Ok I have been playing a offensive mage for awhile now. I have come to learn I am not a dmg dealer really just barely on par with a warrior of equal level.
I am 78 atm and seem to do as much dmg as a 2h warrior. Why is that I can't tank like a warrior? I have to deal with resistance, failed incantations, Interuptions. While a warrior only deals with missing. A warrior can dodge parry in combat I can't while casting a spell.
I don't know if the class gets better later on but considering I am soft and die in 1-2 hit on the mobs I fight. I find this not balanced.
Is this how a mage is supposed to be? Is this what the devs hand in mind when they first started?
I know you introduced the conentration line but its not worth it considering the cost really. I was hopeing vampiric would help me but again just another dissapointing stanza that costs a little less then what its worth and can hurt you in the long run.
EXAMPLE
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Vampiric steals 78 hp if the spell lands for full dmg. Now since I am at the point where I have to use hp in my spells to not be drained in my fights I was hoping it would be worth while. So I get it costs 65 points to use on top of the fact my main skill costs 80 = 145 total to cast this spell.
ok so I do the math 65 sap, 65 hp, 15 range = 145. If the spell get resisted I loose the hp and sap. if the spell lands and if I have already lost hp I gain it back. But the cost still equals the same as using the basic spell 80.
So its not even worth it to use. If I do use I will most likely just help the mob kill me faster. It would just be better and safter to go 40 sap, 15 hp, 25 range. You will regen the hp you loose faster and if you fail no real loss.
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Not saying I can't solo its just if I make 1 mistake get resisted 1 time I can consider it my death unless I pull a fast trick out of my hat.
I just feel really dissapointed with the class atm. Healing is fine though I haven't really seen any problems with that line. Only thing I can think of here is make Defensive affliction easier to level. Right now its a pain to level.
I think mages are glass cannons. They seem to have the glass part down just not the cannon. But then again I am only 78 so if there is hope for me pls say so but if a warrior will always be on par with me no point in being a mage.
I don't care to play a class just cause it has neat looking spells.
Another thing why doesn't fear work properly in pvp? I am sorry if I wanted to stun the target I would use stun. I need the player away from me thats the reason a mage uses fear its our only defense in all honesty. If we were ment to go toe to toe with a warrior think we would have buffs for that.
I have to fight mobs that way so players should be no different.
P.S. Editing the post over and over so just incase you read it the first time might not be the same the second. Just putting in what I feel I forgot to ask about.
Questions to GM/Devs/Cerest
Re: Questions to GM/Devs/Cerest
I'm not a gm/dev/cerest, just a player like you. But my experiences may give an encouraging light to some of your questions.
Magic damage vs melee damage:
With a good magic amp (100 cast speed boost) and no cast time credit in the spell, you can nuke faster than any 2h melee can swing (30+ nukes a minute vs 27h/m with the best known pike so far). And if you get an amp with the right ingredients, you can also nuke for more than a melee can hit. (with 57 elemental skill, I can nuke for up to 365 with a 100/78 elemental speed/power amp, a q50 pike can hit at most for 304, q60 is 344). Admittedly, the difference isn't staggering at this point, but there is something else to hope for.
At level 100, you get access to the 'double spell templates'. That means at 100, you will DOUBLE your offensive output. I see lvl 160 mages nuking for over 1k damage, while the best q160 pike will only be doing 744). Thats 300+ more damage per hit. Was in a group with 2x lvl 150+ nukers last night, killing gibbai in zorai, and was quite entertaining to hear the tanks say they were giving up trying to even hit them because the nukers were dropping them so fast.
Vampirism, I agree, could use tweaked, majorly. Currently it just changes your spell so you use more sap at the cost of no hp (or maybe just a little greater return than what hp you used). Considering its always best to split the cost anyways, and its not adding any damage, it's useless. Reduce it's credit cost to say half to 2/3rds what it is, or increase the hp drain it can do, or even possibly having it drain hp+sap would go a long way towards making this brick useful.
Pvp isn't something I'm big about soooo I'll not comment.
I still would like to see a skill/brick you could learn simillar to 'accurate attack' but for spells. I'm sure many mages would pay the extra costs to ensure a much higher success rate in having their spells stick.
Also, if you would be interested in getting a high Q amp, I can make up to q100 amps, and generally only use excellent/supreme ambers in the ones I sell. Don't always have supreme in stock, but I'll try and make the best amp I can to get the most bang for your buck.
~Zzei
Magic damage vs melee damage:
With a good magic amp (100 cast speed boost) and no cast time credit in the spell, you can nuke faster than any 2h melee can swing (30+ nukes a minute vs 27h/m with the best known pike so far). And if you get an amp with the right ingredients, you can also nuke for more than a melee can hit. (with 57 elemental skill, I can nuke for up to 365 with a 100/78 elemental speed/power amp, a q50 pike can hit at most for 304, q60 is 344). Admittedly, the difference isn't staggering at this point, but there is something else to hope for.
At level 100, you get access to the 'double spell templates'. That means at 100, you will DOUBLE your offensive output. I see lvl 160 mages nuking for over 1k damage, while the best q160 pike will only be doing 744). Thats 300+ more damage per hit. Was in a group with 2x lvl 150+ nukers last night, killing gibbai in zorai, and was quite entertaining to hear the tanks say they were giving up trying to even hit them because the nukers were dropping them so fast.
Vampirism, I agree, could use tweaked, majorly. Currently it just changes your spell so you use more sap at the cost of no hp (or maybe just a little greater return than what hp you used). Considering its always best to split the cost anyways, and its not adding any damage, it's useless. Reduce it's credit cost to say half to 2/3rds what it is, or increase the hp drain it can do, or even possibly having it drain hp+sap would go a long way towards making this brick useful.
Pvp isn't something I'm big about soooo I'll not comment.
I still would like to see a skill/brick you could learn simillar to 'accurate attack' but for spells. I'm sure many mages would pay the extra costs to ensure a much higher success rate in having their spells stick.
Also, if you would be interested in getting a high Q amp, I can make up to q100 amps, and generally only use excellent/supreme ambers in the ones I sell. Don't always have supreme in stock, but I'll try and make the best amp I can to get the most bang for your buck.
~Zzei
Last edited by zzeii on Sat Nov 20, 2004 6:46 am, edited 1 time in total.
Reason: Added a suggestion...And an offer...
Reason: Added a suggestion...And an offer...
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Oh yea, and Princess~
Oh yea, and Princess~