More interesting is thinking about the ways to further differentiate and balance the 2 classes:
If you look at Wizards and Mages at Level 12, that should serve as the basic template for what their power level should be throughout the whole game. Wizards at that level get a relatively quick-casting high-damage spell that can kill some monsters close to their level in just 3 casts, whereas at Level 12 Mages are still using the considerably less punchy direct damage spells they got at Level 8, but are still the best sustained DPS class in the game at that time because of their pet.
Wizards at Level 12, if not twinked, can cast their big damage spell 6 times before they are out of mana, and then it takes them about 5 minutes to meditate from zero mana to full. This is a fitting level of power for the class, but it's not how it remains in the current game; as they get higher and higher in level, they become slower and less efficient at burning down monsters, and it takes them longer to regen their mana on top of it.
That offensive level of power and specificity needs to be maintained throughout the game. Make the caster classes squishier in comparison to the monsters as you go up and up in level, that balances out the extra utility abilities they continue to get, but you have to keep the offensive power high and make sure to differentiate methods of offense in the way the game is designed. Not just nothing but standing around fighting things with massive HP.
There's much more to be said about different mechanics and specifics that would make the gameplay deeper and more interesting, but that would be biggest first step in differentiating and balancing two offensive caster classes.
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