Lately as you are all aware there has been many imbalances with the classes in Champions, this post is to not discuss changes on those but rather a rework on a certain favored class of mine, the gold armor "Mage" class. Describing mage is simple; Mage is a jack-of-all-trades, master of none and this is very true because in terms of roles it fills on the battlefield it is a generalist which fills many roles but it doesn't focus on one. Let's face it, Mage's main focus should be support and defense. For starters, mage does horrible on offense, pretending that all players have equal skill, if you put a mage that has an offensive build against offensive classes the mage will almost certainly lose. Mage shouldn't have the capability of being on offense and should focus more on helping their allies or defending with their allies rather than being on the front lines. I find this very important because there are not really classes that specialize primarily in support/defense. Brute is mainly offense, Knight is offense/defense, and Assassin is offense. Ranger is an interesting topic because like mage it can take on many roles. A healer because of it's healing arrow, defensive, or offensive because of the many abilities that class has. What makes Ranger different from Mage however is it's dependence on arrows. I want mage to be the support/defense kit, the "elements" of the skills currently in place are very important to the class. Each of these elements have their own attributes which make it what it is. Fire: Speed and damage, consistent damage. Ice: Slowness, resistance, and barriers. Earth: Knockback, slowness, healing, barriers, damage. Lightning: Damage, shock, slow. A part of mage that is very important is the variety of moves that apply status effects to those hit by the skills. Lightning Orb will shock opponents, inferno will burn targets, fissure will slow enemies. Mage is a very complex kit because it relies on magic skills and tactical strategies to be effective in battle.