Errata always is a big thing so I won't try to go into that direction.
Playing mages with big disadvantages is no fun, but by not using them I feel sorry for those mages. It's a waste. There are interesting game mechanics and tactics to play with.
So I am searching for a houseruling on mage abilities that would level them out as good as possible. Changes should be simple and easy to remember.
My changes would be:
Priest
Holy Avenger comes into play active
Holy Avenger gets his bonus also if no damage got dealt
Additonal burn is for free
(Nice possible wording in reply 17)
Johktari
quick summoning instead of fast
Beastmaster
Fast instead of quick summoning
(See detailed Description for swap of beastmasters abilities here:
http://forum.arcanewonders.com/index.php?topic=17103.0)
Anvil Throne warlord
Battle orders as free additional action (once per round...)
Bloodwave warlord
Battle orders as free additional action (once per round...)
For 2 mana Soldiers start with 1 vet token
Vet tokens get also ranged+1
(Discussion about warlord abilities can be found here:
http://forum.arcanewonders.com/index.php?topic=17288.0)
What do you think about this list? Is it complete?
I know that it would not make them all top tier, but at least close.
EDIT: changed ideas to best ideas till now.
Remaining question:
1 Priest gets damage barrier?
2 price for vet tokens ok?
3 maximum amount of vet tokens needed?