WHAT Is Happening With The Mage Class Design? | Ashes of Creation



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The Ashes of Creation MAGE Reveal gave us a great look at some of the abilities and rotations of the Alpha 2 mage this last week. But there are still a few questions regarding this Archetype and the combat surrounding it I am hoping Intrepid will answer

Dev Discussion: https://forums.ashesofcreation.com/discussion/55520/dev-discussion-51-let-s-discuss-the-mage/p1

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11 thoughts on “WHAT Is Happening With The Mage Class Design? | Ashes of Creation”

  1. I feel like the mana management system should be remedied by the Bard, it should be a buff and skill choice the Bard uses. On the flip side I feel like the mana regen ability should also work as a Mana drain in PvP and a flat percentage increase to taken damage in PvE. Bards shouldn't just be the mana regen bots, they should have a choice of when and how to use the skill so they have to make a choice given the current situation and the amount of mana their entire group has.

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  2. If they were to implement a mana regeneration skill or something along those lines, they would need to offset it with skills such as attack power, cooldown reductions, cast times, movement speed, etc.
    I honestly think a man’s regeneration would be a bad idea as there would be players that figures out ways to beef up the mana regen to continuously pump out spells. Maybe weapons or artifacts that give a tiny mana regen, but those would need to be extremely rare.
    The best course would be a class or skill offset where the role of mana regeneration would fall to one player to ensure players have the ability to keep the fight going.

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  3. I don't understand why they're considering having everything on CD's, honestly. What is this, a MOBA? I think a couple of abilities on CD makes sense, like Frost Nova from WoW, for example. You need an Insta-cast PBAoE Root in a lot of situations to save yourself. Same with blink. But at least ~80+% of your spells should be about mana management and cast time. Everything on CD's is a new-skool, cringey, MOBA concept, that should realistically have no place in an old-skool MMO. I'm not a WoW fanboy btw, it was a crap game, just using it as an accessible example.

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  4. how come you guys still don't understand how AOC is approaching hybrid combat. There were 3 abilities that were not tab targeting, the ball lighting, the ice cone, and the blizzard are not tab targeting. The way they are approaching it is that when you don't need to select the target before using the skill it is action skill but when you need a target to be selected then it is tabbed. you can be in either tab targeting or action mode but be able to use all skills. If you play GW2 then it will be much clear. basically their form of hybrid combat will feel tab targeting to you if you are in tab mode and will feel action combat if you are in action mode. The reason why the showcase felt as if all the skills were tab targeting was because they were in tab targeting mode.

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  5. Mana is a resource that needs to be managed. I do like the idea of self-sustaining up to a point. My last mmo had a few spells that worked as a combo. Life to Mana backed up by Self Heal worked well, though it stopped your output for a bit. The laying down to rest, for me, is out of the question as it would slow down a group.

    So you can carry potions, especially if they have no weight, a couple of self-sustaining spells, or a Life to Mana and depend on a Healer, which adds more risk, which may be good overall.

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  6. i think the qeapon default attacks are the filler low dmg spammables that u were talking about.
    but yeah, the hybrid is not visible yet.
    i too think there should be spammable spells like classic fireball, but maybe make it action based, so there is a difference in the charts between good and bad players.
    i think the recource management should be drastically enhanced by a proper mix of classes, so there is a high value in playing a supporter besides just healing.
    maybe the bard should have a talent tree, that specializes in mana/energy/rage regen, while another bard is specialized in boosting dmg numbers.
    and in a boss fight, where a ragecounter for the boss is a threat to consider, you need to have both in your raid, so you have high enough dmg oputput and sustainabillity to beat it.

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  7. why giving mages a source to regen mana? There should be some support class that does that for raid members, I disagree that mages should have mana regen options. They should have mana potions and food/water that regen it between fights.

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