Quote:
Originally Posted by DogFish
I have similar sentiments to these thoughts. Mind push is an essential part of a mage's defense against warriors, and it's currently in a sad state. Mind push and roar are the same range (range 10) and observant barbs will simply cast roar at the same time.
With knights, once they get in range, it's a easy 12 s of knock on mages due to no UM, SOTW, PB + basically a guaranteed immobilize.
Regarding the knight movement speed buff. The current implementation allows the knight to gain 7.5 m on the target (3 s * 50% * 5 m/s), that's a lot for mages who have no movement speed boost.
If a change is made to make it easier for knights to initiate a CC chain, I think we need to be careful on how easy / strong they can keep the target under CC. Alternately, give mages a CC breaker like UM/SOTW/PB.
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The reasoning is sound, and I have made some suggestions regarding this in the past:
One was a change to dome of protection, dramatically increasing the resistance buff and making it knock/stun enemies who cast spells within certain ranges. The duration of the power would be reduced, obviously.
Another was this spell (
which you can look up on my original post here 
) :
Mana Dome:
Type: Aura, Casting: 1.5s, Area: 10, Cooldown: 120s
Duration: 60s
Cost: (mana) 400/460/520/580/640
Global Cooldown: Very Short
Buff on self AND nearby allies:
Gain a damage absorbing barrier that increases by 20/30/40/50/60 points every second up to a value equal to 100% of the caster’s maximum mana.
In tandem with energy barrier, that would make a mage downright tanky for 60 seconds if timed well.
The last one was this thing... it's kinda ugly, but maybe redeemable (also from another post that you shouldn't have to suffer the pain of reading

) :
Brilliant Aura (channels a brilliant aura from the staff temporarily revealing a 30m area around the caster and granting immunity to crowd control, but preventing movement and casting, i.e. if the mage attempts to move or cast the channel and its effects will end)