A disarm has nothing to do with kiting
It would have to be in the Starter Spell school because most starting mages will be going full mage and they don't have a weapon because of the low strength to the class, and the negative damage bonus, i don't mind it costing some mana ofc, but it's to allow for kiting, and getting out of a sticky situation, it should have some range on it.
It cant be OP it's a utility spell you use when you have empty hands, it would also allow for the Mounted mage to compete on a mounted fight. and again it wouldn't be overpowered in my opinion if that's OP then the fact that you can interrupt a mage when they cast, that's OP and should be removed. it's just leveling the playing field and giving the mage time and space to make a play and make the class more viable, there are literal Guilds that their Mantra is "push the mages" because the poor class is defenseless for the most part unless dropping points to take on other classes, and it's not playing to it's strengths
Alright here we go.
A disarm has nothing to do with kiting. I don't really get how you put that one together but it doesn't work. If you want magic that affects kiting, maybe you want spells like disease from MO1 necro that sapped stam regen. That was a cool spell and I don't think it was brokenly overpowered, so that's a reasonable ask. Should it be ecu? Debatable, and if that's what you were asking for it might be reasonable.
I don't know what it would take for you to understand the difference between melee and ranged and the difference between hitscan and directional blocking. It doesn't seem to click for you.
You're asking for range on a disarm spell. You obviously don't think that thunderlash has good range with 20+ meter range from your previous posts, so what does range mean to you? Is outburst's 40 meter range sufficient?
It can't be OP because it's utility and you have empty hands when you cast magic... I mean, if the game was 1v1, that would actually be a reasonable argument because you can't kill them immediately, you have to equip and draw your weapon and so they have time to run away from you. Unfortunately, you're talking about a utility spell that would really be used with a teammate.
A disarm from range to hit a fighter in the middle of a fight, not just one that's right on top of you is just a hitscan kill. Fighters don't have as much speed as mages, so they're survivability comes from actually being good at the combat. Rule 1 of pvp is don't get hit. So fighters worth their salt parry most of the incoming melee attacks. I said earlier you just want hitscan to kill players, here we are again. You disarm a player that's peeling for an ally or staying alive 1v2, they're just dead. They're even more dead than if you outburst or TL them.
As for your complaint that mages cannot play to their own strengths, you sound like you've never played alvarin foot mage. Maybe you play mounted mage exclusively or you're playing a foot human or oghmir mage. Alvarin clades plus jump casting is actually
pretty frickin busted strong. If you play a human mage, it's almost as though you have a surplus of skill and stat points and of all the clades, are best suited for hybrid. Human hybrid is in the running with veela hybrid.
To close, you're plainly lying again. "there are literal Guilds that their Mantra is "push the mages" because the poor class is defenseless for the most part unless dropping points to take on other classes, and it's not playing to it's strengths"
That's
my guild you're talking about. It's not push the mages because mages are defenseless. It's because mages are force multipliers, so taking one down is more crucial to winning a fight than securing a kill on a fighter. That's always been the reasoning. If mages and under pressure, the group can absorb less damage and less pressure. Getting on a mage is really hard. If you can pull it off and your group knows what to do to support you, you can win really difficult and outnumbered fights. That's why you target the mage.