Examining the bad mage spells

fransisco

Well-known member
Considering the thread in general about problems with spells, I thought I'd point out the issues with mage spells for 121-125. Specifically why the bad ones are bad, and what can be pruned if needed. While there are other spells that need improving, the purpose here is to point out the stinkers that wouldn't be missed much. I've included a few ideas to fix them, but otherwise just cut them and replace with new ideas.

summon valorous servant and valorous minion:

I forget these lines exist they are so bad. Both of these spells suffering from the same issues. They are single charge items that summon a pet that does soo little damage its not worth the bother. Even though you can summon them once while out of combat (and eschew spell gem issues), they do so little damage its not worth the bother. To be worthwhile, they both need to do significantly more damage, and have more charges.
Ideas to fix: 10 charges, and WAY more damage. Even with 10 charges, their damage is a rounding error on parses and not worth the time currently

Igneous veil:
A short term buff that just isn't worth the bother. It has stacking issues for SKs (dunno about warriors) and cannot be used on pets due to proccing issues. Lastly
the small amount of damage (which cannot be focused) makes this not worth the bother to maintain. Short duration buffs should be good enough to be worth the bother of managing.
Ideas to fix: increase duration, increase damage.

aegis of valorforged:
While this reduces the damage of 9 hits by 75k, it has a base casting time of 6 seconds, which makes it totally impractical in combat.
The best use of this (And the similar auspice of usira) is emergency shielding to catch up on pet healing. However a 6 second casting time makes this as useful as summoned bandages.
Ideas to fix: reduce casting time to 1 second or prune as a duplicate

Boiling Skin (and the summoned orb):

4 hit damage shields have no place in the game. They fill the same niche as a nuke, so in order for us to cast this, it would need to do MORE damage than the worst nuke in our rotation, which happens to be the spear. However ALL nukes are focused, critable, lucky crits, have adps, and have can lead to many sympathetic procs. Even with more damage, boiling skin would need to be good enough to be worth the bother of buffing a player mid combat as well.
Add to this, even if the damage was reasonable (like 5 million per hit), most raiders still wouldn't like it because they wouldn't be attributed the damage on the parse.
Ideas to fix: Heavily increase damage. With mob hp where they are, 4 20k hits that cannot crit is laughable. Add 2 zeros onto the end of this damage. As well, let the summoned orb be droppable. Letting a tank click the orb for themselves would make this interesting (assuming the damage was more than they can bash for).

Grant ring of perfected levitation:

This doesn't even cast perfected levitation.... though even if it did it would still be worthless. As a level 121 spell, this ranks as one of the worst spells in everquest.

Dismantle the unnatural:
The damage is abysmal. Its a very hard to use spell - 95% of mobs cannot be affected by it. Thus it should the biggest nuke in the game to make up for it. The rare chance to use it should excite us.
ideas to fix: the base damage needs to be significantly better than our best general purpose nuke. Like 2-3x better than Of Many, so its fun to use in the rare situations when it can be used.

Promised Reconstitution:
If you need to heal your pet, waiting 18 seconds for something to happen isn't useful.

Rain spells - magic and fire:
They are just bad. Due to the crit cap on rains, they simply cannot compete with our single target spells. Easy targets for pruning

Unused fire nukes:
Gonna lump these together. They simply don't make the cut, significantly less damage but still cause a global cooldown to use. Thus not worth it. This includes:
bolt of molten dacite, cremating sands, and ruination of sand. I guess bolt is useful in the orb (which should be EVERY level up), but the sand spells were worthless even back in the 60s
ideas of fix: new nukes that compete with our rotation, making us reconsider what to use. Or give us AA's to cast them so we avoid a gcd and weaving becomes more interesting

reciprical companion:

this spell is strictly a dps penalty to cast. Pet procs are known to be bad
idea to fix: anything that isn't a pet proc. Turn trolls orange, make druids useful, summon cookies, anything but pet procs

summon voidfrost paradox:
while lvl 119, this will probably be added in the next level up. However this nuke is not focusable and so is just bad. Plus has a tiny amount of charges to boot - 3.
idea to fix: every level up give us a 10 charge fire orb with the new bolt spell

memorial steel malosinera:
We can cast malo as an almost instant AA with no gcd. A 3 second casting time for a terrible nuke to cast malo is not worth the spell slot. easy to prune

Metal/magic spells:
Shock of memorial steel, beam of kukris, and voidstone bolt - If a mage is forced to use these spells because of fire immune mobs, these are all just bad. They don't
work well together in a rotation (shock and bolt), and it always feels bad to use them, they are so much weaker than our fire spells.
Ideas to fix: while steel spells doing less damage than fire makes sense, make them less bad?
 

Gnomeland

Well-known member
Considering the thread in general about problems with spells, I thought I'd point out the issues with mage spells for 121-125. Specifically why the bad ones are bad, and what can be pruned if needed. While there are other spells that need improving, the purpose here is to point out the stinkers that wouldn't be missed much. I've included a few ideas to fix them, but otherwise just cut them and replace with new ideas.

summon valorous servant and valorous minion:
I forget these lines exist they are so bad. Both of these spells suffering from the same issues. They are single charge items that summon a pet that does soo little damage its not worth the bother. Even though you can summon them once while out of combat (and eschew spell gem issues), they do so little damage its not worth the bother. To be worthwhile, they both need to do significantly more damage, and have more charges.
Ideas to fix: 10 charges, and WAY more damage. Even with 10 charges, their damage is a rounding error on parses and not worth the time currently
this is mainly used to maximize "of many" spell lines when molo; but is of marginal value because of how annoying it is to summon the items every five minutes for 30 seconds of benefit; should just be removed since would contribute to pet lag if actually useful.

Igneous veil:
A short term buff that just isn't worth the bother. It has stacking issues for SKs (dunno about warriors) and cannot be used on pets due to proccing issues. Lastly
the small amount of damage (which cannot be focused) makes this not worth the bother to maintain. Short duration buffs should be good enough to be worth the bother of managing.
Ideas to fix: increase duration, increase damage.
would like to see this replaced altogether due to proc issue; the "surge of shadow" line was clearly superior yet was deprecated, should just be brought back in place of this with 10x the scaling of regular damage shields (so ~100,000 per hit x 48 hits = 4.8 million a cast); that'd be worth the cast over a nuke but won't drastically change class balance since it only works on tank

aegis of valorforged:
While this reduces the damage of 9 hits by 75k, it has a base casting time of 6 seconds, which makes it totally impractical in combat.
The best use of this (And the similar auspice of usira) is emergency shielding to catch up on pet healing. However a 6 second casting time makes this as useful as summoned bandages.
Ideas to fix: reduce casting time to 1 second or prune as a duplicate
strong disagree here. 6 seconds (really more like 3.5 seconds after reductions) for 9 hits is valuable in difficult pet tank scenarios; making it 1 second would clearly make it more powerful and affect balance; aegis is also on a different timer than auspice, and serves a different purpose - auspice is for blocking spells and area rampage

far more useless is the "stance" line of spells that block less damage with a 2 minute recast than aegis does with 36 seconds

Boiling Skin (and the summoned orb):
4 hit damage shields have no place in the game. They fill the same niche as a nuke, so in order for us to cast this, it would need to do MORE damage than the worst nuke in our rotation, which happens to be the spear. However ALL nukes are focused, critable, lucky crits, have adps, and have can lead to many sympathetic procs. Even with more damage, boiling skin would need to be good enough to be worth the bother of buffing a player mid combat as well.
Add to this, even if the damage was reasonable (like 5 million per hit), most raiders still wouldn't like it because they wouldn't be attributed the damage on the parse.
Ideas to fix: Heavily increase damage. With mob hp where they are, 4 20k hits that cannot crit is laughable. Add 2 zeros onto the end of this damage. As well, let the summoned orb be droppable. Letting a tank click the orb for themselves would make this interesting (assuming the damage was more than they can bash for).
should just be removed; can't fix without affecting damage balance

Grant ring of perfected levitation:
This doesn't even cast perfected levitation.... though even if it did it would still be worthless. As a level 121 spell, this ranks as one of the worst spells in everquest.
should be removed

Dismantle the unnatural:
The damage is abysmal. Its a very hard to use spell - 95% of mobs cannot be affected by it. Thus it should the biggest nuke in the game to make up for it. The rare chance to use it should excite us.
ideas to fix: the base damage needs to be significantly better than our best general purpose nuke. Like 2-3x better than Of Many, so its fun to use in the rare situations when it can be used.
main reason this is not used is because magician weave is way too one dimensional; this spell is still clearly superior to equivalent magic damage spells from the same expansion. the problem is magicians have no reason to cast anything but 2 x spear, of many, and chaotic unless monster resists fire; that's the more general problem

Promised Reconstitution:
If you need to heal your pet, waiting 18 seconds for something to happen isn't useful.
this is a general problem with the promised line and isn't unique to magicians; the spell isn't useless - magicians lack large pet heals that don't eat up action economy and the promised line is required for that; should be addressed more generally with better scaling to account for the fact that they can't twin cast, critical, or be affected by healing focus effects for pets

Rain spells - magic and fire:
They are just bad. Due to the crit cap on rains, they simply cannot compete with our single target spells. Easy targets for pruning
disagree. just remove the crit cap. rains should be the most efficient magic and fire spell damage available to magicians, with the draw back of being harder to use; there should be alternatives to the one-dimensional spear weave

Unused fire nukes:
Gonna lump these together. They simply don't make the cut, significantly less damage but still cause a global cooldown to use. Thus not worth it. This includes:
bolt of molten dacite, cremating sands, and ruination of sand. I guess bolt is useful in the orb (which should be EVERY level up), but the sand spells were worthless even back in the 60s
ideas of fix: new nukes that compete with our rotation, making us reconsider what to use. Or give us AA's to cast them so we avoid a gcd and weaving becomes more interesting
more specifically, bolt should always be superior to previous expansion's spear; sands should be removed since they were added for gift of mana efficiency plays and nobody does that any more

reciprical companion:
this spell is strictly a dps penalty to cast. Pet procs are known to be bad
idea to fix: anything that isn't a pet proc. Turn trolls orange, make druids useful, summon cookies, anything but pet procs
straight damage boost is easiest to make this useful but would also affect balance; better idea might just be for it to be a large heal over time on both pet + magician, to help with survivability

summon voidfrost paradox:
while lvl 119, this will probably be added in the next level up. However this nuke is not focusable and so is just bad. Plus has a tiny amount of charges to boot - 3.
idea to fix: every level up give us a 10 charge fire orb with the new bolt spell
in general I dislike these spells because of the constant need to resummon; a nice quality of life feature would be for them to have infinite charges but reduce mana by X as a side effect

the rest I agree with
 
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Tuco

Well-known member
Spear line:
A bland spell option that isn't truly in the mage's lore and is more of a wizard ability. It eclipses other mage spells due to its reliable damage. If removed would promote more diverse loadouts and interesting gameplay for mages.
 

fransisco

Well-known member
Spear line:
A bland spell option that isn't truly in the mage's lore and is more of a wizard ability. It eclipses other mage spells due to its reliable damage. If removed would promote more diverse loadouts and interesting gameplay for mages.
a lore reason to not have good reliable damage? Thats like saying its lore for shadowknights to not have healing because "good" classes heal. It needlessly hamstrings the class.
 
One thing that I think separated EQ from modern MMOs is the huge variety of situational spells and abilities rather than a small skillset focused around an intended rotation. Unfortunately, at some point in EQ's development, the situations in which those spells were useful ceased to exist or the scaling was so poor that those abilities lost their utility. They need someone who really understands how the game is played in current year to do a pass on all the classes and prune redundancies, merge underused abilities, and fix scaling on situational spells which still fill a niche. Preferably without adding more buttons to press during combat.

Also in my opinion it'd be fine if some of these abilities didn't have much raid use where maximizing dps is king, but provided benefits that would be desirable in an exp setting.
 

Tuco

Well-known member
a lore reason to not have good reliable damage? Thats like saying its lore for shadowknights to not have healing because "good" classes heal. It needlessly hamstrings the class.
Mages would have good reliable damage without spear.

Also note that as much as I enjoy using the Shadowknight's Lich Sting epic to counter damage shields, I don't think Shadowknights should be able to heal their group and that Lich Sting's group component should actually lifeleech from the group into the Shadowknight.
 

fransisco

Well-known member
Mages would have good reliable damage without spear.

Also note that as much as I enjoy using the Shadowknight's Lich Sting epic to counter damage shields, I don't think Shadowknights should be able to heal their group and that Lich Sting's group component should actually lifeleech from the group into the Shadowknight.
not trying to turn this into an SK discussion. More just that reliable damage should exist for all classes, then unreliable damage that is better, like anti summoned nukes that are superior to anything because they are so unreliable.
For reference, of many doesn't count as reliable. Yes on a raid its mostly reliable, but not outside of a raid setting. Remove spear and mages only have one "reliable" nuke - chaotic. Spears are 50% of mages reliable nukes. Unlike wizards, mages don't have other nukes that are just a little worse. Outside of the 3 in their rotation they have nothing but utter junk - like 50% to 75% weaker.
 
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Tuco

Well-known member
not trying to turn this into an SK discussion. More just that reliable damage should exist for all classes, then unreliable damage that is better, like anti summoned nukes that are superior to anything because they are so unreliable.
For reference, of many doesn't count as reliable. Yes on a raid its mostly reliable, but not outside of a raid setting. Remove spear and mages only have one "reliable" nuke - chaotic. Spears are 50% of mages reliable nukes. Unlike wizards, mages don't have other nukes that are just a little worse. Outside of the 3 in their rotation they have nothing but utter junk - like 50% to 75% weaker.
With spear, mages are wizards but with pets and a bunch of weak spells not worth casting because spear is so good.

Without spear, mages are a pet caster with a lot of situational spell options to fill the gaps between of many, chaotic and remorseless.
 

Sancus

Well-known member
With spear, mages are wizards but with pets and a bunch of weak spells not worth casting because spear is so good.

Without spear, mages are a pet caster with a lot of situational spell options to fill the gaps between of many, chaotic and remorseless.
I know you're being intentionally obtuse, but Spear is just Bolt tuned appropriately for modern content. You can delete any class's good spells to force them to use their weak "situational" spells, but that doesn't change the fact that those "situational" spells are undertuned relative to content/current DPS values/etc. There's no way to fix the problem without addressing that.
 
If anything, summoning a spear of molten ore sounds very lore appropriate for mages in EQ. And if they deleted it then you'd just use the next highest damage nuke which would probably be bolt, so your gameplay would be exactly the same but you'd be doing significantly less damage. In fact, any nuke you swapped it with would just be exchanging damage and range (important factors) for cast time and mana cost (largely irrelevant) - I wouldn't call those situational spells, they're just plain worse in modern EQ.
 

Goranothos

Member
Igneous veil:
A short term buff that just isn't worth the bother. It has stacking issues for SKs (dunno about warriors) and cannot be used on pets due to proccing issues. Lastly
the small amount of damage (which cannot be focused) makes this not worth the bother to maintain. Short duration buffs should be good enough to be worth the bother of managing.
Ideas to fix: increase duration, increase damage.

Doh! I've been keeping this on my pet (pet tank) in my box group for 2+ years. I just assumed it was worth having it on the pet tank. Are you telling me I've been wasting my time, mana, and a spell slot this whole time? If so, thanks for the head's up.
 

fransisco

Well-known member
Doh! I've been keeping this on my pet (pet tank) in my box group for 2+ years. I just assumed it was worth having it on the pet tank. Are you telling me I've been wasting my time, mana, and a spell slot this whole time? If so, thanks for the head's up.
anything that procs on a pet reduces their damage.
 
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