View Full Version : Mage Suggestions
GM_Dakkon
10-02-2007, 12:54 PM
I am making this thread to see what the community has to say about the balance of the class as a whole. What I am looking for is short constructive criticism. There are 3 areas in particular that I want to know about.
Solo: how does a Mage do soloing through the game
Group: Does the Mage perform well distance damage dealer
PVP: how well does the Mage hold up against other classes
I am not looking for essays on these points just a couple sentences on the classes capability in these areas (good, bad, or average), weaknesses (can't close distance, not enough damage, etc), and suggested fix. This is not a nerf post so please don't treat it as such, and please keep your suggestions clean.
Regards,
Dakkon
WNxOddJob
10-02-2007, 01:21 PM
Solo: Solo as a mage is great for the first few levels, post 20, things get tough. They can't do enough damage to keep mobs from getting in and hitting them several times, and as monsters scale in hp/damage, a mage's defense doesn't keep up, meaning they can only kill a few things before resting, making them a slow and ineffective solo'er.
Fixes: Better scaling of spells. Higher level spells are too expensive and don't do enough damage. The extremely slow cooldown of higher spells means rank 1 spells outclass them severely.
Fix #2: Damage shields; e.g.: You hit the mage, you take alot of damage.
Group: In group mages seem to do great behind a tank, you can unload on monsters, however you're still using those level 1 spells.
Pvp: No idea, I've never pvp'd.
zygaming
10-02-2007, 01:39 PM
Solo: Suck after lv30-35 , U get hit often and the hit is hard too, uget hit 6-8 times u r dead. High lvl spells are really only high on their prices. Example. lv1 magic missile does 150 to yellow mobs now, lv 7 fireball does 300. lv1 missile fires without stop. lv 7 fireball have 10.5 sec cooldown with 5 on deacrease cool down.
Group: If we r talking about a good tank and Cleric to AOE mobs(6-9 at a time) Mage is good , if we r doing one by one , then ARchers ,str warrior does better than us.
PVP: Any same lvl warrior , clerics ,archers usually beat us with ease.
To fix Solo problem , simply lower mob's Mdef
To fix group problem, see above
To fix PVP problem , Let lightning's stun effect come back , cuz warrior have 2 stun
Clerics can heal, Archers tend to let u miss.
SweetLavender
10-02-2007, 01:50 PM
Agh! Dakkon! I have alot to say about myself XD. *pouts* no fair. Oh well ^.^. lol! You think it can be maybe a paragraph? I may be simple but when it comes to opinions it can be ATLEAST 3 or more paragraphs...or...maybe...a page...or two >_>
Patchouli
10-02-2007, 02:34 PM
PvP: The PvP related skills, Mana Burn and Purge, have really awful cooldowns for their effect, Mana Burn is countered by a SP stone pretty much, and Clerics have a lot of buffs and minimal cooldowns on their buffs. (Suggested fix: less cooldown time, or purge should be able to strip more than one buff)
Solo/Group: Not really any problems with damage (I'm full Int), however the higher level skills give really bad returns in additional damage for the additional SP cost (in some cases, something like 90 more SP for +10% (+30) damage). Firebolt is especially weak with higher levels of it having 3x the cooldown of Firebolt 1, and Firebolt 8 doing barely twice the damage of Firebolt 1 at the level you get it, even with a 5 point damage empower. (Suggested fix: lowered sp curve on higher level spells, less of a cooldown for firebolt and magic missile above level 1)
Edit: Current Level: 58
Talkius
10-02-2007, 03:35 PM
Keep in mind I am only lvl 22 so far
Solo: how does a Mage do soloing through the game
The spells of higher lvls are not worth the SP they waste and Massive Cooldowns. Starting out I can usually get my Mage from lvl 1 to 20 relatively quickly granted I have abundance of HP/SP Stones/Potions. Also, buff scrolls go a long way for all Mages. Damage only works at this point for the dagger mentality using lvl 1 spells mostly mixed in with a couple highest lvl u can get spells.
Group: Does the Mage perform well distance damage dealer
As long as the group you are in has proficient Tanks/Clerics, No problems up to this point until the Tank messes up and you get 1 or 2 hit by what you are fighting.
PVP: how well does the Mage hold up against other classes
I have heard not well, but I don't know, havent broached PVP as of yet...
soysauce2rice
10-02-2007, 06:24 PM
Mage is strong and of course defence will be weak at the cost, just some maps are a bit cramped with aggro monsters so it's a bit hard for me to avoid.
Solo: Excellent so far and i would keep it that way. I think the lightning bolt skill seems pointless though coz it's a bit weak, long cool time and i haven't noticed any effects from it.
Group: I don't see anything wrong with this.
Pvp: I think MIGHT lose to an archer, or just get 1hit K.O.ed from a Fighter's or Priest's attack skill.
KonataIzumi
10-03-2007, 12:19 AM
MY own views and opinions ONLY.
Without comparing builds, only according to free stats:
Solo: Second to clerics that's best for soloing. Mages are second best to soloing. Good damage is the reason for it.
Group: Supports as a line backer. Works well but due to all aggressive after level 20 monsters and on, mages can't really cast their spells from a mile away without having to worry that a mob spawned behind you without knowing it.
PVP: I'm not a PvP person so I'm not saying anything about this.
Overall:
Mages has but 1 weakness. Poor Magic Defense.
Low HP and def is normal for mages but having bad magic defense for mages is a bad thing.
Costly Job, but quite fun to play with.
Kholai
10-03-2007, 03:49 AM
Solo:
Good - The mage does so much damage in such a short time they have a good chance of killing monsters before they get close enough to deal a hit. Good at soloing purely based on the speed with which they terminate their opposition.
Bad - Mages are made of paper. A few hits could kill them, so they more are addicted to scroll upgrades and both types of potions.
Ugly - Their level 1 spells are the only spells a mage can use. Like heal, the mage's offensive spells become more costly and less efficient, but unlike heal, their cooldown increases dramatically, making it overall worse to upgrade. As damage increases, this severely damages their ability to solo efficiently.
Party:
Good - Their extra damage is a welcome addition to any group of any composition.
Bad - Very little. Mages thrive in a group, especially with a cleric in their party. They even get a support ability that cures things clerics can't, so by that logic I'm hoping clerics eventually get a long ranged offence spell.
Ugly - The biggest flaw of the mage is when they draw aggro, a natural part of the game.
PvP:
Good - Mages are probably the only class that has any hope of significantly out-damaging a clerics' healing capacity.
Bad - With no means of healing, a hard time escaping, and a hitpoint total that might as well be in single digits, and with tanks not being mandatory targets like they are to monsters, mages in any PvP situation will die swiftly unless massively buffed.
Liala
10-03-2007, 10:36 AM
Soloing: Easy at low levels, impossible at higher/midhigh levels
-Whinge: Mages have low HP (obviously) and this can be delt with, but what happens when a monster randomly spawns near you, or someone runs by being chased by a group of monsters which end up argoing you.... death.
-Solution: Something to boost Mages defense, anything. Lowering monsters Mdef or fixing the higher level spells (which are worthless), or let archers cast natures protection on other party members, ie. mages (this will benefit both classes)
Groups: This is fine if the group is good. But some type of defense would help for those spontaneous mob moments.
PVP: I'm pretty sure at higher levels, mages would lose to all other classes, as they have low hp and only lvl 1 spells are useful to them.
GM_Dakkon
10-03-2007, 11:08 AM
Thanks for the suggestions, keep them coming.
Dakkon
zygaming
10-03-2007, 11:17 AM
I am not here to quarrel but pls everyone who leaves ur message with your current lvl
many people who think mages r doing great probably just havent passed 30 .
Malkos
10-03-2007, 12:29 PM
Solo: so far, as most people have already noted, mage spells scale TERRIBLY. The damage compared to cooldown and sp cost is too outrageous to use anything past rank 1.
Solution: remove the excessive increase in cooldowns. Keep the spells with their rank 1 cooldown and maybe lower the SP cost a point or two, but not too much.
No opinions on anything else.
SMOTUAB
10-04-2007, 09:27 AM
As a solo hero. Mages become worthless if you upgrade the spells. If I don't kill a monster before he reaches me i.e by using up all my spells all at once, I either die or use up many hp stones and potions. The cooldown and mana cost on the upgraded spells is ridiculous. I've found that reverting to the level 1 spells is always better and usually does the trick on higher levels. Its better to do 80 damage every 4 seconds than do 120 damage every 15.
Silentdan
10-06-2007, 03:18 AM
please note: my mage is only level 23:
Solo: as it stands now, mages are bad soloers at level 20 onwards, their damage isn't high enough and as many people have said, level 1 spells are the only things effcient.
Bads: Too little damage, too little defence (both magic and physical). for me, the hp is okay, i have experience in other games the hp is a little below average but is not a major problem, the defences, however, are.
Fixes:
1.Damage. either:
a) Lower the M defence stat on monsters, unless they use magic themselves, they shouldn't really have a very good m.def
b) make spells do more damage and make the INT stat give more m.dmg per point
2. Endurance
Simply put, raise the mages defence stats, A mage of all classes should have the highest M.def particularly, And/or introduce a mage buff skill that reflects a certain % of damage back onto the foe, reducing the amount they are hit for.
Group:
i have noticed that a mage is not exactly the heavy hitter, like they should be, the fighters of a similar level to the mage can do MORE damage on average with normal attacks, so the problem appears to be here that monsters have a higher m.def than def, or the mages are extremely underpowered.
PVP:
haven't PVPed and likely never will
i have used alot of shoulds in this, i don't know how the games works, but that my suggestion for the mages anyway.
Flashrave
10-06-2007, 07:57 PM
Once i wasn'r paying attention to my sp bar and it emptied right after the first shot. a yellow killed me, and i wasn't too pleased.
Mages just don't have enough of a buffer between them and the attacker.
Personally i suggest something akin to the "bubble" spell preists have in WoW, where you get a temp. barrier that will take a hit or two before disolving.
Either that or make mage armor a little stronger? Make the Freeze spell hold the target in place a little longer? idk, but i do know this:
i DO NOT want to kite my way through all the higher levels, cuz that's really time consuming and aggrovating.
SELECTuserid
10-06-2007, 11:11 PM
Dakkon,
lvl35 mage here, and I still feel they are a bit weak in the PVE area. the only reason I say that is because any other build can pve and lvl alone if they like, It might not be as fast but its doable for quest etc...
It would be nice if the mage had a skill we could buy from our skill master to reject aggro mobs, in other it would ne a self cast, and nothing aggros him / her unless he / she attacks it. At least it would Solve the problem of killing a Zombie King and a flying staff comes along and ends the whole thing. Running is not an option too many mobs around, So i think this may keep the balance but allow the mage to PVE solo if he / she has no friends.... like me.. ^_^
The Self cast / Party cast??? could be called.
Deception VIII << Great name ^_^
Uses powerful magical energy that makes mobs see you as a friend.
That would rule... 100%
Chiriko
10-07-2007, 11:45 AM
Lvl 18 mage
Solo: It's okay as long as you kill the mob before it gets to you, it's alright if you have a healthy stock of potions and stones, or else you are likely to run away and attract more mobs to come after you while you are waiting for the cooldown time.
Group: Not bad as long as you have a tank or cleric with you. While the mob is preoccupied with the tank, you can unload your spells from a distance.
PvP: Even at lvl 18, I honestly think a mage would lose in this situation. We are really only effective from a distance and the spells don't dealt out enough damage to effectively cripple the opponent.
Fixes: Lower cooldown times. Increase the power of the lightning spell and critical hit rate. It looks spectacular, but often time useless against mobs. Same thing with the ice bolt, I have yet to see it slow down an enemy. Perhaps a shield spell to absorb physical damage or a regen spell so we don't have to run while waiting for cooldown times or rely on potions and stones, or vitality scrolls. Maybe allow mages to cast multiple spells at once to increase damage.
wickedpunk
10-07-2007, 12:51 PM
I have two suggestion that may effect all areas talked about.
Other than making the spells or skills themselves and alter them perhapses change the effect of empowerment and make each point more valuable that way you still have customizations for different game play.
chodien
10-07-2007, 02:32 PM
Lv34 WizMage/Full INT.
Solo: Currently, it costs me around 5-6 hits to kill a white monster. Yellow ones are even harder to kill. They can reach me and hit once or two before I can take them out. Its not fair as they have high physical damage and also high magic def.
Group: Its okay as long as we have a tank. Their kicks work well.
PvP: Fighters and archers, even clerics kill us easily. It's a nature for being killed by an archer, but fighters suppose to be our prey and make a circle. They reach us too easily and the Ice Bolt which is our main movement debuff has really long cooldown.
Fixes: Decrease the cooldown time of spells and monsters mag def. Also, make INT relate to capability of debuff landing, END relate to stun resistance.
Regards.
PS: I'm not good at English, so correct me if I wrong. Thanks in advance.
Flashrave
10-07-2007, 04:53 PM
you're english is pretty good! (*props*)
ienamwen
10-07-2007, 05:31 PM
In groups I have no trouble, but of course I just spam my tier 1 spells like most other mages.
This is about the only game I have played a mage in where the spells do not become more cost efficient as you gain the higher spells, the SP jumps way too much in comparision to the damage bonuses. (a quick test on a monster, my level 1 missle had 52.3 damage per SP while my tier 5 was a whopping 6.3 damage to SP cost)
Also about the problem with monsters closing distance, fix ice bolt so the movement speed reduction actually works, I know some monsters have a 45% speed reduction skill so I don't see why that cannot be what Ice Bolt has.
chodien
10-07-2007, 06:31 PM
Also about the problem with monsters closing distance, fix ice bolt so the movement speed reduction actually works, I know some monsters have a 45% speed reduction skill so I don't see why that cannot be what Ice Bolt has.
Completely agree. Add a slightly 4% reduction per spell upgrade untill level 10, start with 9% at level 1 of Ice Bolt.
SELECTuserid
10-07-2007, 07:43 PM
wow I agree 100% if Ice really worked it would fix alot of the problems, just let us turn them blue. like Ice VIVI
Flashrave
10-08-2007, 12:16 AM
Make the Freeze spell hold the target in place a little longer?
i already suggested this:( but i like the idea just the same. just fix me plz.
Doncer
10-08-2007, 06:23 PM
Mages: In PvP at lower or mid-levels they suffer the same issues as in real combat. Their damage cannot make up for their lack of ability to keep targets away from them. Every time they cast a spell the melee attackers get closer and having to kite only gives the foe time to pot or stone. I agree with the people who asked for the ice slow-down and/or total freeze fixes as without them they'll die first in any fight. As an example of how messed up currently the class is for PvP a few days ago my guild on Teva had a GW with another guild full of almost entirely mages. My cleric had 3 mages fighting against her at one point. She killed every single one of them without dying simply by self-healing the damage being done to her and focussing on them one at a time.. and that was before my cleric got her lvl 40 gear. After that the jump in dmg her weapon gave way surpassed the health and defense the mages gain from the same 39->40 lvl up.\
As far as fighting monsters goes my own mage is only lvl 20 so I can't say at higher lvls but already a significant drop in monster soloing ability is seen. lvl 6-16 or so a full int mage slaughters monsters too fast for them to reach him or her. At about lvl 18 or so though the monster hp and/or m defense becomes too high to kill the monsters before they get close enough to hit you and 1 or 2 hits later you're compost.
At lvl 20 my full int build mage with a +6 stick using the lvl 1 magic missile (since everything else pales in comparison dps (damage per second) and especially pales in comparison dpm (damage per mana) both) when she is soloing the highest monster my mage can kill without kiting is the Boogy. The largest monster she can kill with kiting without taking a hit are kebings and even those hit her if there's the slightest bit of lag on the server.
The problem is that kiting in this game does not work well because monsters by default move faster than players by default. This combined with the fact that higher tiers of our beginner spells cost too much mana / sp and has way too long of a cooldown and does way too little in extra damage means that we're stuck using our tier 1 spells way beyond the point they were intended to be used.
Suggested Fixes:
*) As suggested before allow mage ice powers to speed debuff monsters and other players.
*) As suggested before lower sp costs on higher tiers, vastly lower cooldowns on higher tiers, improve damage on higher tiers.
And IMHO the biggest one of all simply because it is effecting every class not just one of them...
*) Slow down every monster's default running speed. Unless a monster is intended to be fast such as "speedy boogy" or various others that logically should be faster, the average monster should not be able to catch a player running away from them. This would make kiting more of an option, and at the very least make the mage able to maybe live another day rather than dying an ignomious death.
michaeljob
10-10-2007, 11:54 AM
Level 33 Mage
When casting spells I find that if I use
Ice Bolt then Magic Missile - Lightning Bolt then Magic Missile - Fire Bolt then Magic Missile seems to work well for me against yellow mobs. Forget anything higher.
Or Spamming Magic Missile and Kiting
Maybe decreasing DEF on other class would be good
freeking
10-10-2007, 04:14 PM
I think making our spells less sp costful and less s and the skill master would help me own....
jenefsis
10-11-2007, 12:10 AM
How about a magic shield?! I mean like an aura surrounding the mage.
Magical Defense and Physical Defense increased so that mages won't die that easily. How does that sound?
fireblue599
10-11-2007, 09:50 AM
solo-on solo it really is bad cuz you dont take much damege off stuff and the cooldowns are so slow many people have aggred with me and we need a better defese so we and do some quests solo fix-more damge with spells less time on cooldowns and better defense
group-on group with anyone but a celtic u just need to tag alog but with a celtic as long as they heal you u can kill anything but i think everyone should get a heal power some less then others-fix-all of us get a heal powers some less then others
PvP-i think if you are a higher lvl then them then u can take em but if they r the same or higher lvl then your toast
this is by fireblue-mage lvl-15
fireblue599
10-11-2007, 09:52 AM
How about a magic shield?! I mean like an aura surrounding the mage.
Magical Defense and Physical Defense increased so that mages won't die that easily. How does that sound?
i think u r right we need a magic sheal that can help our defense
Kadenze
10-11-2007, 05:15 PM
Solo: Don't. It's a waste of stones/money/pots/time spent restoning.
Party: Works fine; get a good party, kill giant groups in short periods of time, win. Cleric+Mage parties are also very efficient.
PvP: (assuming no hp pots/stones, etc.etc.)
vs. Fighter: If you have sufficient distance and ice bolt successfully slows them, then you win. If they successfully stun you, you lose. (Stun is overpowered, btw.)
vs. Mage: Mirror match, not much to say here. Feel lucky?
vs. Archer: Not really sure, haven't PvPed archers at my level, but most likely Archer > Mage.
vs. Cleric: Nothing beats cleric in this situation.
To sum up: Our pvp-oriented skills (purge/manaburn) are pretty much useless due to insanely long cooldowns and the fact that manaburn has cast time and the lost sp can easily be regained. Drain mind at level 60 looks pretty godly, but until then mages are probably average or slightly below.
hoshino
10-11-2007, 05:31 PM
What I am looking for is short constructive criticism.
Eep. Looks like I fail that. Please forgive me, oh mighty Dakkon. But I must speak against the injustice to my people, and to do that, I need to be thorough rather than brief. I will, however, promise you good grammar at least. =)
Mages need quite a bit of work. Do forgive my sarcasm in the following paragraphs.
Nutshell version:
Solo: Mages start struggling past 20 and do comparatively horrible damage past 30. With no decent status attacks, recovery, or protection and keep-away methods available to mages, this class is doomed to live in the shadow of others. And that's not counting the horrible damage spells start doing with each passing level, while other classes skills get comparatively stronger. Solo? What's that, is that tasty?
Party: Seem to be desired in grinding parties for their perceived DPS bonus (which is not as much as some would think). Which is good, since Mages are for reasons of practicality useless without one. There's a reason Mages spam LV1 all the time in parties: the difference is barely felt against party-level mobs, and it saves SP. Why bother with level 8 spells that aren't cost-and-time-effective at all? To be honest, the damage factor of mages is there, but it is relatively minor and sometimes nonexistent or even detrimental, such as against magic mobs. It is enough however that it allows the other classes to conveniently ignore how weak the mage class really is.
PvP: Mages are awesome!!!111one11eleven... if you're fighting someone 10 levels lower than you. Otherwise, near certain defeat at the hands of other classes awaits awaits. Fighters are the only class Mages can kite, so if fighting in tight or enclosed areas, Mages learn to pray. There is no point PvPing Clerics, who laugh at Mage damage most of the time, and there's nothing a Mage can do alone against a Cleric that can't be easily brushed off with a stone or a heal. Archers will trade hurt quid pro quo and then some, because it's possible for them to kite Mages with their DOTs and have a very slight distance advantage; Mages OTOH can only counter with slow and hope their crits will land sooner than the Archer's.
Phoenix Wright version:
Solo:
Until the first job change at lv 20, mages do quite well against mobs their level. After that, it gets rather ugly (read: impossible). While Clerics complain that they "kill oh so slow" the fact remains that they still can while the other classes weep, with the Mage throwing the idea right out just like the number 5 and the Holy Hand Grenade. Inter alia, Mage spells scale in effectiveness horribly and even pure INT builds cannot make up for the damage needed to dispose of mobs as before. Even then, populated aggro areas spell absolute and certain doom for the solo mage. Lack of any abilities aside from straight damage make the mage completely inflexible and inadaptable. For the mage, personal recovery, protection, and keep-away elements are sine qua non.
Suggestions: There are several methods of coping and these apply to all PvP and PvE and situations. I look to both traditional RPG systems like D&D and other MMOs for inspiration here.
Give effective knockback, status effect, or keepaway skills like ice, fire, thorn, and blade walls that allow the mage to create and maintain distance around his or her character. I swear by my d20s that Web, Cloudkill, and Stinking Cloud were often far more useful than Meteor Shower.
Minor recovery skills only for personal use. Quite a few other MMOs in existence, as well as highly-anticipated upcoming ones (and heck, traditional pen and paper RPG systems as well) afford all magical types with some of these, not just the healslaves. They aren't meant to compete with a dedicated healer's by any means, but mages lose HP and SP ridiculously fast with no economical way to recoup on their own other than shrooming.
Mana Shield would be nice, a la Diablo. While it is a generally accepted notion that Mages face durability issues, it is also an accepted notion that they should be able to make up for this deficiency through means other than employing twice as much gunpowder as in Plan A (yes, Steam, I've been looking at your sig ^^).
Party:
Mages are good for any party, assuming that mages go on an aim scroll binge just like the rest of the attackers. Parties are really the only way mages can survive in the wild, and they are the most party-dependent class. Mage without a party = hamster in a cage full of tigers. Granted, a hamster with an AUG, but still a hamster. Thankfully, Mages seem to be especially appreciated in Uruga and Ancient Woods.
However, I can't shake off the thought that in the 50s it seems that the Archers and their various stackable DOTs look like they either parallel or even outshine in the damage department both by the speed of their normal fire and by spamming their skills (which include AOEs with DOTs), which start doing ungodly amounts of damage. A quick peek at the higher-level skills and weapons of the latter shows both to have higher base damage per level than Mages.
Suggestions: See previous. Keepaway will make the mage a boon to the party should they fall into a sticky situation, sparing the tanker and the healer considerable grief, even if the Archer threatens the DPS spotlight.
PvP:
Weak against every other class around their level but Fighters, and then only if the Mage can kite for a while (environment permitting). Now... from longest to shortest encounter duration.
Clerics have decent resistance and can easily outheal mage DPS. Fighting a Cleric is like fighting the IRS; it is an excercise in futility. No matter how good you think your Mage is, the Cleric will ALWAYS win.
Fighters can stun, and if they're close enough to the mage to do that to begin with, the latter is completely at their mercy as they spam high p.damage skills. This is really the only class Mages have a fighting chance against, provided you have lots of open space. If not, try to bribe them them with cookies and hope they pity you.
Archers... well... at the 50s their arsenal of extremely effective DOTs with damage stacking eat up any target alive within seconds, and their p.attack is menacing; mages get no such tricks and must rely on crits to get them through the encounter as they cannot afford to let the Archer out of their range. Imagine no less than 3 DOTs on you doing no less than around 50 dmg per second each, and you'll see why that Archer has a smug look on their face as they end your misery with a final spam of Power Shot.
Suggestions: A variety of functional status and keep-away skills are a must against all classes. However, keepaway is completely ineffective against Archers and Clerics, unless the Mage were able to use the same wall skills to protect himself also entrap his or her target. Against the mighty Cleric, Mages sorely need a status effect that can mitigate the healing ability of the latter.
Whew. Now I feel like I'm trying to pass a bill through Congress... x.X
Fiat justitia ruat caelum - let Justice prevail, though the Heavens may fall.
kalandra
10-12-2007, 09:17 PM
Make Ice Bolt actually slows down target. If it does that now, it sure unnoticeable. And the Lightning Bolt is probably the most useless spell right now. It cost too much mana, does pathetic damage compared to Fire Bolt. I almost never use these two spells in KQ, thier only use is when you solo and you need to deal damage right away.
Oh yea, please, please slightly increase mage END growth. It totally pathetic. If I get mobbed by green colour monsters, I die. I can only assume this get worse in later levels. Soloing at higher level is a total horror, as you can't kill the monster fast enough, but you lose 1/3 hp in 1 hit.
In Mara KQ, if the fighters decideds to rush, the fighter in the same level as me take around 10 damage, while I take around 80 damage! I know mage are supposed to be weaker in defense, but thats ridiculous.
Shootermanz
10-13-2007, 05:43 PM
Solo: Mages cannot solo, end of line.
Group: In group they do okay. But when you do to much damage the monster will turn on you, sometimes cuasing you to die.
PVP: Mages lose to all classes. they have no advantage or anything.
Basicly mages cannot do anything.
mavZz
10-16-2007, 11:14 PM
Mages are group classes, the pot system pwnz mage's damage... whereas mage defense are simply toooooooo low to tolerate hits from any other classes.
Mages are kinda useless now maybe... til there's an opportunity for crits rate to be raised (Cash items).
And yeap shootermanz made a point there, their damage are too high that it ignores the taunt of some monsters which came after us...
Cherushi
10-18-2007, 01:33 AM
my observation comes with my mage past level 20 that always uses at least 5 scrolls during party/solo and always equipped with HP pots and stones. (maximum number as much as possible)
SOLO
past level 20 is extremely hard. The reason for this:
(1) the damage was enough to kill the mobs before it ever reaches them; past level 20, the damage is insignificant.
(2) the monsters weren't aggressive in those levels
Party
while it increases the chances of survival, the damage is still pathetic. so as a support for the damage dealer in a party.. the mage becomes useless.. though the party itself becomes useful for the mage.
PVP
the skill of mages are messed up. even for PVP with its ridiculous cool down. plus with the pathetic damage... mages = sure kill!
Fixes:
(1) Increase the damage so Mages fulfill their roles as DAMAGE dealers.
- either decrease cool down so we could use our spells more or increase their damage significantly at the risk of SP consumption and cooldown
Problem: there's not much room for kite so mages die with three or more monsters attacking them at the same time. Their def and HP cannot cope even with potions and stones.
Fix: either provide an anti-aggro spell for mages even or you make Magic Burst a more effective AOE spells so we can handle those during solo.
won't ask for increase in def or buff spells or whatever as those are for fighters and clerics.
BUT a mage with a pathetic damage with spells with long cooldowns and insignificant increase in damae... is NOT a MAGE at all. >.<
Just increase the damage. its okay for the mage to be the most expensive class but at least let us feel that mages are INDEED damage dealers.
L3m00
10-19-2007, 05:16 AM
When i started off as a Mage i was amazed how easy i could kill stuff ... till 20. My Damage is horribly low.
I have like ~220-280 Mdmg now.
My Magic Missile(Lvl 1) does like ~ 80-100 Dmg.
There has to be something wrong .. (Monster Mdef too high?)
Ice Bolt does decrease movement speed .. but how much? Like -5% ?? Even if Ice Bolts movement speed decrease WOULD be noticable, the cooldown of 15 Seconds still makes a joke out of it.
Even in Partys I had the feeling that our Fighters dealt more damage than me.
A Mage is just completely useless. We have horrible HP. We have NO Defence at all. And we don't even deal good Damage.
konataa
10-19-2007, 05:20 AM
solo mages are pretty solid creatures
pvp - well, pvp with another mage.. there can be many objections about the stats and stuff so ill just leave that. It would do fairy well agaisnt same class
but i wouldnt recommend Pvp w/ any other class except archers
um.. group
mages are good in group - if it was a complete class group
w/ warrior,cleric,archer
then the mage would do just fine. aslong it doesnt argo 7+ :p
Tibrado
10-20-2007, 04:12 PM
we mages are uselesswithout a paty we can not kill nothing past lvl 23 we die quick and we have no spells to increass our states ............so far that's the weakes magic use i have ever used in a game ......
mages should get like 3 skill points every lvl they go up because our def is nothing dex useless most of our missions we have to do it in a party................which is just dam .
we also wast alot of money on HP stones so it is always hard to buy new spells and armor which is just point less.............mages don't make a big impact in the game Archers could easily do the same amount of damage the mages does plus Archers have arrows that could do damage over time which is better than any mage spells......
there is no point in useing a mage in the game because u will never reach lvl 50
Molick--LVL29mage
Rooter75
10-22-2007, 01:17 PM
Firts off i am a lvl 42 mage full INT build. With that said my opinions are as follows:
Solo: definately tougher than other classes due to cooldown times and low hp to survive more then 2-3 hits from most mobs. between lvls 25-35 are the toughest to lvl solo. in the upper 30's and now above lvl 40 soloing is much easier. in fact with teir one vitality,sheild and power scroll I was able to kill harkans in CP (at lvl 40) using one hp pot per kill. Sure it is costly but the drops and exp make up for it. each kill gave around 400exp so was a decent way to lvl solo. 40+ lvls it is super easy to solo in VT off bone imps, hobs and earth spiders. Also goblin and goblin swordsman are decent to solo against. The question isn't can mages solo cause they can it is how do they compare to other classes soloing and they don't even come close. hint: soloing I use my max skills in combo sure cooldown is slow but if you have right combo max magic missle, max icebolt, max magic missile, max fire bolt, max lightning, max magic missle then magic burst if needed and they are done usual this will only allow mob to hit me once if at all on yellow mobs.
Party: Is a no brainer you can stand in the back and spamm level 1 spells that still do decent dps and won't agro mobs and barely even have to use any pots to contribute it is by far the best situation and at higher levels mages are essential to party.
PvP: can't really coment as I have not guild warred much past lvl 25
I don't think mages are balanced soloing when compared to other classes but i think they are just fine for party playing.
zachary5
10-22-2007, 02:08 PM
Thank you for leting me know!!!!!!!! Have fun! Do you want to be friends????????????????????
MagicFencer
10-22-2007, 05:27 PM
I've just hit level 30 as a mage Apoline.
Soloing: Mages are very effective soloists through the whole level spectrum, they do incredible damage and the natural cost of that is defense. Potions and scrolls are expensive but the ammount of solo exp is massive so its an even trade off.
Groups: They lack of defense is made up for when in a group because of fighters and clerics having their tanking and healing skills. Mages rely on their Healer and Warrior counterparts in the group.
PVP: Have not tried this yet. cannot comment.
The class is a challenge to play but not too hard. for soloing and groups I dont think much needs to be changed. Maybe a wider variety of spells for group support but thats all.
Chaz
Patchouli
10-22-2007, 05:34 PM
Update: Lvl 60, All Int...
Solo: Still very easy, if I keep to yellow mobs, can usually clear things in exchange for 1 hit taken, or 0 if iceball/icebolt work.
Group: With the lvl 60 spells, and as long as you have a good fighter, I would actually say that we are too good now, groups of red monsters die way too easily (imo) even with only one mage as the only damage dealer.
PvP: I feel that purge would be much more useful if it took the most recent spell off the stack instead of the last spell/scroll. As it stands, you have to purge a heck of a lot of times to hit anything useful, which can't be done currently, whereas if it worked the other way, you could at least use it as a counter to cleric's invincible spell.
FairyFlora
10-22-2007, 05:48 PM
Hi, Mr.GM umm this is my opinion!
Solo*Well umm i keep dying one-three hit lol when a monster spawn randomly attack me.But i guess the damage and range are backing up to that :).If im right the mage has higher mana then other classes...
Group*I think it does pretty decent damage and range.
PVP*Power*Good Damage
*High Mana
*Has Range
Weak*Low HP
*Low Defense [Well i think so -.- cuz i keep getting hit by high damage]
Party
I think mage is great with a fighter, fighter is the tanker and mage is the power hitter.I dont think archer is very needed but can help.Cleric is also a good idea :D.
Tanner_Longbottom
10-22-2007, 06:29 PM
Alright, I'll enlighten you.
From pure experience as a MAIN ACCOUNT Mage:
Solo: Yah... Difficult. That's why I'm so needy for a guild all the time, I feel safer, and most of the time people'll help you out. Difficult. That's all I have to say.
Group: Fairly easy. I find it much more fun going in groups, and people respect you a bit more than that "sighing little Mage that's being PWNed by a Joker Kebing". I think it's better to stick with a specific group, and always have a Cleric around.
PvP: No... Just no. Mages never come up well against any other classes. They're the unnoticed loners who'll side with a group that benefits them.
The loners, that's what we are! BE PROUD FELLOW MAGES, TAKE PRIDE IN YOUR... LONELINESS!
fiestagrande
10-22-2007, 06:36 PM
solo: you just have to know how to do it and i dont mean kiting, it is hard but it works compared to the stone-drop rating.
Parties: Mages kick... the reasin for a party is to do the highest damage possible, all lvls of ice bolt hit the same so use lvl 1 that, put full cooldown on most your skills, bam you are hitting more than a 2h fighter, if you crit with full fire bolt it hurts like..., and if you havent noticed lighting does extra damge on monsters, with the monsters i am fighting, it hurts a little less than double because of the extra.
Pvp. again you just need to know how to use them, in higher lvls ice bolt can really slow you down, and gives very good kiting oppertunities, mages are not meant to solo really, thats why the go in and kill the cleric while the fighter has it stunned, if you know how to use mages they are good. + the higher lvl spells hurt too much for anything to cope with, they jsut die easily while still trying to get too you, now archers are a different story, you can disspell yourself on there poisin skills but they can hit yo fast and you will die. this makes a pvp circle, mages can easily kill fighters, fighters can kill clerics with there stuns, and clerics can kill mages with high def and cure and healing the poisins
fixes: we need more spells earlier so we dont have to worry about cooldowns, but empowerment can work in some cases.
make us have mmore natural health.
Let us have a sp sheild that is like invincible but it can be casted onyl on yourself and mobs and such att your sp instead of your health. this would be very helpful.
mages do not have one buff skill, and only one debuff that helps themselves, other than ice but that doesnt really hurt and is sp costly. during a kq look at the boss, liek 5 debuffscome from the fighter, a few good damage ones from the archers, and clerics have there buffs on everyone. what do mages have, the mob isnt going to fast, but then again it is just standing there !!!!!!!!!! and then there is our half second buff.
mana burn: not as long cooldown, the target cant replinish its mana because it has been burned for x amount of seconds, this will even the playing feild even more. There is not debuff at all that lowers mdefense but there is one that lowers defense. we are getting the short end here let us have one more.
so it comes down to mages are good if you know how to use them, but not otherwise. they have problems, but not that many, other than everything has way to much magic def, and we have pretty good magic def, but nearly nothing uses magic :(
sorry its so long
skysurfer720
10-22-2007, 07:30 PM
Hi, I'm a level 26 mage on Teva.
Yes, mages are really underpowered in this game. I actually had to put points in END and DEX just so I could survive soloing without dying (even with stones and potions). I'm a 2/3 Int and 1/3 SPR.
Group: mages only work well in groups that's about it. Everything else sucks.
PVP: I pvped once and it was horrible. The same level cleric totally owned me just by healing herself whenever i did damage.
Suggestions: Make the higher level spells actually worth buying. Lvl 1 spell spamming actually works much better (magic missile). Only fireball is worth upgrading.
Could you make the Icebolt actually slow down movement, since I barely see any speed reduction. As for lightning, wat's it's special effect, is it stunning? Those side effects woul really help a mage survive. The mages have really low hp/defense, so I would suggest some buff spell or shield that could help the mage.
I've also noticed a lot of damage reduction in higher level monsters, so I don't know what's with the sudden jump in monster defense at above level 20.
Please make some changes so that the mage class is more on par with the other classes (and against monsters).
Debello
10-22-2007, 07:42 PM
So far I love my lv 24 mage Teva. The only thing that I think would be better is if they weren' so 1 sided. Given there must be a flaw but why is there low defense and low health come on give us 1 more either better def or more life. Give them some pride why do I always have to here, "there goes those silly mages always dieing." The onlly thing I can say is " "We have the strongest attacks." what the H*** is power when ur dead. they should be able to do a barrier or something. They depend on celerics or tankers to get by on just about any quest they have. as for pvp haven't gotten there but my guess is not too good. also I agreee with the high priced magic which is mostly all they are. The last thing I want to say is make the aoe stronger it's an all around attack so if i use it I want the effect of an atom bomb not a hand gun. Thx :D just thought of this and I sear it's the last one lol. when we level how about more than just 1 enhancement point things like that so we can more evenly disperse them. K I'm done
{The Names Debello. You don't know? better look it up!!!}
noobesian
10-22-2007, 07:48 PM
ok first of all im going to do the catagory solo
solo
my mage does well in the soloing catagory becouse it is a full endurance mage hence the name tank mage lol. im lvl 15 and (on this noobish account)
and can tank pretty well and mages do lots of damage my mage does fine in solo.
group
group is a catagory where the mages don't get to tank and the clerics don't get to fight so i stick to solo unless the fighters arent around to boss us mages and clerics around.;)
Debello
10-22-2007, 07:55 PM
Alright, I'll enlighten you.
From pure experience as a MAIN ACCOUNT Mage:
Solo: Yah... Difficult. That's why I'm so needy for a guild all the time, I feel safer, and most of the time people'll help you out. Difficult. That's all I have to say.
Group: Fairly easy. I find it much more fun going in groups, and people respect you a bit more than that "sighing little Mage that's being PWNed by a Joker Kebing". I think it's better to stick with a specific group, and always have a Cleric around.
PvP: No... Just no. Mages never come up well against any other classes. They're the unnoticed loners who'll side with a group that benefits them.
The loners, that's what we are! BE PROUD FELLOW MAGES, TAKE PRIDE IN YOUR... LONELINESS!
so true but why not be loners who can actually survive alone.
mavZz
10-22-2007, 11:45 PM
Mages only do well in a pvp when no pots are to be consumed =x MANA PURGE PWNZ! <D - til it got countered by a simple sp potion -____-" they shld seriously thinking of merging skills, such as having a special skill enchantment. Where we could (maybe using like 1 skill empowerment point) to merge 2 skills into one. Meaning Magic Missile could stack with Mana Purge both casted simultaneously.
KazeTut
10-23-2007, 02:40 PM
http://www.pokeplushies.com/images/adoptables/4488.gif[br]Click here to feed me a Rare Candy! (http://www.pokeplushies.com/adoptables.php?act=rarecandy&id=4488)[br]Get your own at PokePlushies! (http://www.pokeplushies.com)
WNxOddJob
10-25-2007, 12:20 PM
So is anything going to happen or is this thread to provide a false sense of security over the class? It's been quite a while since this thread started, and not so much of a peep to if we're being heard, or if anything's even being done.
This got started to hear the players out, but communication is a two way street.
Kimahri1980
10-26-2007, 04:21 AM
I got noting to say thats not been said on Solo, Party and PvP.
But I just got an idea, don't know if it's a good one but here it is:
What if "Life Tap" was "Spirit Tap"( SP to HP ) and "Mana Burn" was "Mana Steal" or something ( Like Fighters "Vampiric Strike" )
zarlok
10-26-2007, 02:26 PM
Solo: Good until level 20 or so, then it begins to drop significantly. You kiill things fast and they kill you fast. After 20 just traveling around is highly ddangerous for a mage, much more so than for oter classes. Killing solo near other people is highly dangerous because a spawn you aren't expectingmight spawn at a bad time. trains are often a death sentence because you just can't survive 3 things hitting you no matter once. Once you start running away you just keep getting more mobs attacking you so it's often a death sentence for mages.
Group: Yes. I think that in groups Mages are just fine overall.
PVP: mage doesn't hold up really at all.... The way potions and stones are spammed, it comes down to who can inflict the most pain fastest. You'd think that a mage would come out well in that regard. Well, they don't because most classes can survive your onslaught but you usually cannot survive theirs. They would fair much better without potions.
on a 1 to 10 scale.
Solo: 3
Group: 6
PvP: 1
The addition of a "mana shield" type buff would do wonders for a mage both for soloability and PvP. (Ie. 50% od damage taken is taken is substracted from mana instead of hitpoints), and it would actually make any mage with a brain in their head consider the possibility of putting anything into spirit instead of all int. (I'm sorry, all int is the only way to play a really mage currently)
KazeTut
10-30-2007, 02:10 PM
There are many mage suggestions you can chose.
PsychoticEnigma
10-31-2007, 02:53 AM
As a full time Mage who plays no other class, I figured my two cents have been upgraded to three. But this is just merely my opinion and suggestions.
Solo: Mages, can not solo in the later levels. I don't care who thinks they can but they can't unless they're rich and have too much time on their hands. As most have said, level 20 is the cut-off point for soloing Mages. We're forced to get stuck in parties otherwise we just won't go any where. Higher leveled spells don't do enough damage, the cool down times are ridiculous, and the SP consumption? Its not THAT bad but I think it could be toned down quite a bit.
Group: Mages are great in groups. However, due to the fact that every monster at level 20+ will attack you regardless of whether or not you're attacking it, we become a big burden for Clerics. And we have no choice but to attack from afar especially if a Fighter doesn't use Snearing Kick/Mock (often).
PvP: I only got the chance to PvP once as a Mage but it went horribly. When I attacked others I barely did any damage to them. Then again, they were much higher leveled than me but the damage I was doing was nullified by one Heal. They could've just gone and used Heal [01] and they would've beaten me easily.
~~~~~~~~~~~~~~~~~
Suggestions: Amp up the damages for all the Mage spells. When I was in Elderine I was checking out Cleric abilities and noticed that their highest level of Bash does more damage than our most powerful spell and it cools down much quicker. All the classes have Magic Defense, ours being the strongest (but not by much), and a spell like that wouldn't do full damage due to the fact that Magic Defense will negate some of the damage. So basically our strongest spell (at this point in the game) is severely underpowered compared to the highest level Bash skill Clerics have. That seems a bit whack to me.
I doubt anyone will agree with me but I think the Magic Defense on Mages also needs to be boosted slightly. I also understand that Mages are meant to be weak physically but I find it rather annoying in this case. We don't dish out as much damage as we should and we die faster than anyone else. So as some have suggested, give us an ability that casts a "Shield" on us and absorbs SP instead of HP when being hit. This would make Mages slightly more fun to play and would give us a chance in PvP or when soloing. It could also help in parties if a monster is attacking us while we're casting spells from a distance.
Something else I think that should be improved upon is the amount of SP we have. We should have ten times as much as anyone else but thats not always the case. Clerics are way too close behind us. Like lets say if a Cleric at the same level of a Mage has 800 SP we should have at LEAST 1400 SP. It would also greatly benefit us Mages to have more SP because we're constantly tossing out spells. And this would also help in case Mage spells are fixed and we can finally use higher leveled spells. I do believe I have other suggestions/complaints but you said to make this short... and I did not. Sorry but a Mage just HAS to rant from time to time.
Also... where the hell is all the Mage GM's? Why don't we get any love? </3
Tibrado
10-31-2007, 05:36 PM
don't wast u'll time i don't think the GMs look at these things anymore
TheFalcon
10-31-2007, 05:41 PM
hi
im mage lvl 55
solo:mages def is very weak and they have very high cool down time so this make big problem,assume mage solo harkan its ok,but fighter in lvl 55 solo 3 or 4 harkans!!!,cleric solo 3 or 4 with healing and high def cuz of shield
group:mages do well in groups
pvp:mages r very bad in pvp,simply they do most damage to fighters but can they outdamage all hp!!??
mage v archer archer do much damage to out the mage,and mage will miss the archer
clerics will own any 1 in the game cuz of healing,good def and mdef
~TheFalcon
CursedMagus
11-01-2007, 06:38 AM
don't wast u'll time i don't think the GMs look at these things anymore
I really don't care. I had to get that all off my chest and into a post. Whether or not they read it is completely up to them.
Zelnaught
11-01-2007, 04:33 PM
MAGIC BARRIERS!!!
A magic barrier would come in handy to block a limited number of physical/magical attacks. I have played other games that had one, and it was really useful for mages who died easily. Early levels of the spell took one hit and dissappeared, or lasted about 5 minutes if you werent attacked. Higher levels lasted longer and was able to absorb more hits. It blocked no matter the strength until it reached its limit then it disappeared. It had a long recharge to make it fair.
fbddy
11-01-2007, 10:05 PM
erm, nothing happening with this or what?
cause a lot of ppls like magic types and it kinda suck when its hopeless to use them
CursedMagus
11-01-2007, 10:39 PM
erm, nothing happening with this or what?
cause a lot of ppls like magic types and it kinda suck when its hopeless to use them
Tell that to some of the 50+ Mages on Apoline and Teva. Its not hopeless to use them but i'll be damned if they aren't one of the most difficult classes to play. It requires patience, strategical thinking, and seeing just how far you can push yourself. Though I do hope Dakkon or someone else reads my post and checks it out and gets an idea or two.
Soul.of.Trance
11-02-2007, 06:21 AM
There should be mana shield type of attack (Diablo ref) where when you get hit, it subtracts from your SP instead of your HP
popo21
11-03-2007, 02:15 AM
I am making this thread to see what the community has to say about the balance of the class as a whole. What I am looking for is short constructive criticism. There are 3 areas in particular that I want to know about.
Solo: how does a Mage do soloing through the game
Group: Does the Mage perform well distance damage dealer
PVP: how well does the Mage hold up against other classes
I am not looking for essays on these points just a couple sentences on the classes capability in these areas (good, bad, or average), weaknesses (can't close distance, not enough damage, etc), and suggested fix. This is not a nerf post so please don't treat it as such, and please keep your suggestions clean.
Regards,
Dakkon
mage are strong but we need party so support us. solo mage once u pass 20 its hard all by ur self.
bossfort
11-06-2007, 02:10 AM
ok :p it good idea
Seida
11-10-2007, 11:06 AM
I think that mages are good for dealing lots of damage with a single spell, but their upgrades suck by all definitions. At least make it seem like we're actually getting somewhere when we buy them!
I upgraded my defences a lot, so I don't really have much to say there...
Waiting for the spells to reload is probably the #1 reason I die. I get mobbed by about 4 or 5 monsters at once, and...yeah. Speed it up just a little? please?
Or, even better, an INVISIBILITY SPELL!!
Tibrado
11-10-2007, 04:31 PM
o men that's a lie ...when u hit lvl40+ mages can not train with out a part...u can not even solo 1 monster ................but look on the bright side from lvl47+ ur spells will be much better if only we could pass lvl59 then we will own any class or monster...fear is an attack i can not wait to get ....:P
Haiyastan
11-10-2007, 08:24 PM
follow this and be enlightened
http://www.outspark.com/forums/showthread.php?t=19713
GOOD LUCK
Setokira
11-14-2007, 05:35 PM
I may not have much experience with Fiesta Mage's, but i have had all these propplums.
Solo; in the past i travled with potions and def boosters, from wat i can see once u get past lvl20 or lvl30, the mage becomes crap. So when ever i had this proplum in the past on other simmilar games, i always used a bunch of snares the ran hid behind or against a wall and then unleashed all heck. Hp proplum, dude get good armor and a little End won't kill u.
Group; GREAT in groups. Get like 3 mage's a cleric and a fighter, dude u'll own like everything u see. A mage is a great supporter, an asome support. I usally had someone always facing the other way looking for gay behind u spawns, or had a fighter behind us owning everything that snuck up on us.
Pvp; works well if u have enough distance and scrools. Persoanlly when i get on Fiesta i plan on owning everything ole school " hit an run, run, run. Then hit again.
Also i think the lvl1's r good for solo fight maybe fallowed by a max. The max's seem to be good on partyies. Try a lvl1 lvl1 lvl1 lvl1 then max. It should od the job! an hey 5secs... COME ON? is it that bad, use it at the end. If u fight big enough stuff and have god enough armor a mage rules. How many times have u herd Wow player, complaing about getting thier lvl 55 rouge owned by a lvl 30 mage. There r alot of good uses, it just takes a little work to hone ur solo skill's :D
Setokira
11-14-2007, 05:38 PM
mage are strong but we need party so support us. solo mage once u pass 20 its hard all by ur self.
Maybe we mage's should travel in parties,just us. With a pary of three im sure u can get some good exp
SpeedBurner
11-15-2007, 12:57 PM
Solo:
Okay at first, but eventually becomes gruesome. I'd imagine scrolls becoming a necessity at later levels. Please don't make EVERY monster past Lv15 aggressive; have the occasional passive ones.
Group:
Stellar! No need for anything here.
PvP:
I have no personal experience, but I can assume the following:
VS. Fighters - Hit-and-run is the way to go, and if you're good enough, they'll fall. However, pots will screw you up, and if they get ONE clean stun on you, it's over. I don't think there should be anything to give Mages an edge here.
VS. Clerics - A hit-and-run + spell rush with a properly thrown Mana Burn COULD kill a Cleric, but more than likely, they'll SP Pot and heal. With such an ENORMOUS cool down on Mana Burn, the Mage's only ace is out.
VS. Archers - I say this is just a showdown of who has more pots / more stones / more scrolls / better equipment.
All in all, Mage's need some sort of defensive skill. BEFORE LEVEL 60. Although, if Drain Mind works on players, then I can see them sky rocket in every aspect like no tomorrow. I also think decreases in Cool Downs of several skills (Frost Bolt, Purge and Mana Burn in particular, 15 sec / anything in minutes is a menace).
I do believe a walling spell or a more reliable / effective slow down is an order for both solo and PvP.
The-Sakura
11-16-2007, 11:55 AM
Solo- Gets hard fast. Can't solo until she's back at the high end (55+)
Solution- Its perfect. Mages being able to train solo throughout the entire game? No, thank you (I'm a mage)
PvP-Have yet to be in my first GW.
Groups- Works well if fighting higher level mosters then the group (eg, monsters that any team member couldn't normally solo), otherwise, the monster dies pretty fast from the other teammates, and the mage making only a minor contribution.
Fix- There is none really, as its the groups choice to go after the lower leveld monsters.
Suggestions, in general-
Make mages a bit more "magical" (Like magic motes of light around them, or having pixies to help, being able to levitate, other non-combat magical abilities that seperate mages from the others.)
Otherwise, the mage is fairly well balanced-Dislike being paper, but then again, the trade off is worth it.
LadyMisty-A mage
Proud to be Mehwet (Family)
EternalWTF
11-20-2007, 08:00 AM
Maybe we mage's should travel in parties,just us. With a pary of three im sure u can get some good exp
Good idea 123456789
Zealius
11-21-2007, 12:18 PM
Solo: Getting rough, and wishing for either better mob control, debuffs, or anything similar in general.
PvP: Yet to join a guild.
Groups: No complaints.
Suggestions: Changing Frost Bolt and Lightning Bolt.
Frost Bolt's balance between SP cost, debuff landing chance, debuff movement speed decrease, and spell cool-down is off. For its SP cost and landing chance, the decrease in movement speed is all but unnoticable, landing chance is a pain for such a small decrease, and the cool-down is insane for such a rather pointless debuff. Either increasing the amount of speed lost for the target, or making it last longer, or shortening the cool-down would be my suggestions.
Lightning Bolt on the other hand is just a more expensive yet weaker version of Fire Bolt at the moment. It costs more, has a higher cool-down at level 1, yet its damage is always lower, and the extra damage can be resisted or fail to activate making it even weaker. Either lowering its cost, or adding in another effect, say Blinding for greater evasion chance, the reimplementation of stunning, or lowering the cool-down, would make things balance more on this spell.
moonshadow46
11-21-2007, 10:05 PM
well... I can't agree more about what ppl said "High lv magic is totally not worth the money", and I guess lightning's effect on stunning enemy was taken off by the game designers, huh...
so far, my mage is lv 23, and i think mage is kinda sucks for several reasons:
1st: Hard to solo from low def, several hit... congrats, a free trip back to town
2nd: skill lv5 or above for magic missile and lv4 or above for other magic cost 4s100c and over. like 8+ times more expensive than lower lv magic, but the m. damage??? my Lv4 magic missile damage doesn't even have 2x of lv1 does... do the statistics... a total money eater, good for nothing craps.
3rd: well... for lightning bolts, yes i see it suppose to have some "special effect" on mobs, but i guess it's no more, right? that really kills the ability for mage to compete with others.
4th: weapons cost jump like magics... and failular rate for downgrade or broken apart? damn... another money burning part of the game.
to conclude, mage's skills sucks, gears's cost sky high, def low. in order to suit up, either throw in loads of cash to buy gold or silver coins, or just "be extreme patient" to save $$$. Mage totally sucks...
Setokira
11-22-2007, 12:32 PM
Look, i've posted before, but we mages r party animlas. Also to make some extra cash, buy the first of second lvl staffs an enchanet them, also with this idea. I Know the enchanting IS NOT RANDOM, there is a time when the sucsess rate is higher, we should get the first staff buy like abunch and test all 7 days and try diferent times. We should find a day an time when the enchnting sucsess is quite high, then we'd take like the top 3 days and test them again for consistentsy. If we mages find the perfect time for enchanting our weps armor ect... we should be able to kill stuf really really fast, also there r other less honest ways to make money. But for the most part try to figure out wat producxts r need the most and where they r sold the least, and set up shop there.
But for the most part a mage is a good class, requires patince and skill for solo
Partyin easy!
Pvp not in a guild yet.
Also i have a build for mages that is very good.
check it out
im going(by lvl100) 25spr the rest Int
also here is how ur stats effect u and what a pure build looks like for each stat:D :cool:
STATS;
STR = +1.2dmg
END = +.1%block(1~50)/.05%block(51+), +.5def, +5hp.
DEX = +.2%evade(1~50)/.1%evade(51+), +.3%aim(1~33)/.2%aim(34~67)/.1%aim(68+)
INT = +1.2Mdmg
SPR = +.2%crit(1~25)/.1%crit(26+), +.5Mdef, +5sp
If the max level is 100, then this is how a PURE build would look like.
STR = +138dmg
END = +8.25%block, +57.5def, +575hp
DEX = +16.5%evade, +21.2%aim
INT = +138Mdmg
SPR = +14%crit, +57.5Mdef, +575sp
this is assuming that from level 1~100 you get a free stat point each level, and that you received the +5 free stat points from the first job advance, and +10 free stat points from the second job advance.
U have a point with how the crit rato works out... think of this
1 hit 300dmg with mm1 ok, now lets give me full int ill then hit 438mm1
now for critical every 14 hits i WILL do 600dmg, but for the most part ill be doing 300dmg,
for 14hits an int build does like 6100dmg
now ur unlucky spr mage does like 4500dmg.
But maybe ur lucky and u get 2 crtical hit then ur doing 5100dmg per 14 hits
maybe u r really luck and u average 3/14 lucky hits then ur doing 5700 dmg, and ppl 3/14 is like 21%... witch is pretty gay.
now throw in alll the gaer and figure tha out your self, next let look at my mage 25spr witch is 5% critcal hits, now i have the rest int witch is 9oint and +108 Tech(magic...newbs) dmg so ill hit 408 dmg every time and every 20hits ill get a 800hit. so now per 14 hits
ill do 8400...( my one garunteed crit hit included) a little less than full int masge hitting 438 20times(8760) int mage BUT lets say i get lucky and get like 2 or three hits per twenty then ill be doing with 3/20 lucky hit's ill do
9336dmg, a bit more than ur full int mage, so ppls going full anything is wack, id go 25spr then the rest int, as u can see here, u WILL ALWAYS do like 300less dmg, but if u get a little luckyer(witch happens everyso often ull hit 500more then full in mage)
So i advise u balence. Im goin 25spr and the rest int. Plus i have a little more sp in case i wanna spam like ice bolt then the rest mm. SO like i syyy id go 25spr the rest int. Im not the only who suggests this lots of mages suggest this build as well(i can think of one other, im sure ther r more) so try it, the odds r good!:cool: :D
Raptorg
11-22-2007, 02:59 PM
myself i find the mage weak and inefficient in solo situations
we die too fast once in melee range, and this is fine, i would suggest giving us a spell that allows us to significantly snare(slow) or root(immobilize) our target so they will take longer, or can't get near us.. ofc this wouldn't be a permanent snare or root, after a few seconds it will disappear and the target can continue running towards us(at full speed)
i noticed that ice bolt is supposed to slow the target but it's insignificant, so i would suggest to either change it into a root or improve the snaring effect of ice bolt
it is possible to nuke our target before he reaches but this is VERY SP intensitive, i usually waste between 30-50% of my SP per monsters when using all my highest rank spells
in groups i find the mage at its best, because the enemies can't get to us(thanks to the tanks) we can nuke without interruption(for kiting) like in solo situation, so i'm fairly happy on this part
PvP: no comment
short: add a significant slow or immobilizing spell to the mage class
additionally i would like to see that the magical missiles spell gets its cooldown lowered to the first rank and remains that way for every upgrade, atm i'm using the first rank all the time(except when i need a huge burst of damage and i'm sure the target will die after it)
Nando15
11-23-2007, 09:04 AM
I was reading some posts and I went seeing the suggestions of the other player that are not satisfied with magician (I am not also satisfied) and I think you could reduce the cooldown of the magics and the magicians will like this be able to make sequences, me for instance use sequence with Magic missile lvl 1, Fire ball lvl 1 and I am level 12 and I could already be using magic missile level 2 and fire ball level 2 but the cooldown is very loud and if some monster to arrive close to me I can die easily.
< It is if the players are already if killing to kill a monster and to win yours takes imagines in the pvp, why can all buy life and to go for the battle but if some warrior catches a magician with certainty it will be easy to defeat the magician. >
PS - > I am Brazilian and I am translating everything then he/she doesn't complain of the way that I am writing because that is the translating google
-------
I am being solitary of the game every 5 minutes!! because? I don't know but some thing is wrong and I am not alone me that have this possession.
mulberry
11-24-2007, 01:31 AM
okay, my Mage is only lvl 13...and I'm already running into problems with the cooldown time of spells past level 1. I can't survive a serious direct attack for more than a couple of hits, so distance is critical for me. It's kinda hard to hang back far enough when I'm trying to keep up with someone else.
4 and 5 second cool-downs are really long when you're getting your butt kicked, but those 15 second cool-downs are unbearable!
MrMoo42
11-25-2007, 02:19 PM
The only major issue i can see with the mage class is the same one that most other people have posted here... The higher level skills simply aren't worth it. The cool-down time is simply too long and the damage increase is not significant enough.
Although i really think the bigger issue is the cool down:
Having so few skills with increased cool downs makes one open to attack far too frequently. The lack of defense is understandable (although the lack of significant magic defense does not make much sense)... but the mage should be able to attack rapidly with devastating effect.
Gengetsu
11-26-2007, 12:36 PM
I'm pretty sure everyone else has pretty much covered everything I'm going to say but I wanna say it too :D
Let's take example:
Lvl 1 magic missile versus Lvl 3 lightning bolt
~150 damage versus ~150 damage
costs 3 SP versus costs 32 SP
Recast 1~2 seconds versus Recast 15 seconds
No effect versus Effect which does nothing, just a kwl icon
I'm lvl 18 by now but I've realized I could just as well stop buying new skills, since all I ever use is magic missile and some occasional fire blasts.
Solution: Make those higher level skills worth their high energy cost & recast time! Even just adding proper effects to the skills could help, make freeze bolt slow enemies more and give back the stun effect to lightning bolt. That way higher levels could be still a bit more soloable & less dangerous.
Setokira
11-26-2007, 02:39 PM
i Agree, personally on my rpg's an mmos alot of times the fighting syteam bugs r worked out first. I think u ugys need to fix our bugs beofre you add any new iteams or techs, also make baddies drop money, its kinda lame that theydon't i mena it helps ppl make more money selling things but, baddies need to drop cash, really i dont no an mmorpg or rpg that doesn't have thier monsters drop currency, but yea the higher lvl techs need to bw worth the money we pay, the sp we pay, and the casting time an cool down we pay, also the idea of cool down is good, ive seen it before, but usally cool down comes only after u exast ur power, like in one game, if u use one of the strognerst techs in a combo, u have to let ur mage cool down, but thats only if u use the strongest of techs, weak techs dont really need cool down, put the idea of casting time is good. Plz make more techs for mages like more elements also try to fix the funky bugs we have plz and thank you!
http://www.iamimpressed.com/zim.plotting.jpg/zim.plotting-full.jpg
MohJee
11-29-2007, 06:14 AM
For the love of God GMs ... Fix those skill issues. Icebolt damage is LAUGHABLE, and it's slowing-down effect is UNNOTICABLE. Lighting bolt is even worse; it's effect is bearly useful. I mean, c'mon. They cost hella a lot of SP to cast and do very little. I understand the very low defense, but why on earth do mages have low Magic Defense? They are mages for god's sake!!!!! It's logical that they should have high magic defense! And instead of working in adding more items, first make the hats that we wear appear on our heads... every other mmo has this simple feature :/ we want to see our worn hats :s
tyman
12-01-2007, 08:39 AM
hey there dakkon
solo: it is impossible to solo simply as that spells have to long of a cool down im lv 23 and the spell prices are way to high
Group: we own here no fix here
pvp: i can only own other mages
fix for solo: either lower cool down or give us awsome nukes with magic missle at lv 4 is takes 4 sec to cool and i can say hit 110 on a monster with lv 1 i can hit 70 twice so 14 dameage with time to spare and less mp wonder which i should use?
lower enemy magic def or see above
Setokira
12-01-2007, 03:31 PM
Really, the admins i mean GM's really need to geat the frekin bugs fixed, and maybe some other techs too like maybe a darkness element or an earth element, there r like 7 elments and we have like wat 2 the elemenst r
fire/lighting
wood/earth/metal
wind/lighting(Secrect Of Mana 2- killer game really nice mages)
water/ice
darkness
light/holy
netrual
we mages have like 2 elemnts maybe 3, but we really need more techs, and in some rogs i've played the mages were as followed
low hp
crappy def
even crappy dmg
high accuracy
med dodge
no cool downs
short casting time for weaker techs
long(er) casting time for very strong techs
leraned new techs for free or fairly cheap nevert too pricey
all 7 elements
being able to go Light Or dark
Light(more def,sp,hp an Mdef though weaker techs)
Dark(Less hp,def higher atck higher mDmg lower sp and mDef)
So cmon Gm's fixs these bugs we have and maybe play some SqureSoft Rpg's study there mages.
BUt really we need shorter cool down or none, more an cheaper techs as well as some hig mDef
Also in other games only the highest lvled techs need cool down and they did like MASSIVE DMG.
http://bestuff.com/images/images_of_stuff/210x600/invader-zim-10789.jpg
klb2252
12-01-2007, 09:43 PM
Solo: Mages are great solo apart from the fact that if the monster takes a while to kill, then another monster could've spawned near you already.
Group: If it's a great party with 1 or 2 clerics and a tanker mages will do fine
PVP:-
Solution to the low HP and defense is that you could equip armour and jewellery that increases HP.
Lexenia
12-04-2007, 08:54 AM
lvl 38 mage
soloing can be difficult and usually means resorting to lower monsters than other classes of same level to kill. However using a technique of hit, run, hit, run, can work well IF there is space to run away into but have to be careful not to find mobs. Sp drain from higher spells does make you want to use lower level ones. Also seems to not gain much more damage for price you pay. So far i not notice big problem but for the new skills lvl 50 onwards price and damge don't seem to correlate well. However am looking forward to be able to cast fear on the monsters.
suggestions, lower a monsters Mdef and lower sp usage on higher level skills
group- mages are good DD and usually do well in any group so long as they don't end being hit as tank is too lower lvl.. However due to amount of damage they can deal, they can join higher level clerics n fighters to plvl and thus lvl faster.
pvp-no experience yet.
KyrieAien
12-04-2007, 02:23 PM
Soloing: The soloing at higher levels [I.E: 25 onwards] gets increasingly difficult. I often find members [fighters] in my guild yapping about how they can solo something that kills me in one shot, when they are at or below my level. The Magic Defense for monsters increases way too much, and they hit way harder as well. The Debuffing spells take way too long to recharge, with minimal effect. The Ice Bolt should have a larger slow percentage [say 30% or 40%] and the Lightning Bolt should stun again. If not this, then decrease magic defense more on monsters, or significanly increase spell damage to make higher level spells worth more.
Groups: Possibly the best KQ/Party support character if they Aim/Power scroll. Mages hit hard on a general basis, but only if they are using higher than level one spells. The cool down on spells is ridiculous. Purge is 2 minutes, and Mana Burn is near there as well. Ice Bolt/Lightning Bolt/Fireball each have a cooldown around 15 seconds, and Magic Missile has it around 4 seconds from level 2 onwards. This may seem slow, but with damage being chunked out, Mages can steal the "aggro" really quickly. This is a problem, as the magic defense of the monster is high, and the damage done is actually quite low, but enough to still draw it over.
PVP: Horrid. Mages against anything have a hard enough time against anything as it, is, let along a player. Fighters deal too much damage, too quickly. Clerics, espicially buffed ones, normally hard to kill, turn incredibly hard, even if they are a good number of levels under you. This is due to the aforementioned need of adjustment on the spells cool time or damage. Either increase Spell damage significantly, or decrease the cool and the SP useage of spells in order to make the Mage better. While Mages are good in groups, one on one with anyone else but a mage is silly, and a waste of stones, therefore, copper/silver.
Ogawa
12-04-2007, 02:28 PM
how about skills that push the monster/player back a few spaces
like Earth Bolt - Low damage with a small push back and small recover time
cannondiablo
12-04-2007, 02:32 PM
Dakkon you owe me 300 silver you GUILD DESTROYER!!!
cannondiablo
12-04-2007, 02:40 PM
Dakkon you owe me 300 silver YOU GUILD DESTROYER!!!
Deadly-Bagel
12-07-2007, 11:16 PM
Ugh. I quit playing my mage.
Solo;
Good to start with. Kill most things before they touch you. However, lvl 10+ things get hectic. Something walks up to you and you die. It's as simple as that.
Personally, I would like to see a counter spell on mages. They worked so well in other MMORPGs, like Xelor's counter in Dofus. Just enough to take a bit of the brunt and give us a bit more damage, but at a cost of our hp. I mean, comon! A MAGE has no spells to use on himself. That's just disgusting. If not a 20% counter for 20 secs, then at least a shield that reduces 40% of damage for 20 secs or something.
Group;
Not bad, but not necessary. Groups just are nowhere near as powerful without fighters or clerics, but don't need mages. All that is likeable about them is their damage, which can be more or less equaled by fighters and archers unless said mage has put everything into int, in which case nothing can get near him or a lvl 20+ cleric will put his skills to use.
PvP;
I don't know. Not up to that stage yet, still getting experience in characters before I'm going to think about that. However, I would think that their low hp would be a major weakness. Mage battles would be incredibly short, either ending in the mage dying due to huge cooldowns or no damage/hp balance, or the other guy dying due to first wave of spells.
Personally, I would like to see some major defence spells at lower levels. Make it a percentage of damage thing to prevent invulnerability, but keep effect time at least at 20 secs. This should replace thunderbolt, as it is a high cost spell with low damage, high cooldown and no effect.
Secondly, a tad more range. Magic should go a little further than arrows, don't you think? Especially when said magic is being cast by a very vulnerable being.
Shiirn
12-07-2007, 11:23 PM
Solo: Prepare to carry around tons of pots and stones. Much preferable to duo then solo; clerics add on another level of healing.
Group: I disagree with you here. Mages and archers (dds) are absolutely neccessary in higher level areas (cp1+, uruga) as without them fights take forever and aren't as time or cost-effective.
PvP: Here, I have more experience. Unfortunately, being on the recieving end. High level mages (40+) deal crazy amounts of damage compared to other classes in pvp such as clreics or fighters, and easily outclass archers in dps, even though the poisons aren't curable. Mages fighting mages is more of a stalemate if they're of a similar level, it's like having two cannons firing at one another.
Thunderbolt DOES have an effect; it randomly adds on extra damage. (This extra damage used to be able to be increased by increasing the duration of thunderbolt, but not anymore T_T).
Mages aren't made to be a tank class, they're made to deal out massive amounts of damage by using the one area that no other class really is specialized in: Magic. Fighters have no magic defense to speak of, and even a pure spr cleric like me can't absorb that much magic from one mage at a time.
Ryuugen
12-07-2007, 11:30 PM
Solo: I am full int mage and soloing is tought for me but if you slow down mob with first icebolt you can kill it before it comes to you.
Group:I am in AOE group whole day....got 5/5 empower on magic burst and doing dmg like hell....everyone tells me dont spend your points on AOE keep it on 50+ but I can exp really fast with it. Cannot imagine group without mage (full int - great dmg) and deadly-bagel you've never been in AOE i suppose cuz you cant do it without mage.
PVP:The whole problem is that everyone can use HP and SP stones.....50HP 70SP stones...one fight is for around 20 min so I would do a special PVP where you cant or can use stones but with cooldown for example 1 - 2mins. Next issue is mana burn an purge...really meaningless. I spend a lot of money on it and I am not using it 3min cooldown is worst. I use it and opponet use stone...bye bye manaburn. Purge is same 1 min cooldown and its erasing only one buff so I would..if I can do it like in WoW. Shamans have cooldown 2 sec on purge and its pretty usefull. Manaburn have 8sec cooldown in WoW. Its true that mage can do huge amount of dmg in short time but whole problems is that stones because I do dmg other class heals and its never ending circle. You must crit a lot for killing opponent in cooldown time on stone
Ryuugen
12-07-2007, 11:48 PM
how about skills that push the monster/player back a few spaces
like Earth Bolt - Low damage with a small push back and small recover time
that would be really imba in PVP and PVE too...noone will get to you. I am okay with fear...
kingp
12-08-2007, 12:48 PM
mages and solos dont even think about soloing if ur a mage might as well just forget about the taught cuz a solo mage sucks
mages in party are great cuz for example i went to forest of slumbers with 2 archers lvl 50+ and me a lvl 45 mage and a lvl 55 tank and a cleric and killed mobs 1 at a time pretty fast then 1 archer went afk and sill killed at same rate then another acher went to restone and killed about a few secounds slower even after the arcehrs came back we couldnt aoe cuz of slow kills from archers and when i went with lvl 49 mage lvl 51 mage and me we kiillled 3 mobs in the time it took to kil 1 so we are great in a party
pvp we are monsters just make sure u use alot of stones and pots and scrolls cuz a mage is the only class that can pawn a whole guild with the right buffs and the only class that can get pawned if 1 or 2 things dont go right mages are a hard class to master but its the best class once they are mastered
ps hate clerics in pvp cost to much to kill
Setokira
12-08-2007, 06:09 PM
Yo Gm go down load a Copy Of Secrect Of Mana 2, the mages there a bit like ours, they have like SO LITTLE HP, but it's an rpg so nobugs, when i playmy mage has all seven elemnts of techs like earth water fire wind dark light and any i forgot, also we need massive sp and mDef, really play that game, realy asome. Great Rpg great class. But we mages need things that slow donw our oppent weaken them/ But also y not Light dark Class Changes?
http://mmxz.zophar.net/rpg/mana2/class/angela_rune.gif (Dark Mage)... yopu wann go, cause i can take you?
http://mmxz.zophar.net/rpg/mana2/class/duran_sword.gif(dark Sowrdsman) Plz ill tear you TO PICES!
http://mmxz.zophar.net/rpg/mana2/bosses/dark_lich.gifEy u wanna sherd a Dark Mage To bits... Try me>:)
slashtrak
12-11-2007, 03:51 PM
Alright, now that I'm 20+ I feel like I can comment.
Solo: Pre-20, mages are beasts. Post-20, I have to use about a pot a monster, but really, that's not so bad. I mean...don't fighters have to use more? If you guys are dying solo to crap, you're not playing your mage right. Gotta fight one at a time.
Group: Yeah, mages are beasts in groups. The DPS is great, and magic burst is good for handling mobs, though I never see anyone use it...ever...Maybe I'm the only mage crazy enough to take hits.
PVP: I dunno anything about PVP, but from what I've seen from people running around town, ice bolt and firebolt pretty much demolishes any other class.
It'd be nice if lightning bolt had stun on it. Not as long as fighter stun, mind you, but something to make it worth using more.
Also, why no shields with wands? Wands are one handed it looks like...that'd fix some people's gripes with defense issues.
I just think people are playing mages wrong, expecting them to be the imbalanced "lol I destroy all" class in the game. Really, I think this is the best balanced I've seen mages in an MMO in a while, just a few things I think need changing. (LIGHTNING BOLT ARGH.)
AmazonPhoenix
12-12-2007, 10:46 AM
I have a level 42 Mage on Teva. :). I love being a Mage because I've always loved being the Magic characters... but there are some problems with the class that I hope you are willing to look at and iron out or we really will be the weakest class here by far permanently.
Solo - up until level 20 it was good. Past level 20 it started to get very bad very quickly... basically most things asked for you to kill in quests, you can't solo until a few levels later. More than one yellow mob on you at a time = lots of HP pots/stones. Crazy... it's unlikely you kill anything before it gets to you anymore unless you kite with a speed scroll. If I don't want to become bankrupt through stone buyage I spend a lot of time in my Mushroom - more than actually killing I'm sure. I *can* solo OK I guess but only if it is on Mobs that are lower than what most other classes my level can. I guess once I hit 49+ and get new spells it will get better, but for now with the insane cooldowns on Ice and Lightning soloing is very slow for me and almost all other opinions here I agree with when it comes to Soloing.
Group - Yeah we're fine in groups. There's thing myth that goes around that Mages do better DPS when I know Archers are just as good if not better. At least people don't mind me in a group because of this... but of course when in a group I use only my level 1 spells due to the whole high SP compared to supposed increased damage thing others have mentioned.
PvP - Ah. A complete joke I'm sorry. Unless it's 10 levels lower than me it's not worth trying. If it's a Cleric 10 levels lower than me then I might not try anyway... >.<. I've done a bit of PvP and to be honest I don't think I'll bother anymore, it is only disheatening for me. Other people have picked up on the long cooldowns for our PvP skill which are easily countered by an SP stone/pot... and the buff removal one is useless let's be honest.
Everyone has mentioned the spell thing already... damage per SP as you increase in levels just goes down and down.
I could write loads about PvP since it was such a disappointment for me. I know it's simple here, but I'd at least like a fighting chance of taking something out... as it is, a Fighter is the only option to me IF luck is on my side... and that's very rare. To be honest I'm not going to bother with PvP for a while... too depressing.
Suggestions?
1. Lower SP cost of higher level spells, and lower cooldown slightly.
2. Lower cooldown significantly of PvP skills. Everyone just pots and stones in PvP making them worthless.
3. Lower M.Def of other classes to help out with us being effective in PvP against them... especially Clerics (;))... or increase the damage of our higher level spells more in line with the amount of SP we use on them!
4. Implement alternative spells to help us out like other people have suggested i.e. magic shield.
5. Status changes that actually work well from our spells like 45% slow speed from ice, burn or something from fire, stun from lightning etc.
Of course not all of these and other suggestions by other people can be implemented of course lest the Mage become Godly. However something DOES need to be done since it is a very flawed class unfortunately...
~Aerythia
Marshal
12-12-2007, 11:05 AM
Group: This is the best choice for mages, as they are protected by fighters or clerics.
Solo: Its gets harder at high lvls. Dmg is not enough to compensate the lack of defense. If at least there was a mana shield spell or something to prevent the loss of hp... Moreover, there are lots of useless spells cuz they are only for pvp.
PvP: Mage are no match for pvping due to the low defense
Setokira
12-12-2007, 03:32 PM
I disagree, in pvp a mage hits quite alot of dmg... ALOT, and also if u good enoughing at spamming u can easily wipe out a warrior. Also try pvp(ing) in groups of like 2, that way u'll be able to take more ppls
lewissac
12-13-2007, 07:59 AM
I disagree, in pvp a mage hits quite alot of dmg... ALOT, and also if u good enoughing at spamming u can easily wipe out a warrior. Also try pvp(ing) in groups of like 2, that way u'll be able to take more ppls
I agree. If you happen to understand your skill's CD and timing precisely, you can spam continuously without stopping. This would keep the warriors busy healing (and there's a time limit where the next healing goes). So use that advantage!
r4ng3r
12-15-2007, 09:17 AM
solo: well, Ok up to 30.
30-40 Bad you get KO'd by anything red
Spells level 1 is good
PvP: bad but can own lower levels easy*
Moan!: betwen 30 and 40 its hard u have to PT or kill
yellow/green monsters.
*i saw this video of a mage (56) kill a Tank (35) and DD archer (41)
with out taking damage from the tank and archer just died in like 3 hits
Jimmiej.48
12-15-2007, 10:47 AM
yes the spells take up to much sp, the cool times are way to long, and all the spells costs so much that i havnt upgraded magic missle, fire bolt, ice bolt and lightning bolt since i was level 19 because it cost so much.
asd09
12-15-2007, 04:16 PM
Just give us back the stun effect for lightning and ring shield - damage absorption in SP instead of HP.
IraDeLucis
12-15-2007, 06:13 PM
So, I've sat here for a while now reading every post under this thread.
Having a level 23 Mage, I agree with a lot of the things said.
Soloing is hardly worth while. The experience you gain from the 4-5 mobs you manage to kill before one reaches you is negated by the experience lost when they get to you. (Mind you, one could just hunt mobs several levels down.)
In a group I at least feel a little safer. A tank to take aggro, and a healer to help when some random mob pulls. But even still, a game isn't as fun when you only use the first level skills. What's the point of being a Mage if you don't get excited about being able to learn new spell?
My biggest problem of this thread is the lack of GM response. There hasn't been any word thus far of the GMs even acknowledging any of these issues. And heaven forbid we actually see the changes made in the game.
violence
12-18-2007, 03:26 AM
regardless of the situation at higher lvls say 30+ mage is under power due to high cost of sp and long cool times in any situation pvp solo or group
PVP- any player can up there sp and alot of fighters and archer and clercs do so for crits which also adds to m def making mage weak combine that with the cost and cool down death unless your like 10-15 levels higher then your opponent or using cash shop items speaking of which being able to use cash shop items during war seems kinda unfair and against the spirit of the game i use cash shop but not every player can afford it thats what makes its use during war unfair
SOLO-after level thirty monsters are almost everywhere you cant kite to kill them and your cool times are so long on high lvl spells monsters will reach you while you cant cast and low lvl spells dont do enough damage to use without kiting
GROUP- first instance where mages do to much damage 5 people in party cleric archer 2 mages and a fighter fighter mocks archer pulls aggro archer uses natures protection pushes aggro off onto mage or cleric if goes to cleric mage does so much damage pulls aggro dies this is why there arent a whole lot of high lvl mages compared to other classes
possible fixes
cooltime make cool times less it is technically the same spell and to say the same words or read from a book the words dont take longer to read or say and cost cost makes me as a mage prefer my lvl 1 spells over my high lvl spells if i use my high lvl spells i lose money to play the game and then i have a hard time buying my upgrades or restoning completely sometimes and more damage lastly a mage is supposed to be able to kill before they get hit to many times and currently unless your full int your not gonna kill a trumpy before it kills you you wont even take half its life by the time your dead using stones and potions a combination of these would fix mage without adding more defence if a spell costs 7-9 times as much to cast it should do 7-9 times as much damage as its lvl 1 counter part to cut down on cost
also pvp based spells not only should purge remove a buff it should block it for a small amount of time from being put back on i remove cleric buff cleric rebuffs wasted sp on it and most likely got hit while doing it
mana burn worthless waits during pvp for said opponent to use stone opponent uses stone i mana burn the have no mana for like a quick second before they use a potion
and some kind of spell to block out the stun effect of fighters would also even things out a mage already has paper defense what good is a piece of paper that cant attack back
apoline server
violence lvl 59 mage cloud9
first and only mage tanker of the mini dragon
killer of the white joker trumpy
thanks to everyone who supported me in those instances
play well lvl hard
but most of all have fun
violence
12-18-2007, 05:47 AM
For the love of God GMs ... Fix those skill issues. Icebolt damage is LAUGHABLE, and it's slowing-down effect is UNNOTICABLE. Lighting bolt is even worse; it's effect is bearly useful. I mean, c'mon. They cost hella a lot of SP to cast and do very little. I understand the very low defense, but why on earth do mages have low Magic Defense? They are mages for god's sake!!!!! It's logical that they should have high magic defense! And instead of working in adding more items, first make the hats that we wear appear on our heads... every other mmo has this simple feature :/ we want to see our worn hats :s
your characters strs and weaknesses are in the build if you go full int you wont have any m def as spr is what builds m def same as end builds hp and regular def
violence
12-18-2007, 05:50 AM
Solo: Mages are great solo apart from the fact that if the monster takes a while to kill, then another monster could've spawned near you already.
Group: If it's a great party with 1 or 2 clerics and a tanker mages will do fine
PVP:-
Solution to the low HP and defense is that you could equip armour and jewellery that increases HP.
no matter how much hp you have having no defense makes extra hp worthless youll just get hit and lose hp just as fast
Tibrado
12-18-2007, 07:12 AM
Mages are no match in PvP because clerics can always heal their self, Archers can just use their Buff skills to kill u and fighters can keep stuning u .......with that it's all over
anrien
12-18-2007, 07:01 PM
hihi,
i'm new here...
haha
Magil
12-18-2007, 08:30 PM
1.) Solo: Mages seem fairly good when you first start using them. This is because enemies are not very prone to attack you, and tend to move fairly slowly. Many of the earlier maps don't have a large number of enemies in the same area. Even at level 21 I can sense problems coming my way though. I'm not seeing the VERY NECESSARY increase in damage I expected from the "Lightning Spell" (precise name not coming to me). The "Ice Spell" (same) isn't very useful when it comes to surviving alone on a field filled with monsters-- it isn't enough to effectively block more than a single enemy at any given time.
Solution: Increase mage damage, perhaps by giving elemental weakness a greater impact. Either give mages some means of stopping a group of enemies for some period of time, or give them an AoE spell that does good damage and will hold the enemies in place while the spell is having effect.
2.) Group: Mages are pretty useful in a group, since they aren't quite as likely to be in the direct line of fire. The attack damage for a Mage is still disappointing though-- considering Mage classes in most games are supposed to be giving out the highest damage. If a Mage does more damage, it doesn't seem to be by all that much. Mages are easily outclassed by Clerics, seeing as they offer healing, buffs, AND ranged magic.
Solution: Since Mages typically use offensive magic, give them some magic that might be more useful for a group. I'd expect Mages to have a number of skills that would have negative impacts on the status of an enemy.
... since I have not tried PvP with a Mage, I don't think I can really fairly say anything about that.
Woozerr
12-18-2007, 10:47 PM
I have a Lvl 24 mage = Seeing trouble of Solo emerge
Soloing: like others have said, it gets extremely terrible as you lvl up higher passes lvl 20 and so on. And of course, the un-needed lighting skill along with the SP up the higher upgrades of the other magic just totally eats up the sp bar. Magic such as Fire should add an affect like having a 30% (or 25%) chance of BURNING effect on the opponent just like "bleeding". SP consuming of the skills should be lessened a bit, and the cool down time for the higher up skills NEED to be reduced.
Partying: seems great. Spamming of lvl 1 spells in the range, nothing better.
PvP: Still have yet to try....
dragonslayer26
12-20-2007, 07:34 AM
I love my mage JUST THE WAY IT IS. I just want to know why my magic damage has been cut in half almost. I have a +9 ggk and my magic damage went from 1200 to 750. Why is this and can someone help me with this.
sermon
12-23-2007, 07:33 PM
GreenEmeral. 54 Mage. B server
I love Mages.
Solo. With right stat setup and gear to back up. Easy if ones lures right. Low damage received.
Party. Mages are the power house of a party. We can Deal damage fast, and from a good distance. Gives tank time to taunt if we get hate. Aoe party Mages just rock.
Cooldowns. Think they are good where they are. Make them faster we can out power jobs to easy.
GM_Dakkon
12-24-2007, 10:26 AM
Thank you for all the input guys. I am not closing the thread, to allow me to recompile all the suggestions.
GM Dakkon