Months back this wasn't the issue considering the cloud was overpowered and gave leverage, yet reducing the intervals between strikes was a poor move, for it both harms farming and strips the class of its only tool (Magic breathe while solid shouldn't be the centerpiece for farming considering its MP drain overtime).
Instead, I suggest reworking how the wands act i.e. Particles. Magic Particles in this sense would fix the range issue most mages rely on storm clouds for, and would let the wands be the primary means to fight with. With this sudden change however, I'd suggest the total damage be spread between the amount of particles the player has or a cap to avoid too much power. Along with this, the particles themselves should begin at 4 per wand, with there being room to increase (Up to 8 per wand) with this being an additional skill below Crucial Mp (4 green circles). Not only would this fill the skill gap, it'd also force the player to invest in more mp for more damage, and with more particles, the player has to spend more Mp. Yes this seems overcomplicated for a simple concept and replicates Helmet Heroes, though the class has always lacked a reason to use the wands themselves...like how different is the class from a warrior without its skills? there's only a different noise for when you hit with the wands.
Attached is a quick sketch showing how it'd look in the skills menu.
(This follows my forum post months back suggesting a necromancer aspect for mages)
-Ahmed / Astin
