages on the other side ready to huck Icelances would decimate onrushing attackers.

I could probably go on for quite a while...
#17 Feb 13 2008 at 8:25 AM Rating: Decent
I myself would love to have a tool to reduce healing done to certain targets...

And a tool to beat sl/sl locks... I'm sorry, maybe I just suck, but 13k hp and 450 resil, while all damage they take is reduced to 80% is just unbeatable for me... Not to mention the pet, who eats my buffs, does damage, will not die, and silences me in the rare ocassions where I could place a nuke...

But what can I say? Will never happen right? So I will just keep loosing to healers and sl/sl locks (and most likely any other kind of lock also).

I dunno, actually mages are good in raids as they are, and many claim them to be good in PvP also (I disagree vs a bunch of classes), so blizz will just not give it a look until mage-players start quitting (honestly, why should they spend money, when its not good to prevent loss). So all in all, I could imagine a ton of things they could do, but they will never happen..

They could actually give the arcane tree more damage, because now the arc nukes (i.e. AM) get LESS spelldamge than fireball compared to the casting-time, unlike reported by some guys. Only thing in arcane tree is the threat-reduction.
Also their crit-damage is lower.

Frost is cool vs some classes, but some healing classes and also rogues and locks will give any frostmage a hard time when good-geared. Some people might say different stuff, but if they would take a short look at some nice PvP-vids, where even some REALLY skilled mages need 1min to kill a lame-geared druid, using all their CDs, they might realise that I got a point there.

That said I don't really believe anything will be done to fix the stuff at least I believe to be unfair, but some nice ideas...
#18 Feb 13 2008 at 11:42 AM Rating: Default
MORE HP!!!! even if all our spells stay exactly the same just more life. I see mages in full spellfire/ spellstrike, with like 7-8k hp and 8-9k mana and still get outdps'd by equally geared locks but the locks are rocking 11-12k hp. I've ran instances where the lock had more hp than the buffed tank did...

Some sort of resilience negation. Mage burst damage in pvp is severely gimped due to how hard it is to crit anything with pvp gear on. especially now that s1 gear is so easy to get. and when s4 comes out and everyones runnin around in welfare Merciless gear??? mages will officially be taken out of PvP simply because we dont have the hp to stay alive, and cant do the damage we need to kill anything super fast. Pre-BC when i was 1-2 shotting people in BG's at 60...

also more damage output.
#19 Feb 13 2008 at 11:46 AM Rating: Default
Oh yea, not spells but my biggest complaint atm:

Spellfire Robe

Frozen Shadoweave Robe

17 int
2 sockets
+72 dmg
+28 crit

20 int
30 stam
2 sockets
+72 dmg

now the +crit is nice but... pretty sure +crit does not equal 3 int and 30 stam...
#20 Feb 18 2008 at 7:00 AM Rating: Decent
I think we are all good with the spell we have but, If Blizz can give mage a frost spell that put a dot to keep rogue to re stealth I'll be happy
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