I’d understand that mages are not in horrible shape, but we have also been the most overlooked class since inception. This post originated from conversations about specific spells that I chose to expand into a much larger list of changes. I’ve spoken with every mage I’ve seen online since I came up with this idea to make sure I included everyone’s views. If you have a mage alt that I’m not aware of, I apologize.
Now, with all of that said, I’ve considered countless balance issues, but I’m sure there are some that I missed. Whether these mistakes come from the new spell orders, or general views about how the class should change, I welcome any/all suggestions. If you think they suck, give me a good reason why and I will do my best to incorporate your views into the main post, if it makes sense.
The main reason for this post is the make all schools equally appealing depending on your style of play, and to create a much more stable curve of power. No newbie mage should hate life when they class and have next to no ability to make experience short of spelling other people.
GENERAL
Completely remove trance from the game and grant its effects as long as the
mage is not actively casting. Lower the amount of mana each tick gives, but
shorten the time between ticks.
Slightly lower the weapon restrictions. I think we got hit twice here...one at
inception and another during the massive mage nerf. This will also make greater
weapon use a slightly more useful askill.
Added mana cost for casting out of your school should be removed. I added that
as a bonus in Platinum-form, but it can be changed.
ENCHANTMENT
Remove stoneskin, put feather weight in its slot and add Dragon-form. Changes
to brains, heroism and haste. The new brains and heroism do NOT stack.
Brains: New spell = Wizard’s Boon. The usefulness of brains is in no
way consistent. It helps the duration of a few spells, gives a larger mana
pool, and (I think) increases the damage of offensive spells. Boon will
combine heroism and brains into one spell, increase the damage of area-
effects and slightly increase the chance single target spells hit a vital.
The size of the bonus to spells and stats is based purely on level. Stat
bonuses are Con 4-7, Int 5-8. Duration = Brains. Cost 40m.
Heroism: New spell = Heroic Resolve. The flip side of Wizard’s Boon, Resolve
focuses purely on melee stats and assists melee combat by somewhat counter-
acting the influence of alcohol in melee combat. Stat bonuses are Str 2-4,
Dex 2-4 and Con 4-7. Duration = Heroism. Cost 40m.
Dragon-form: At the peak of an enchanter’s ability, not only can they
change a weapon’s damage and make items unbreakable, but they can also
change their very being. As a replacement for heroism and brains (or their
replacements), the enchanter can choose between Platinum-form (caster) and
Chaos-form (melee). The forms adopts the same benefits that Boon and Resolve
give, but there is one added benefit for each. Platinum will remove the
chance additional mana will be charged for casting out of your school, and
Chaos grants a much more stable haste when the spell is active. Duration =
7-9m. Cost 95m.
Haste: When self-casted (much like the healing aspect), tone down the
randomness. The added random mana cost should also be removed and just
find a happy medium with a smaller +/- variance. Base the benefits on level
and base intelligence.
ABJURATION
Mostly a reordering of spells but also the addition of group buffs.
Remove alarm, ward and shelter. Add group resist/shield/globe.
Give a little more warning before shield spells drop.
Group spells: No need to add a cute description. They are slotted into the
spell order after the Abjurer attains the most powerful spell of that
flavor. Costs +3/4 the spell cost for each additional target, capped at 4
targets. Will attempt until out of mana and spell in the order of arrival
starting with the Abjurer. Group shield will always cast group Talisman,
group resist will always cast a specified flavor of minor resist, and group
globe will always cast lesser globe.
New spell order: shield, privacy, know target, block teleport, forceshield,
banish, iron will, minor resistance, lesser globe, rebound, major
resistance, talisman of protection, group resistance, group shield,
bane of protection, seeker, globe of invulnerability, group globe,
destructive force.
INVOCATION
This school will probably take the majority of time because of the amount of
spell changes. In the many years this class has been around, many monsters
(especially the ones that drop mage equipment) have been specifically coded
to be anti-mage by being highly resistant to fire, cold, electricity and
magic...even locations were adjusted to harm some mage spells. -Please- keep
in mind that this is intended only to allows for some additional types of
damage, not to drastically increase the actual damage an Invoker can deal.
Area-effect spells will remain basically the same, but now there is an added
syntax to all of them to continue casting it much like chain lightning.
However, the greatly reduced casting time for follow-up spells will be some-
what lowered, but not drastically. I hope that many chain lightning purists
will agree that the added flexibility of more damage types, in a continued
casting state, will be well worth the slightly longer follow-up casting times.
Single target spells all have an added damage component to a random limb,
somewhat akin to bolt, but with a greater degree of full-body damage instead
of a higher level of damage to a single limb. This change is intended to level
off the amount of single target spells a mage will have to cast to kill a single
larger foe. This will assist all levels of play for spell damage mages.
Continued