Kuraokami wrote:Earth still does increased damage on distance on boulder, and torn is still buffed, so both have the highest damage potential/mana to clerics.
And this is where my math kicks in, but nobody ever seems to read it. So please, if you're reading this, read the whole thing before replying.
Mage highest Dmg/Power spell: Cold Ball 1, 42.5 dmg for 11 mana, or 3.86 damage per power.
Healing 7 heals max roll for 60, so after 40% damage reduction offered by P5, it undoes 100 points of damage dealt to the Cleric for 15 mana, or 6.67 heal per power.
Healing 7 with Prayer 5's multiplier heals 173% more efficiently than Mage's most efficient damage spell. Throw that in with misses, jukes, and airwall blocks, a good Cleric can easily outheal anything a Mage can dish out.
A 30 Cleric has 288 HP, so with 40% Damage Reduction, someone needs to do 480 points of damage to kill them. For comparison, 30 Mages have 206 HP and 30 Arcs/Ments have 247 HP. A 30 Cleric with P5 effectively has 233% more HP than a 30 Mage and 194% more HP than a 30 Arc/Ment.
So what about burst? Let's pretend the Mage is a god and the Cleric is a dumbo.
5x White Death = 400 dmg
5x Tornado = 400 dmg ? (is tornado 80 dmg a hit?)
3x Maelstrom = 279 dmg
7x Firestorm = 441 dmg
10x Shrap Ball 1 = 525 dmg
So I guess, if you can land 10 Shrap Ball 1s in a row, without the Cleric healing himself once and without him throwing up any Airwalls, you'll kill him. You're certainly never going to "surprise" a Cleric with a burst, though.
The reason *tankiness* needs to be lowered is because of the win condition of this game. It makes no sense to have this invincible juggernaut be able to walk into your shrine, beat your team, and win the game, when you're powerless to stop it.