QUOTE(Rei-Tenshi @ May 23 2013, 06:50)

Tested it. Difference is negligible. Mages still can't do their old clear speed, which is the entire point of maging. On the other hand, Melee can still do their old shit with little to no penalty. (probably easier for low levels too, because melee needs way less Mastery points and AP to function competently).
Seriously, tell us what advantages you intend for mages to have over melee.
Because before this patch, the situation was something like this:
Mages: Can clear rounds really fast, but can't last long in the later rounds. You don't see mages doing 200 round IWBTH in 5-10 mins (something which Melee apparently can do).
Melee: Slower clear speed, but survivability allows them to do what mages can't, which is survive on deeper GF and IW.
Right now, mages can probably clear just a little bit faster than melee, but is still just as squishy. If you really want mages to be a viable playstyle again, either remove the CD on T2/T3, or allow T1/T2 to hit all targets regardless of enemy position. You can keep raising spell damage all you want, but as long as those limits exist (cooldown/targeting/resists), then the whole point of maging (which again, is CLEAR SPEED) is moot.
Yep. In reality the clear speed of mages is probably at least halved, if not only 1/3rd or even 1/5th what it was before. And it's much, much more difficult to juggle all the cooldowns effectively (unless you use a script that do this for you).
Also, it seems the 2x damage for main target has been removed. Is this intentional, I wonder? If it is, then ouch, since that's a huge loss in damage when it comes to clearing the difficult mobs (IMG:[
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