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Make Supports Powerful: Battle Mage

StaconaStacona
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Posts: 672
Member
edited July 6 in Suggestions, Feedback, and Requests
It is time for supports to properly live out their fantasy to be purposefully and meaningfully strong to deliver an experience that represents what it means to help others out rather than the current 'well, it is better than nothing' mentality with super weak effects that do not actually do anything, nor even feel good when used.


Battle Mage:
Classification will be a Protector-Enchanter.
This will mean that the main role is to keep the party from dying and the auras remade to be a lot more meaningful and noticeable effects, including doing things that drastically changes up how the game is played to create a truly unique and fun way to experience a boss fight that cannot be experienced solo or without a Battle Mage.

Broad Overview:
~ Auras are remade to be a lot more impactful. This includes having a reduced range on the auras, but they now all have a very distinct visual effect which indicates the range of the aura and each having their distinct colour of yellow, blue, red, pink, or purple for the main 5 - the main 5 will visually be horizontal with the actual effect range being an entire circle all around Battle Mage.
- Passively, most of the effects that the auras do now will be added to the passive for Battle Mage to retain for themselves.

~ Aura Scythe's aura will now be an unique aura standalone to the main 5 auras, which means the other auras can still be used while Aura Scythe is active. Its visuals will be different as well to the other auras where it radiates a multi-coloured effect all around Battle Mage and it will no longer copy the effects of the 5 main auras at the same time.


~ The 5 main auras no longer will directly increase the damage of the party by any means and no auras will have a lingering effect when not in use so that the Battle Mage user is deciding on what aura is the most needed in that situation rather than deciding what does the most damage and removing the need for micro-managing upkeep of Weakening Aura (the Pink Aura).

~ Lastly, Party Shield will be brought up in power to be more extreme of keeping the party alive and be available more frequently rather than have a long duration on a really long cooldown. Party Shield will be treated as a core skill to really bring in Battle Mage as a protector!


Skill Breakdown:

Hasty Aura: (Yellow Aura)
Reimagined:
Toggle: Increases the total speed for self and party members within range by 50%, this can exceed the Speed limit, and reduce the effectiveness of slows by 50%.

Passive: Battle Mage gains +3 Attack Speed, +40 Speed, +20 Max Speed, +20 Jump, and +15% Avoidability.

Draining Aura: (Red Aura)
Updated:
Toggle: Heal self and party members within range for 25% HP every second.

Passive: Max HP recovery every 4 seconds: 2% + 1000, Max HP recovery every time you eliminate an enemy: 1% HP.

Blue Aura: (Blue Aura)
Updated:
Toggle: Grant self and party members within range 20% Damage Reduction from all sources, including from % HP attacks.

Passive: Battle Mage gains Abnormal Status Resistance: +50, Elemental Resistance: +30%, DEF: +150%, Damage Taken: -40%

Dark Aura: (Purple Aura)
Remade:
Toggle: Reduce the effects of gravity by 50% and the duration of abnormal status effects by 30% for self and party members within range.

Passive: Battle Mage gains +15% Magic Attack and +15% Damage.

Hyper Passive Change:
1: Further decrease the effects of gravity to 75%.

Weakening Aura: (Pink Aura)
Remade:
Toggle: Slow nearby monsters by 40%, including boss monsters, and apply Untouchable Status.

Passive: Battle Mage gains +30% Ignore Enemy Defense and -10% Ignore Elemental Resistance.

Hyper Passive Change:
1: Further increase the slow to 60%.

Aura Scythe:
Aura Remade:
While the effect is active, radiate a brilliant light all around Battle Mage, granting party members within range 20% increased Final Damage and increasing the range of all auras by 50%, excluding Aura Scythe.

(The actual Aura Scythe enhancement effect is unchanged for clarity.)

Party Shield:
Improved:
Active: Create a stationary protective barrier for 10 seconds, causing all inside to take 50% less damage, including from % HP attacks.
Cooldown: 30 seconds.

Hyper Passive Changes:
1: Increase the duration by +5 seconds.
2: Decrease the cooldown by -5 seconds.
3: Increase the damage reduction by +10%.