Give Artillery Mages the support they really need...

Alüe··9 votes·1,124 views

I'm not referring to the damage buffs, for the love of god give them an actual key stone mastery that benefits there type of play style. Perhaps one that restores a portion of mana... or something. DFT and thunderlords don't benefit there play style. One functions for dot mages and the other for burst mages. 2nd please stop targeting forms of toxicity. Artillery mages are vulnerable in terms of mobility. People don't realize that to benefit or take advatange of there playstyle they are typically further away from where there core team is at in a team fight. By stating that unlimited casting is unhealthy is essentially attacking there range, it is the only advantage they are given. Third give them an actual passive that benefits there playstyle. I'm not sure why they are one of the only roles where there playstyle forces them into danger... Lux aa on her abilities, ziggs aa with his bomb, xerath aa for his mana. Again you are creating multiple weaknesses with this class, lack of mobility, mana, and to effectively use there passive putting themselves in danger. You never see this with any other class. Lastly give them some itemization, with the mage update we hardly saw any benefits to artillery mages. Give items that work off enforcing them to play afar. For example, something along the lines of an abyssal scepter minus the defense (lack of defensive of items is another weakness that artillery seems to have which is fine) that works off champions being a certain amount of yards away from you.

Ya end of rant...

14 Comments

SkyblazeHydraX37 votes

The problem with giving artillery mages so much is because it would remove interactivity. They need to have weaknesses and moments of risk so they're forced to interact with and outplay the enemy team. Otherwise it just becomes a case of dodging or weathering poke you can't do anything about. And that's not fun.

Alüe2 votes

I think that is what is unjustified, outside of pure health items and zhonya's there are no readily avaliable items like ad has. Such as hexdrinker, scimitar, steraks. Combine this with lack of mobility and lack of utility early (referring to mana needs early) and you sorta of just create a fish on a platter. I get it there gameplay undoubtedly is one, if not the most frustrating to play against. I can see it, but to effectively even play or make use of an artillery mage they are already playing against themselves. Throw someone lurking in the jungles or in the back lines of a fight and a good majority of the time that artillery mage is dead. they have to play from afar. if they play in there back lines like an adc then are they really playing like an artillery mage? to truly play like an artillery mage you are pretty far from your team for help wise in a team fight. All it takes is an individual with high mobility or to realize this and to just wait for the right moment.

Eedat3 votes

outside of pure health items and zhonya's there are no readily avaliable items like ad has.

item 3001 item 3116 item 3027 item 3174 item 3151 item 3040 item 3060.....srs?

Ragaren2 votes

outside of health so that leaves item 3001 which doesn't work on an artillery mage, and item 3174 is a support item.

Only item 3048 will work

Penns4 votes

Outside of pure health

Alüe1 votes

Considering most champions have kits being utilized with % based dmg on health. Sorta of a useless Stat unless you have the defense stats to back it up...

Eedat1 votes

he said pure health

MunchCrunchLunch5 votes

actually. dft is supposed to be for artillery mages. its just oo weak. early game. it does no damage. late game. only if you stack. and I mean STACK AP. you gotta be veigar or cassiopia to use dft. otherwise its useless on almost every champion.

dft was overnerfed for aoe and dots. hell even for single targets its too damn weak. they need to give it a base damage. hell i'd be happy with half the base damage thunderlords has. but no because a single champion abused it for a week and that was brand.

Automatis2 votes

{quoted}

actually. dft is supposed to be for artillery mages. its just oo weak. early game. it does no damage. late game. only if you stack. and I mean STACK AP. you gotta be veigar or cassiopia to use dft. otherwise its useless on almost every champion.

for example when i play veigar. tld is useless for me. am not going for aa trades with him. most of the time i wont lant 3 abilities. he doesn't really need extra burst. he needs something that helps him do damage with 1 spell.

The ADCabal makes sure DFT scales better with AD than AP by a large margin, keeping it out of reach for the AP champs that need it.

As it stands its only used by the champs that abuse it too hard to ignore the crap scaling.

Sounds healthy.

MunchCrunchLunch1 votes

if dft gets strong brand will just abuse it. idk why brands passive procs spell effects. because of it liandries is too damn weak as well

Automatis1 votes

{quoted}

if dft gets strong brand will just abuse it. idk why brands passive procs spell effects. because of it liandries is too damn weak as well

They have separate values for DoTs, single target, and AoE. If they really wanted to fix it, they could gut the DoT value and improve the single target.

MunchCrunchLunch1 votes

well the dot is gutted already. pretty badly. single target is still the strongest part. but then again most mages have aoe spells which are also nerfed to the ground at the moment

Alüe1 votes

Understandable, just frustrating as it dosn't have the power that thunderlords gives or any of the other keystones. I'm not asking for a buff to the class much like riot is doing. Rather a fix to what is supposed to make them viable, playstyles, keystones, items. There damage in my opinion is fine, anymore and you will see them become op when a new keystone or item that actually fits there playstyle is introduced.

Sire Hippington1 votes

I agree on the masterie, and that's easy to fix: Increase the duration on dft for aoe from 2 to 3 sec sp it finally ecomes a masterie for all casters rather than for those with spamable singletarget or dots. For the passive, i think it's totally fine that hey have to get into aa range(which still is some what safe) to use all their kit, and they have plenty of items that work well for them, especially ludens and rylais.

I'm not sure why they are one of the only roles where there playstyle forces them into danger

they have to get in danger for a minor part of their kit, most other classes have to be in that exact danger to do anything at all, and melees have to go even deeper into the dangerzone. Range is the most powerfull defensve tool in the game, it's totally fine if artilery mages need to get somewhat close to make full use of their kit, else anyone without hardengage would have to play PvE+dodgeball vs them, as most champs have not the tools to close in on artillery mages if they use their full range.

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