PDA

View Full Version : Mages - All spells are the same


gebomato
08-12-2007, 02:52 AM
I think the*outspark has done a great job so far


 


but still have some comments on mages =b*


 


I know lightning has a little bit of crit bonus to it... so i've been told...


Why have fire? will*monsters soon be weaker to fire spells?


Why frost? will creatures' attack speed or movement speed hindered?


 


I*find it redundant and boring spamming all my spells at once.*


 


I've sort of stop playing.... i might write a review soon

Zeratul
08-12-2007, 06:53 AM
I left a comment in the bug section about this caus it needs changed.


Basically
when my fire spell did 100 damage, my lightning spell did like 90
damage with a chance of doing 120 damage. In exchange for this
lightning costs 2X as much mana which is ridiculous. The extra
damage needs boosted or the mana cost same as fire.


Ice
also costs significantly more than fire spell and does even less
damage. It has a ~10% chance of slowing an enemy which is dismal
at best + when it actually slows either A)the slow is broken right now
or B) the slow is sooooo poor you cant even tell the monster is
slowed. The slow effect really needs a biiig booster and to
happen more often.


Also currently the point of the fire
spell is it does more damage than any of the other attack spells for a
very reasonable mana cost. I only use all 4 spells because I HAVE
to with the cooldowns they gave to all 3 elementals.

nakochan
08-19-2007, 08:04 AM
*

Also currently the point of the fire spell is it does more damage than any of the other attack spells for a very reasonable mana cost. I only use all 4 spells because I HAVE to with the cooldowns they gave to all 3 elementals.





well u can always micro. as in always start the offensive with a lvl 1 magic missile, followed by fire, missile again. Next another elemantal spell then missile. Spamming u can say, using the fast cooldown of missile as a stepping stone for your other spells to cool down. Pour 1 sp down on missile and it only cost 2sp per shot. XP

dukerz74
09-21-2007, 12:37 PM
well u can always micro. as in always start the offensive with a lvl 1 magic missile, followed by fire, missile again. Next another elemantal spell then missile. Spamming u can say, using the fast cooldown of missile as a stepping stone for your other spells to cool down. Pour 1 sp down on missile and it only cost 2sp per shot. XP

To add to this I would suggest putting cooldown into fire and some power as well. while missle is nice for its fast recast and low low cost, fire can be cast pretty quickly as well and hits like a truck. also remember double missle stops enemies for a short time. :p

Arrei
09-21-2007, 09:22 PM
Ice has a good chance of adding a slow effect onto enemies, which can give you the time you need to toss that last spell before it reaches you. Fire is just plain powerful. And Lightning... Lightning is garbage.

Adonis
09-22-2007, 12:24 AM
The mages need work...BADLY.

The spell cool downs are ridiculous, and the amount of mana it cost to cast one spell is just horrible when you reach lv 25"ish" and get your stronger spells you will see all of this.

The magic missle becomes usless unless upgraded at lv 25, sure it's fast at lv 1 but lv 4 missile takes too long to cool off and bout that time the mob. will be up on you hitting you. This is so bad because they also give mages poor defense, that's why they need to either give us better defense or faster casting spells cause we rely on range attacks. I think they cheated the mages out, which is really sad cause they have the tendency of being the best races in games. Please PLEASE fix the mages powers and spell cooldown "a game is not fun if your going to die all the time." ~B-Rad~

ferv3ntfailur3
09-22-2007, 03:25 PM
the cool times are ridiculous...even when you use skill points to lower it, it doesn't have much of an effect..its so hard to complete quests after like lvl 20 because the monsters dont die for like 6 or 7 hits and we only have 5 skills at that point and the cool times hinder our attacking..so any monster is right up on us by the 4th hit..then we have to get hit and wait for cool times..its horrible. and yea mana costs get bad too, it sucks having to press home after every other kill pretty much..just wastes time and makes me lvl slower if im on my own...and im rarely in parties so you can imagine how slow i lvl.:rolleyes:



Natasla-lvl 22 WizMage, Teva Server

Rooter75
09-24-2007, 09:30 AM
in truth i have fire and magic bolt empowered with max dmg and cooldown. At times soloing I do use the lvl 5 and 6 spells but about 95% of the time I am just using lvl 1 magic bolt and fire for the fast cooldown times. This seems much more efficient then using the higher skill levels. This being the case it seems a little broken that at lvl 35 I would still prefer to use my lvl 1 skills over my lvl 6 skills rotfl! XD

joedoe
09-24-2007, 10:06 AM
well i most say that i still think mages should be worked on better
clerics can figth alone and heal themselves.
figthers have good defense and do great damage.
archers can hit and run fast.
a mage needs the help of a cleric to keep going.
my suggestion is to create a new skill like leech life cause mage can take mana from his life but depends on a cleric to be succefull.
a mage can manipulate the things around them so it would be helpfull to them if they could have powers that allow them to recover themselves
i posted a thread about what class do you prefer best. even newcomers see the cleric as a favoured class cause they can heal themselves, thus saving money.
and i have an example of a cleric that had the same level as me (17) and we sometimes join in quests but... we have almost the same time in gameplay.
now i'm level 22 and she is level 26.
most of the times she play's alone and as i see it she can complete her quests in a sec.
put all skill points so far in atack maximize missile bolt and fire bolt.
put all points on int so far. next i'm going to put skill points on cooldown. gonna see how far it will get me...

still think the mage needs a little more improvment.

but that's only my opinion.

gonna try a cleric later but i'm still figthing to keep this one going but it's starting to be very hard.

Apoline server: mage bolachas level 2x.

Respect!

austinsontv
09-28-2007, 07:29 AM
I Love The Mages!!!!

Tsuki_Shiro
09-28-2007, 08:50 AM
Personally I feel that everything is fine.
I mean, myself being a lvl 41 mage, I use all lvl one versions of the spells (except Ice bolt because the cool downtime is the same as lvl 1).
Thus I can avoid the long cooltimes and/or mana consumption.
Though I do have the cool downtimes/ sp consumption/ Damage ect max out on most of my spells.
I have noticed that you can do far more damage with three smaller versions of a spell opposed to one high lvl spell (excluding crit rates).

Well, I mean the END sucks on a mage period but that is a known fact about mages.
Need to give up something in order to recieve the damage dealer status.
But you can easily make up for that with a good cleric and or warrior (if they don't mind using pots and stones).

But that is simply how I work on my mage, everyone is a little different.

I would like to know how Fire works his quickslot though. *Lvl 59 and all* xP

MisterZero
09-28-2007, 09:14 AM
If you guys are having problem with the mage class, you most probably have the wrong build (statwise and skillwise).

In this game, mages are actually the fastest lvlers (Fireriot is currently the highest lvl player) IF, and i say IF you noe how to use ur talents and weaknesses well. Besides, its kinda common knowledge among the us (unless ur not part of the 'us' ppl) that mages try to get every buff we can before going into battle. (I've seen ppl with more than 7 buffs at one time. No such need in my opinion.) But with just a Vit scroll, I have almost double my hp so with my dmg rate (with a Power scroll), I can take out monsters pretty well without ever dangering myself. Also, mage is a support class (well... most of the time) so trying to solo isn't a very gd idea.

In our talents is far-ranging, so try to be as far from the monster as u can so u can kill it in its running distance. If all ur spells are used and in cooldown, RUN (or properly termed: Kite) from the moster till u can use ur spells again. Besides, if u cant take down the monster within 1 or 2 cycles of ur spells, u shouldn't have tried fighting that monster in the first place.

If ur a 'party' type of player, I advise putting max 5 points of cooldown time decrease in magic missile (for chainspam) and max 5 points of power into Fire Arrow (or w/e the name xP) for best results. Applies only for party ppl, when aggros aren't targetted on u. Soloists shld spend all skill points on power, to take down the monsters before they reach u. DUN bother bout adding to lower sp usage cos in this game, it does not make a significant difference.

Stats wise, ppl are debating over SPR and INT, so i wont say which is better (in case I get flames xD). But I must say putting ur stats into anything besides these 2 is DUMB (pardon the bluntness). Melee, dodging and tanking is not in our league. There's more tactics in different zones in the game, at different lvls of ur char life and more, but isn't discovering these for urself the point in playing the game? XD

naskakun
09-28-2007, 09:17 AM
lvl 4+ Ice should get allways slowing and sometimes freezing to ground (for a small amount of time/hits), this would improve soloing a lot.

And since Lightning costs so much SP and has not even the same DMG as Fire it is only usefull for the DoT... how much DMG does the DoT? should increase the "dot" with every Spell lvl and increase chance for Dot to allways at a certain lvl... may aswell lower CD or SP cost to get the spell actauly "usefull" compared to the other Spells.

And a overall changed use of Int Boni to Spells, only add 0.5 DMG ea Int to lvl 1 Spells but increase it with every Spell lvl, like lvl 4 Spells could have 1.5 so INT Status would start "scaleing" a little.

hoshino
09-29-2007, 02:36 AM
I'm all for class balance. I don't like certain classes being relegated to roles in the shadows of someone else. Some of us prefer to play certain classes, and we do not appreciate being relegated to obscurity or uselessness alone. Partying is highly encouraged, and that's a good thing usually, but there are times when any one of us (all players, not just one class) just feels like going it alone.

In light of that, not only mages, but fighters and archers as well could use some work to match the PvP and PvE prowess of a lone cleric, which is actually a well-done class that needs no further tweaking up or down.

There seriously needs to be a good set of utility skills/spells for recovery and keep-away. For ALL classes. Archers are sort of helped by Nature's Defence. For mages... Ice Bolt is practically useless in that regard.