I'm kind of surprised that we haven't seen a thread like this, so here it is. The spell and class discussion thread. If you're going to mention a mage class, it would be helpful to mention what tier it's at as well. As saying "fire mage" is pretty vague, saying "tier 1 fire mage" is pretty specific though.
My own thoughts here aren't very organized a little stream of consciousness for you.
Honestly, I would need to go back into the game to look up the class names before I could give a lot of feedback here. Offhand though, I've found that the rocket spells are over poweringly too strong. Many of the ammo spells are on the strong side as well - they ought to be strong, but you shouldn't be able to hold the button down to instagib a boss.
I find the drone spells very weird, does anybody like them? I've found a few uses for them, but in general they tend to mess me up. Fusillade spells feel the weird as well, they can be good sometimes to shoot around enemy shots.
The DPS seems to be about the same, without much caliber to them.
The snake spells are fun. Touch spells are fun now too after their caliber buff. Ricochet spells are interesting, I like them.
The Tornamancer's (tier 3) Storm Fist I absolutely love - it's like an extra jump combined with a touch spell. I'm not sure if it was intended you use it as a double jump, but it's quite fun that way.
The featherologist (tier 2) I wish I could like as well. Having both the drone and fusillade spell together just leaves me a bit meh. Meanwhile they the jetpack is quite amusing.
The littorist (tier 2) and terminist (tier 2) are both favorite classes for that tier. I like that the littorist has base spells that are a little weak - but an ammo spell that is fairly strong. Though the spamability of that spell could likely use a nerf. The terminist is great for that one-two combination of a high caliber shot and a high damage shot in the primary and secondary slots.
The smoglet spells (shoots both in front and behind you) are probably too strong. Very fast attack rate, attacks in both directions (makes kiting easily possible) and high damage. I would recommend a cooldown increase on them.
The crescent spells are likewise too strong. Very high damage, spamable, and a high caliber means they make a great offense and defense both. It would be interesting if there was a delay before it went off, so that it was still a strong spell but required more timing to use.
I've found mines/bombs both useless. Has anybody gotten any good use out of them?
Feel free to comment on my random thoughts or add your own. What classes do you like, do you not like. What spells are too strong, not strong enough, or just right?