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Upcoming Pure Mage publish.

OREOGL

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Ok, UO has gone way beyond anything I enjoy anymore.
I am writing from a Pure Mage perspective.

It is too complicated, too many half finished systems, too many obsolete systems, too much inbalance between classes, too much content bias towards gimp dexxers(sampires)/tamers, not spontaneous enough, not simple enough, not fun enough.

Here are my suggestions for the upcoming Pure Mage publish that needs to be implemented. It may appear I'm calling for a nerf on gimp templates, Indeed.

The reason I'm calling for a halt on Gimp templates, is they have superiority across the entire game, and are making everything exactly the same.
Sampires dominate PvM, and can solo pretty much all content - Pure Mages almost cannot solo any higher end content. Which would you chose?
Gimp Dexxer templates dominate PvP (including weapon mages).

  • Ingame, I would like to see a working map+party+chat+voice system that works between both clients so all can be involved, so we don't have to be using all sorts of external stuff. Or at least make it so we have far more compatibility than we do now.
  • I would like to see the performance gap between EC and CC minimised. Of course EC should not really exist, and it certainly should not be having the superior coding/performance/abilities.
  • Recall and Teleport type abilities should operate almost everywhere. All classes should have a basic travel ability. Many potential good content areas are ignored due to the hassle of walking there. Or walking back dead. We don't need this time-sink in the game anymore, there is enough map space.
  • Update the Virtue System, and give a decent bonus to those holding Knights in all 8 Virtues. This game revolved around the Avatar, in the way Star Wars revolved around the Jedi Knight. Complete it for goodness sake.
  • Characters have to carry too many consumables. It should be possible for characters of all classes to operate without consumables.
  • Move away from Gimp Templates - Resist Spells should have a far stronger purpose, and be almost mandatory.
  • Bandage Healing should be mandatory for a Dexxer. Make it stronger if necessary to match with Vampiric Embrace etc.
  • Dexxers should not be using Necro abilities, it's a casting skill, end of.
  • Potion use should be restricted heavily. Make potions only usable by those who have alchemy. Potentially add a PU% {Potion Usage %} property to gear so people without alchemy can chose the ability to use potions or not. But it's a defined choice, with a sacrifice of other properties. {Maybe just remove Potions from Felucca}.
  • Allow Dexxers to operate without bandages, much like casters can operate without reagents. Again, give Dexxers the property option of LBC {Lower Bandage Cost} which operates in exactly the same way LRC works for mages. Currrently mages have the huge benefit of being able to cast freely, but with the sacrifice of having their entire armour revolving around this property. Dexxers don't have this. Give Dexxers the same benefit, and the same sacrifice option. This is one of the Differences between classes that promotes inbalance towards Dexxers, they have far wider property options on armour.
  • Mounted Dexxers should not be able to use stealth ninja skills - they were built for stealthers on foot.
  • Couple for the PvM Rogues. Give them more content. Puzzles, Chests, etc.
  • Fix Remove Trap. You have invested 100 points in this skill, it should not unhide you when you are in stealth, and successfully remove a trap. This is ridiculous, and nerfs the entire skill into uselessness. Why have it, why not use Magery Remove Trap spell? (which of course people do now). If Remove Trap were working properly, it would be a lot of fun. If you fail a Trap Removal, fair enough if you are unstealthed.
  • And now for Armour... I personally hate the armour system. I hate luck, I hate random properties that never match, I hate stuff that wears out on me, I just want to play the game.
  • Crafters need a Buff, their BOD system is great now, but they cannot compete with Legendary armour, save a few specialist pieces.
  • Armour Properties do not make sense, it is far too random and does not suit any class in particular, making 99.9999% of pieces useless, I hate having to figure out this level of detail. Allow crafters to modify it.
  • I hate durability on armour. I do not like spending my life fixing my armour, and even worse, when a piece goes, an entire suit has to be rebuilt. If you’ve gone to the effort of building that suit, you should be allowed to keep it, it’s hard enough anyway. Especially considering we have 7 characters on 1 account. Allow crafters to get rid of Brittle, Cursed, properties etc.
  • Bring back Item Bless Deeds.
My spellcaster section.
  • Ok, the big issue for me, is Magery for example, does not have a counter to many of the things we are on the receiving end of. For balanced PvP, there should be the opportunity of Move, Counter Move, Move, Counter Move, then it becomes a duel of strategy and skill, as well as speed and timing, something that’s been lacking from PvP for a long time now.
  • My other issue, is the other spellcasting skills, Mystic, Spellweaving, Chivalry, Bushido, Necro are pretty much incomplete, they don’t really stack up on their own. They lack basic abilities, and as above, counter measures.
  • My suggestion is, to allow Spellcaster to become more like Dexxers in that Dexxers can just change Weapon, and access every single Special going.
  • My thoughts are, to adjust and widen out the Spellcasting schools (add more spells to each), to make them stand alone better with counter measures, or;
  • Merge all Casting schools together, which would be a maximum of say 120 spells? I haven’t done the maths, then let players choose say 50 spells they would like to use in their personalised spellbook. That would allow the players to chose spells for their playstyle, very much in the way Dexxers can chose weapons and specials to suit.
Thank you for reading.
Cookie/Wraith/Ben Sherman/Darkknight/Cookie Exodus/Cookie Hunter, and a rogue. :)

Some of these ideas I agree with especially the functionality of the CC vs EC and in game chat and party functions.

We will probably never see either of those but it's nice to think about.

I don't necessarily agree with stifling other templates though. Part of the fun of pvp was creating and trying out new templates.


Some of the other casting methods do need some tweaks though. Just a quick example is exorcism that has been broken for quite a while.

Crafters should get a slight crafting weight increase to keep up with the power creap.

Not really a fan of the interchangeable ideas, such as simply being able to cast anything or use any weapon.

As far as being able to move and counter move, that's always been subjective, and wouldn't expect to see that dumbed down for the "lowest common denominator."

I also think the brittle and antique items are dumb inclusions when items already have durability loss.

They need to fix VVV though prior to engaging another systems such as the virtue system.
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
Before the magery revamp, I'd like the see the Every-skill-that-magery-is-better-than revamp. For instance:

100 anatomy and 100 healing vs 100 magery. Healing requires bandages, is slower, and can't heal others at a distance despite needing more skill points. Furthermore, 200 points in anatomy and healing doesn't let you do all the other cool things that magery affords.

100 hiding vs 100 magery. Hiders can't hide if they have been seen by a foe. They have to get out of line of sight while mages can just invis.

100 Remove Traps and 50 lockpicking vs 100 magery. Potentially blow yourself up vs telekinetically opening the chest.

Etc.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
Before the magery revamp, I'd like the see the Every-skill-that-magery-is-better-than revamp. For instance:

100 anatomy and 100 healing vs 100 magery. Healing requires bandages, is slower, and can't heal others at a distance despite needing more skill points. Furthermore, 200 points in anatomy and healing doesn't let you do all the other cool things that magery affords.

100 hiding vs 100 magery. Hiders can't hide if they have been seen by a foe. They have to get out of line of sight while mages can just invis.

100 Remove Traps and 50 lockpicking vs 100 magery. Potentially blow yourself up vs telekinetically opening the chest.

Etc.
I agree with you, I even had your points in my patch notes. :)
Whilst I want to reduce gimp templates, I am aiming for this, to achieve balance among all the rest of the classes, so yes, Pure Dexxers need a buff also. Tamers are currently getting their buff, crafters, rogues, casters need one, T Hunters I think are ok.
The other option of course, is to buff every other class up to Sampire/gimp strength, which I see as being less easy?!
So whilst my proposals seem extreme, they are less extreme than the alternative.
  • Bandage Healing should be mandatory for a Dexxer. Make it stronger if necessary to match with Vampiric Embrace etc.
  • Fix Remove Trap. You have invested 100 points in this skill, it should not unhide you when you are in stealth, and successfully remove a trap. This is ridiculous, and nerfs the entire skill into uselessness. Why have it, why not use Magery Remove Trap spell? (which of course people do now). If Remove Trap were working properly, it would be a lot of fun. If you fail a Trap Removal, fair enough if you are unstealthed.
 

Merlin

The Enchanter
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Ok, UO has gone way beyond anything I enjoy anymore.
I am writing from a Pure Mage perspective.

It is too complicated, too many half finished systems, too many obsolete systems, too much inbalance between classes, too much content bias towards gimp dexxers(sampires)/tamers, not spontaneous enough, not simple enough, not fun enough.

Here are my suggestions for the upcoming Pure Mage publish that needs to be implemented. It may appear I'm calling for a nerf on gimp templates, Indeed.

The reason I'm calling for a halt on Gimp templates, is they have superiority across the entire game, and are making everything exactly the same.
Sampires dominate PvM, and can solo pretty much all content - Pure Mages almost cannot solo any higher end content. Which would you chose?
Gimp Dexxer templates dominate PvP (including weapon mages).

  • Ingame, I would like to see a working map+party+chat+voice system that works between both clients so all can be involved, so we don't have to be using all sorts of external stuff. Or at least make it so we have far more compatibility than we do now.
  • I would like to see the performance gap between EC and CC minimised. Of course EC should not really exist, and it certainly should not be having the superior coding/performance/abilities.
  • Recall and Teleport type abilities should operate almost everywhere. All classes should have a basic travel ability. Many potential good content areas are ignored due to the hassle of walking there. Or walking back dead. We don't need this time-sink in the game anymore, there is enough map space.
  • Update the Virtue System, and give a decent bonus to those holding Knights in all 8 Virtues. This game revolved around the Avatar, in the way Star Wars revolved around the Jedi Knight. Complete it for goodness sake.
  • Characters have to carry too many consumables. It should be possible for characters of all classes to operate without consumables.
  • Move away from Gimp Templates - Resist Spells should have a far stronger purpose, and be almost mandatory.
  • Bandage Healing should be mandatory for a Dexxer. Make it stronger if necessary to match with Vampiric Embrace etc.
  • Dexxers should not be using Necro abilities, it's a casting skill, end of.
  • Potion use should be restricted heavily. Make potions only usable by those who have alchemy. Potentially add a PU% {Potion Usage %} property to gear so people without alchemy can chose the ability to use potions or not. But it's a defined choice, with a sacrifice of other properties. {Maybe just remove Potions from Felucca}.
  • Allow Dexxers to operate without bandages, much like casters can operate without reagents. Again, give Dexxers the property option of LBC {Lower Bandage Cost} which operates in exactly the same way LRC works for mages. Currrently mages have the huge benefit of being able to cast freely, but with the sacrifice of having their entire armour revolving around this property. Dexxers don't have this. Give Dexxers the same benefit, and the same sacrifice option. This is one of the Differences between classes that promotes inbalance towards Dexxers, they have far wider property options on armour.
  • Mounted Dexxers should not be able to use stealth ninja skills - they were built for stealthers on foot.
  • Couple for the PvM Rogues. Give them more content. Puzzles, Chests, etc.
  • Fix Remove Trap. You have invested 100 points in this skill, it should not unhide you when you are in stealth, and successfully remove a trap. This is ridiculous, and nerfs the entire skill into uselessness. Why have it, why not use Magery Remove Trap spell? (which of course people do now). If Remove Trap were working properly, it would be a lot of fun. If you fail a Trap Removal, fair enough if you are unstealthed.
  • And now for Armour... I personally hate the armour system. I hate luck, I hate random properties that never match, I hate stuff that wears out on me, I just want to play the game.
  • Crafters need a Buff, their BOD system is great now, but they cannot compete with Legendary armour, save a few specialist pieces.
  • Armour Properties do not make sense, it is far too random and does not suit any class in particular, making 99.9999% of pieces useless, I hate having to figure out this level of detail. Allow crafters to modify it.
  • I hate durability on armour. I do not like spending my life fixing my armour, and even worse, when a piece goes, an entire suit has to be rebuilt. If you’ve gone to the effort of building that suit, you should be allowed to keep it, it’s hard enough anyway. Especially considering we have 7 characters on 1 account. Allow crafters to get rid of Brittle, Cursed, properties etc.
  • Bring back Item Bless Deeds.
My spellcaster section.
  • Ok, the big issue for me, is Magery for example, does not have a counter to many of the things we are on the receiving end of. For balanced PvP, there should be the opportunity of Move, Counter Move, Move, Counter Move, then it becomes a duel of strategy and skill, as well as speed and timing, something that’s been lacking from PvP for a long time now.
  • My other issue, is the other spellcasting skills, Mystic, Spellweaving, Chivalry, Bushido, Necro are pretty much incomplete, they don’t really stack up on their own. They lack basic abilities, and as above, counter measures.
  • My suggestion is, to allow Spellcaster to become more like Dexxers in that Dexxers can just change Weapon, and access every single Special going.
  • My thoughts are, to adjust and widen out the Spellcasting schools (add more spells to each), to make them stand alone better with counter measures, or;
  • Merge all Casting schools together, which would be a maximum of say 120 spells? I haven’t done the maths, then let players choose say 50 spells they would like to use in their personalised spellbook. That would allow the players to chose spells for their playstyle, very much in the way Dexxers can chose weapons and specials to suit.
Thank you for reading.
Cookie/Wraith/Ben Sherman/Darkknight/Cookie Exodus/Cookie Hunter, and a rogue. :)

No consumables? No need for bandages? Everyone can teleport everywhere regardless of skills? Remove brittle and cursed "just because"? Sorry to throw water on this, but UO does not need all of these "easy button" suggestions. I would reject every single bullet point on this list and hope the developers do, too. I give you credit for taking the time to write up a long list of bullet points, but this would turn UO into some Foo-Foo game. In my humble opinion, this game is already too easy and needs to be made more difficult, not easier.

All classes shouldn't be buffed up to sampire strength for no good reason. There are plenty of encounters that other templates can do better than sampires. The all encompassing strength of the sampire is a myth. Every template shouldn't be able to accomplish every encounter in the game. Otherwise... what would one need to create any more than one toon for? The variety of content and character classes is one of the best parts about this game... putting everyone on an equal playing field in all areas of the game will decimate that.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
No consumables? No need for bandages? Everyone can teleport everywhere regardless of skills? Remove brittle and cursed "just because"? Sorry to throw water on this, but UO does not need all of these "easy button" suggestions. I would reject every single bullet point on this list and hope the developers do, too. I give you credit for taking the time to write up a long list of bullet points, but this would turn UO into some Foo-Foo game. In my humble opinion, this game is already too easy and needs to be made more difficult, not easier..
It's a game, we play for fun. Why build in "pretend" difficulties that sap fun when you don't need to. UO doesn't need to.
Make the game more difficult from a skill, or achievement perspective, for sure, but some things are just negative design that has no purpose.
Sampire's currently do not use bandages. Pure Dexxers do use bandages, Mages currently do not use reagents - all I am saying, is lets have some consistency between classes, it leads to better balance.

All classes shouldn't be buffed up to sampire strength for no good reason. There are plenty of encounters that other templates can do better than sampires. The all encompassing strength of the sampire is a myth. Every template shouldn't be able to accomplish every encounter in the game. Otherwise... what would one need to create any more than one toon for? The variety of content and character classes is one of the best parts about this game... putting everyone on an equal playing field in all areas of the game will decimate that.
It is not a myth.
Sampires can solo and complete pretty much all game content.
Pure Mages are lucky if they can get past Stygian Abyss/Champ Spawns, which are a level below Peerless, which are a level below Shadowguard/Doom.
Why should I be forced to play a Sampire?
What about variety of content and character classes you go on about? It currently does not exist, my proposals attempt to achieve that.
 
Last edited:

maji111

Adventurer
Stratics Veteran
The entire USP behind UO is that you have an allocation of skill and stat points that you can spend as you want to fully customise your characters. The suggestions you propose are just a means towards creating a mainstream tank/healer/dps trinity game of which there are several. The truth behind the 'strength of sampires' is that they aren't the only template you choose when considering high end content. Several people find as much or more success by using templates such as Dragoon, Tamers or even the more 'pure' dexxer templates when considering encounters that punish you for lifesteal such as Blackthorne's and Scalis.

I think what Merlin posted about the 'all encompassing strength of the sampire' being a myth is the single most intelligent thing in this entire thread.
 

MalagAste

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Why should I be forced to play a Sampire?
What about variety of content and character classes you go on about? It currently does not exist, my proposals attempt to achieve that.
I asked this and got told to either adapt to the winning playstyle or quit. Or just go where I'm limited to going... chose to not play 90% of the game basically.
 

Merlin

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It's a game, we play for fun. Why build in "pretend" difficulties that sap fun when you don't need to. UO doesn't need to.
Make the game more difficult from a skill, or achievement perspective, for sure, but some things are just negative design that has no purpose.
Sampire's currently do not use bandages. Pure Dexxers do use bandages, Mages currently do not use reagents - all I am saying, is lets have some consistency between classes, it leads to better balance.



It is not a myth.
Sampires can solo and complete pretty much all game content.
Pure Mages are lucky if they can get past Stygian Abyss Champ Spawns, which are a level below Peerless, which are a level below Shadowguard/Doom.
Why should I be forced to play a Sampire?
What about variety of content and character classes you go on about? It currently does not exist, my proposals attempt to achieve that.
No one is forcing you to play a sampire. Your decision not to play a sampire is exactly that: it's your conscious decision. The entire game doesn't need adjustment to fix your refusal to play a certain template.

Sampires struggle in Shadowguard... not saying they can't do it, but a Tamer or a Mage can do it much faster and easier. With a champ spawn, it's the other way around - sampire can do it quickly, but a mage or tamer will take more time to do it. There is absolutely nothing wrong with these differences. That's how the game should be.

Every template in this game has strengths and weaknesses - which is a good thing. Every template should not be able to compete in every PVM type of encounter.

We will achieve more variety by keeping these differences - not by these rather bad ideas about "balance" that will essentially make every template able to complete the same content with the same amount of difficulty. That would make this just another vanilla MMO - something that UO is not.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
I asked this and got told to either adapt to the winning playstyle or quit. Or just go where I'm limited to going... chose to not play 90% of the game basically.
I'm constantly told that. :(

I'm now very pissed off, stubborn, and fighting back. :)
 

MalagAste

Belaern d'Zhaunil
Alumni
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Stratics Legend
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I'm constantly told that. :(

I'm now very pissed off, stubborn, and fighting back. :)
Good luck with that... been trying it for a long time... pretty much given up... hence my now playing UO about 2 or 4 hours a week if even.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
No one is forcing you to play a sampire. Your decision not to play a sampire is exactly that: it's your conscious decision. The entire game doesn't need adjustment to fix your refusal to play a certain template. .
Yes they are forcing me, if I want to play the top 40% of the games content.
I'm on a fully developed mage, have years of experience and effort into building it, why can't I play a playstyle I enjoy?

Sampires struggle in Shadowguard... not saying they can't do it, but a Tamer or a Mage can do it much faster and easier. With a champ spawn, it's the other way around - sampire can do it quickly, but a mage or tamer will take more time to do it. There is absolutely nothing wrong with these differences. That's how the game should be. .
Sampires do not struggle in Shadowguard.
One Sampire, can complete it quicker than 1 tamer I believe.
I'm 100% sure a Pure Mage cannot even attempt it, ok I've attempted it, same as Doom, but it went badly.

Every template in this game has strengths and weaknesses - which is a good thing. Every template should not be able to compete in every PVM type of encounter.
We will achieve more variety by keeping these differences - not by these rather bad ideas about "balance" that will essentially make every template able to complete the same content with the same amount of difficulty. That would make this just another vanilla MMO - something that UO is not.
If this were the case, then fine, but it isn't.
As it stands, I do not see why my perfectly legitimate playstyle does not have the same validity as others.
 

maji111

Adventurer
Stratics Veteran
I think the main point people need to differentiate between is efficient templates and viable templates. If you consider champion spawns for example; yes sampires are very efficient at doing them, but, pretty much any PvM orientated template is viable. This 'efficiency' was reduced when they decreased the spawn density a few patches ago and there is little in the way of difference efficiency-wise between sampires and other high end templates because sampires now have to wait for respawns during the first two levels, which, traditionally is where they build their advantage.

For peerless and other high end encounters, you take the template to them that is most efficient. Tamers are more effective at Shadowguard than anything else due to the way adds work, whereas you clearly take Wraith or ABC archers to Exodus. The list goes on and on. Even with peerless and high end encounters, there is a vast difference between 'viable' templates and 'efficient' ones.

TLDR: No-one has to have a sampire to do high end PvM in 2017. I'll admit there is little info on what other builds are 'viable' or 'efficient'. But, that is what makes UO what it is; a game that rewards ingenuity, rather than a copy/paste exercise where people regurgitate templates/builds and tactics for encounters that have been readily posted online so that people simply have to press appropriate keys at the appropriate time in order to succeed.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
I think the main point people need to differentiate between is efficient templates and viable templates. If you consider champion spawns for example; yes sampires are very efficient at doing them, but, pretty much any PvM orientated template is viable. This 'efficiency' was reduced when they decreased the spawn density a few patches ago and there is little in the way of difference efficiency-wise between sampires and other high end templates because sampires now have to wait for respawns during the first two levels, which, traditionally is where they build their advantage.

For peerless and other high end encounters, you take the template to them that is most efficient. Tamers are more effective at Shadowguard than anything else due to the way adds work, whereas you clearly take Wraith or ABC archers to Exodus. The list goes on and on. Even with peerless and high end encounters, there is a vast difference between 'viable' templates and 'efficient' ones.

TLDR: No-one has to have a sampire to do high end PvM in 2017. I'll admit there is little info on what other builds are 'viable' or 'efficient'. But, that is what makes UO what it is; a game that rewards ingenuity, rather than a copy/paste exercise where people regurgitate templates/builds and tactics for encounters that have been readily posted online so that people simply have to press appropriate keys at the appropriate time in order to succeed.

Just to be viable would be a nice start.

We can worry about efficiency later.

Would you take a Pure Mage to Exodus, Shadowguard, Doom?
Could you solo Peerless on a Pure Mage? (Can you even get the keys in most cases?)
 
Last edited:

maji111

Adventurer
Stratics Veteran
Just to be viable would be a nice start.

We can worry about efficiency later.

Would you take a Pure Mage to Exodus, Shadowguard, Doom?
Could you solo Peerless on a Pure Mage?
I use several of my mages to do spawns with because it's more entertaining to WoD stuff and see big numbers or flamestrike things for 900 damage than it is to smash AI 200 times. I take my mages to partake in group PvM because my sampire is pretty lacklustre in those circumstances. This is the crux of the argument; whilst I appreciate that you enjoy playing a pure mage, as Merlin has stated previously, each template has strengths and drawbacks. The template you enjoy is one that has the best group play in game and consequently, it suffers in it's ability to solo.

You can't be all things to all men.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
I use several of my mages to do spawns with because it's more entertaining to WoD stuff and see big numbers or flamestrike things for 900 damage than it is to smash AI 200 times. I take my mages to partake in group PvM because my sampire is pretty lacklustre in those circumstances. This is the crux of the argument; whilst I appreciate that you enjoy playing a pure mage, as Merlin has stated previously, each template has strengths and drawbacks. The template you enjoy is one that has the best group play in game and consequently, it suffers in it's ability to solo.

You can't be all things to all men.

Good response tbh, I get where you're coming from.
But in my heart, I'm not feeling it, these days, the only group play people would want a mage for, is to be a heal-bot, that's not very exciting.

I'd rather have the ability to solo these days. :)
 

maji111

Adventurer
Stratics Veteran
Good response tbh, I get where you're coming from.
But in my heart, I'm not feeling it, these days, the only group play people would want a mage for, is to be a heal-bot, that's not very exciting.

I'd rather have the ability to solo these days. :)
I completely understand your sentiment. Maxing out on SDI and using Slayer Spellbooks is just hilarious. I think that the main issue arises from the fact that these encounters weren't really meant to be solo'd, but, current populations dictate the direction in which the PvM meta travels. In many aspects, they have tried to implement things to the same effects that you have suggested, such as HLL deterrents and 160 wrestling on roof encounters, mobs that aren't discordable and SSI debuffs. In retrospect, it would be nice to see an encounter whereby mages prospered at the sake of melee templates and tamer templates.
 

TB Cookie [W]

Lore Keeper
Stratics Veteran
Stratics Legend
I completely understand your sentiment. Maxing out on SDI and using Slayer Spellbooks is just hilarious. I think that the main issue arises from the fact that these encounters weren't really meant to be solo'd, but, current populations dictate the direction in which the PvM meta travels. In many aspects, they have tried to implement things to the same effects that you have suggested, such as HLL deterrents and 160 wrestling on roof encounters, mobs that aren't discordable and SSI debuffs. In retrospect, it would be nice to see an encounter whereby mages prospered at the sake of melee templates and tamer templates.
YES!!!!

I have also maxed out SDI, mana, all mage stats, and use slayers etc. Yes it is fun, but frustratingly unable to do anything.
 

Merlin

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Yes they are forcing me, if I want to play the top 40% of the games content.
I'm on a fully developed mage, have years of experience and effort into building it, why can't I play a playstyle I enjoy?



Sampires do not struggle in Shadowguard.
One Sampire, can complete it quicker than 1 tamer I believe.
I'm 100% sure a Pure Mage cannot even attempt it, ok I've attempted it, same as Doom, but it went badly.



If this were the case, then fine, but it isn't.
As it stands, I do not see why my perfectly legitimate playstyle does not have the same validity as others.
I can do any content in this game on my Mystic Mage Spellweaver. If you refuse to adopt any other template beyond a pure mage - then you're going to be limited in what you can accomplish in UO and not too many people are going to feel sympathy for your refusal to try other templates or play with a bigger group where there are people with other templates to compensate for what yours lacks.

Sampires DO struggle in Shadowguard. Just because you saw some YouTube video of one guy doing it quickly once... doesn't meant that is the standard for everyone. I did Shadowguard nearly 2-3 times a day for the first 6 or 7 months it came out with groups of various sizes. Mages and Tamers are hands down the best template to play in there.

No one said your play style isn't valid. I prefer my Mage over my Sampire... a lot of your suggestions would help my favorite template, but it would ultimately have a negative effect on the game. And that's the main difference here: I do not sit here and cry foul and ask that all my other templates be buffed up or down so that they can all do the same content with the same efficiency just because sampires are a powerful (but expensive to maintain) template.
 

TB Cookie [W]

Lore Keeper
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Sampires DO struggle in Shadowguard. Just because you saw some YouTube video of one guy doing it quickly once... doesn't meant that is the standard for everyone. I did Shadowguard nearly 2-3 times a day for the first 6 or 7 months it came out with groups of various sizes. Mages and Tamers are hands down the best template to play in there.
.
Don't assume things.
I have not watched any YouTube video.
I've seen it myself.
You obviously don't have a good Sampire. :)
 

transcendent

Journeyman
Stratics Veteran
I dropped necro on my sampire and just use 100 life leech weapons. So now my pvm character is a pure warrior and works just as well if not better.
 

transcendent

Journeyman
Stratics Veteran
I also think one character should not be good at everything in the game. Some temps are better for certain things, and that is the way it should be.
 

TB Cookie [W]

Lore Keeper
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I also think one character should not be good at everything in the game. Some temps are better for certain things, and that is the way it should be.
What if there were a character that were extremely good at most of the game content?

And another that really wasn't?

Should there be an attempt to balance it?

Should everyone play the character that is good at most of the game content?

What should the other character's players be doing?
 

Keith of Sonoma

Grand Poobah
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UNLEASHED
I think this about sums up this thread for the most part. "The next thing you know, people will be saying that all champs should be weak to fire damage. Because they ONLY like to use pretty orange weapons!!"

Here is the reality:
1. All templates have their uses.
2. Figure out which template works on different spawns/champs
3. Use it, OR
4. Use the one you like, but don't think that because you CHOOSE not to play the "best" template that it should automatically be nerfed.

As always, just my opinion of course! :)
 
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TB Cookie [W]

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I think this about sums up this thread for the most part. "The next thing you know, people will be saying that all champs should be weak to fire damage. Because they ONLY like to use pretty orange weapons!!"

Here is the reality:
1. All templates have their uses.
2. Figure out which template works on different spawns/champs
3. Use it, OR
4. Use the one you like, but don't think that because you CHOOSE not to play the "best" template that it should automatically be nerfed.

As always, just my opinion of course! :)
Hi Keith,

I of course accept all of this, I have played this game for a long time.

What happens when the issue isn't just about pretty orange weapons, it is about an entire main class?
And it's inability to do pretty much anything?

What happens when someone agrees with all of the above you have mentioned, but the pendulum has swung towards the ridiculous?


-Oh, and to be clear, whilst I am calling for a nerf to gimp templates, I am proposing a buff to more pure templates so they end up in the same place, so dexxers, casters etc can have a similar platform, not as it is now.
 
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PwnySlaystation

Lore Master
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People complaining about magery vs anatomy/healing "plus the other cool stuff mages can do for the same skillpoints".

Theres always been a trade off, especially in PvP, for playing a charatcer where you have to TIME everything, can be disrupted by an RNG calculation of someone merely running into you[melee] or near you [ranged].

Mages SHOULD be more powerful in PvP and equally powerful in PvM.
 

Kelly Daze

Journeyman
Governor
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Or they can make a pair tweezers that can remove the splinters when you get hit with a splintering weapon. ‍♂


Sent from my iPhone using Tapatalk
 

redman2k

Journeyman
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Did they say the next patch was going to focus on magery changes or is this thread a request for the next patch to address mage changes?
 

TB Cookie [W]

Lore Keeper
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Did they say the next patch was going to focus on magery changes or is this thread a request for the next patch to address mage changes?

It's a request for them to fix things. :)

They have not said, but all I ever see, are ingame additions for Tamers/Sampires, I don't mind this, but it has got demoralising when it's all you ever see and your class is lagging further and further behind for years.
 

805connection

Sage
Stratics Veteran
I've said this 100X told Mesanna it Begged for it at a Meet and Greet... was told the dumbest thing I think I've ever heard....

She said "But that would make scribes obsolete!"...

And I said "Oh is Tailoring or Blacksmithing obsolete because you just basically said so."... You still need a Spellbook crafted to Imbue it... and if I craft a Scrappers I'd still want to Imbue it....

So good luck with that request. And I do agree with you... 110% If they just let us imbue the freaking things...
I would like to see from mages who have the mastery, when I cast a fire spell it lowers their fire resist on them sort of like hld, -15 fire resist for 4 seconds and cap it at that same with lighting same with cold and poison

I am tried of running after people and cursing non stop
 

petemage

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Yes they are forcing me, if I want to play the top 40% of the games content.
I'm on a fully developed mage, have years of experience and effort into building it, why can't I play a playstyle I enjoy?
I see your point, but it is also a bit stubborn to insist of keeping your mage "pure". With a nowadays common Mystic/Weaver/Mage you can pretty much tackle most of the boss content. Sure, you can do it more efficient on a Sampire, but that's your decision. I don't have issues soloing most peerless on my mage, I can accept that it's not the quickest way to do it, but than that was completely my choice.

But if you want to keep nowadays mostly useless skills on your "pure" mage, don't complain that meditation isn't going to get you anywhere in a lot of boss fights.
 

TB Cookie [W]

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I see your point, but it is also a bit stubborn to insist of keeping your mage "pure". With a nowadays common Mystic/Weaver/Mage you can pretty much tackle most of the boss content. Sure, you can do it more efficient on a Sampire, but that's your decision. I don't have issues soloing most peerless on my mage, I can accept that it's not the quickest way to do it, but than that was completely my choice.

But if you want to keep nowadays mostly useless skills on your "pure" mage, don't complain that meditation isn't going to get you anywhere in a lot of boss fights.
Hi Pete,

Never said I wasn't stubborn. :)
There's a reason I'm almost the only pure mage in existence, or one of the few players that only plays 1 main.

Just to analyse some of that out a little.

I think Spellweaving does slot well into the Pure Mage template, take Scribe off, replace with Spellweaving.
That's not a bad option for a mage. Still doesn't get you far in itself.

Problem with Mystic, is it needs Focus, and you really need the Mana Regen from Med imo, I've used PvP suits without meditation, and ultimately it is so limiting.
You cannot fit Mystic properly into a Pure Mage spec to use in a decent way.
And a Pure Mystic is boring, and lacks spells to be a complete class. (Why one of my suggestions was to broaden out Schools such as Mystic).

A Mystic Weaver Mage is a Pure PvM template, I like to play all the game's content including PvP.
It is also pretty damn gimped. I'm asking for gimps to be nerfed or fixed, including Casting Gimps such as this.
What are you taking off to make a Mystic Weaving Mage?
There is no way it should really work.

I have no issue with a Pure having all those abilities, which is why I have asked for them to potentially combine all the Casting Schools, that way we don't have to run Gimp characters, and can have the counters we need for most situations. If they think giving us access to all spells is too much, allows us to chose a certain number, that fits our playstyle.
 

petemage

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Hi Pete,

Never said I wasn't stubborn. :)
There's a reason I'm almost the only pure mage in existence, or one of the few players that only plays 1 main.

Just to analyse some of that out a little.

I think Spellweaving does slot well into the Pure Mage template, take Scribe off, replace with Spellweaving.
That's not a bad option for a mage. Still doesn't get you far in itself.

Problem with Mystic, is it needs Focus, and you really need the Mana Regen from Med imo, I've used PvP suits without meditation, and ultimately it is so limiting.
You cannot fit Mystic properly into a Pure Mage spec to use in a decent way.
And a Pure Mystic is boring, and lacks spells to be a complete class. (Why one of my suggestions was to broaden out Schools such as Mystic).

A Mystic Weaver Mage is a Pure PvM template, I like to play all the game's content including PvP.
It is also pretty damn gimped. I'm asking for gimps to be nerfed or fixed, including Casting Gimps such as this.
What are you taking off to make a Mystic Weaving Mage?
There is no way it should really work.

I have no issue with a Pure having all those abilities, which is why I have asked for them to potentially combine all the Casting Schools, that way we don't have to run Gimp characters, and can have the counters we need for most situations. If they think giving us access to all spells is too much, allows us to chose a certain number, that fits our playstyle.
Yea, again I can see where you are coming from. Couple of points to agree, couple to disagree (such is life, hu?). Can't say much on the PvP front, but IMO doing PvP and PvM on one main is also a trade-off you forced yourself upon you.

I took off inscription, meditation and parrying back then when I gave up on only magery. But then to put it into perspective, I never intented to PvP with it.
 
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Cetric

Grand Poobah
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This thread is rediculous. It's basically a giant rant about a guy being bummed he can't use a certain template for much of anything. Yea I have a character with herding, I use it about once a year and think it's hilarious but not gunna ask for a gamer overhaul so I can play my herder more.

There have been some very well thought out responses regarding efficiency of templates, viability in certain encounters, etc etc. And it just keeps coming back to "I only want to play my pure mage"

There is practically not a single bullet point from the OP that appears to be thought out in any way. Take the comment "no dexer should ever be able to use necro, it's a casting ability".

When necro was introduced in aos it was practically meant to be a dexer ability!!! That is why it doesn't require spell channeling. That is why curse weapon is a thing. That is why a revenants damage scales on tactics skill. I could go on about the points, but I'm just gunna say that none of this is based in any heavy thought and leave it at that.
 
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TB Cookie [W]

Lore Keeper
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This thread is rediculous. It's basically a giant rant about a guy being bummed he can't use a certain template for much of anything. Yea I have a character with herding, I use it about once a year and think it's hilarious but not gunna ask for a gamer overhaul so I can play my herder more.

There have been some very well thought out responses regarding efficiency of templates, viability in certain encounters, etc etc. And it just keeps coming back to "I only want to play my pure mage"

Quite a main template though, that used to be the backbone of the entire game.

Treat Tamers or Dexxers like this, see where it gets you.
 

Cetric

Grand Poobah
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Quite a main template though, that used to be the backbone of the entire game.

Treat Tamers or Dexxers like this, see where it gets you.
The mage was an original template, almost every other skill is just an extension of a mage or a dexer. There is virtually no template in this game that does not fall under the category of :

Mage
Dexer
Mule
Thief if u wanna stretch it

Nearly every skill added since 1997 has just been an extension of the base concepts. But you are saying you refuse to do anything different. I don't think the game content is the problem here.
 

TB Cookie [W]

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Funny, Dexxers had that thread a couple of weeks ago where the tenor was "sucks my pure warrior can't compete with sampires" :p
I 100% agree with their sentiment.

The point of my entire thread, is that 1 gimp class in pvm, and gimp styles in pvp, are making everything the same, and overriding all the other classes.

In this thread, I have tried to include buffs for Pure Dexxers, that would make up for what I suggest taking off Sampires.
That way Sampires can still play Dexxer types, with no loss of abilities.

I am trying to propose that Casters, and Pure Dexxers are buffed up to the level of Sampires, and Sampires are taken out of existence. Because they are an unholy matrimony of the two, and making everything else obsolete.

Maybe taking them out of existence is too extreme (I don't think so personally), but I certainly want everything else up to their level.
 
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redman2k

Journeyman
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Its interesting the majority of the posts in this thread have been targeting the sampire as the crux of the issue and how its the "gimp" template, when really its the game mechanic life leech.

The reason they can solo most content is because life leech allows players to mitigate a tremendous amount of damage. I have both a pure mage and a sampire, their output damages are simliar, but the sampire can just sit there and soak up a ton of damage, where as the mage needs to stay on the move.

I'm not advocating for it, but if you were to limit life leeches amount of health restored to that of a mini heal, something tells me we'd all be able to solo the same content.
 

Cetric

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I 100% agree with their sentiment.

The point of my entire thread, is that 1 gimp class in pvm, and gimp styles in pvp, are making everything the same, and overriding all the other classes.

In this thread, I have tried to include buffs for Pure Dexxers, that would make up for what I suggest taking off Sampires.
That way Sampires can still play Dexxer types, with no loss of abilities.

I am trying to propose that Casters, and Pure Dexxers are buffed up to the level of Sampires, and Sampires are taken out of existence. Because they are an unholy matrimony of the two, and making everything else obsolete.

Maybe taking them out of existence is too extreme (I don't think so personally), but I certainly want everything else up to their level.

There are many viable pvm templates, hell not even every sampire is built the same its just a concept built around the life leech qualities of vampiric embrace. The sampire was the first class of charactor to properly utilize vampiric embrace for what it was added into the game as. Nothing forces any dexer to play a sampire, though the sampire is the king of taking down many enemies at once, they are not even the best at single target DPS that belongs to Throwers/Archers. Tamers are extremeley effective, mystic mages have their usage, any flavor of bard can do some work.

But now that you brought pvp into this discussion, you have my attention. you refer to gimp templates, so in your mind, is everything that is not a vanilla cookie cutter "pure" character considered gimp?

The beauty of UO is you can build anything you want. You want to play a dexer but be able to provo because you enjoy it? Fine... Make it. You want to cast spells but also hit people with dismounts? Fine... Make it. You want to control a pet but be able to roleplay an orc that can turn into a llama? Fine.. Make it!!!

There are thousands if not more of potential conbinations based on how much skill it takes to do an action off of any single skill abilitity (ie. you have a char but fit in 40 spellweaving to thunderstorm without fail). But you are hung up on taking a limited char and saying MAKE ME AS GOOD AS THE WELL THOUGHT ABOUT TEMPLATES.

If the game was built in some fashion to allow every potential char to do anything, the game would have died many years ago. Build some more skills onto your base mage concept, you never know, you might find something you enjoy.
 

TB Cookie [W]

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But now that you brought pvp into this discussion, you have my attention. you refer to gimp templates, so in your mind, is everything that is not a vanilla cookie cutter "pure" character considered gimp?
.
Not necessarily.

But we have an extreme scenario in PvP at the moment, which is very similar to the PvM one, where characters are being forced into one direction.

Currently Dexxers in PvP have unlimited mana, and low tactics requirement, that allows them to pick up even more skills - such as Lethal Poison.
In PvP currently, Dexxers are throwing out splinters, lethal poison, deathstrike, dismounts, armour ignores, mortal strikes, like a machine gun - Mages have no counter for this volume anymore. (Hence one of my requests is usage of more spells from across the schools, so I can counter better).
Many of those abilities to me are gimp abilities, I don't mind them having a couple, but access to the whole lot like a machine gun?
Deathstrike comes from a Stealth template.
Lethal Poison comes from a Poison Fencer template.
The point is now, they have too many, very strong abilities to even begin to counter.

That's the Dexxers, what is happening to the Mages.
They are being forced to "Adapt", and pick up weapons, so they can retaliate with the same responses...
This is where I am drawing the line. I DO NOT WANT TO HAVE TO USE A WEAPON ON A MAGE.
I am a Mage, I am very unhappy about being forced into a Gimp Mage template like this, and to pick up a weapon.

So where PvM has been for a long time, they are now putting PvP, it is now all about weapon dexxer types. (Mage/Dexxer combined).
Like the Sampire in PvM.
 

Cetric

Grand Poobah
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Not necessarily.

But we have an extreme scenario in PvP at the moment, which is very similar to the PvM one, where characters are being forced into one direction.

Currently Dexxers in PvP have unlimited mana, and low tactics requirement, that allows them to pick up even more skills - such as Lethal Poison.
In PvP currently, Dexxers are throwing out splinters, lethal poison, deathstrike, dismounts, armour ignores, mortal strikes, like a machine gun - Mages have no counter for this volume anymore. (Hence one of my requests is usage of more spells from across the schools, so I can counter better).
Many of those abilities to me are gimp abilities, I don't mind them having a couple, but access to the whole lot like a machine gun?
Deathstrike comes from a Stealth template.
Lethal Poison comes from a Poison Fencer template.
The point is now, they have too many, very strong abilities to even begin to counter.

That's the Dexxers, what is happening to the Mages.
They are being forced to "Adapt", and pick up weapons, so they can retaliate with the same responses...
This is where I am drawing the line. I DO NOT WANT TO HAVE TO USE A WEAPON ON A MAGE.
I am a Mage, I am very unhappy about being forced into a Gimp Mage template like this, and to pick up a weapon.

So where PvM has been for a long time, they are now putting PvP, it is now all about weapon dexxer types. (Mage/Dexxer combined).
Like the Sampire in PvM.

"But we have an extreme scenario in PvP at the moment, which is very similar to the PvM one, where characters are being forced into one direction.,

Currently Dexxers in PvP have unlimited mana, and low tactics requirement, that allows them to pick up even more skills - such as Lethal Poison."




For a dexer to use both abilities, their skill needed in tactics was only lowered by 30. This effects their base damage heavily. Variety in templates is an asset, not a problem to be labeled as gimp. They also do not have unlimited mana. A poor dexer will die ebcause he spams specials too hard and loses his mana pool. Hell, to an extent the idea of building a "gimp" template as you suggest only hurts their mana pool because they dont run resist (see mana vamp) and they have no med or focus.


"In PvP currently, Dexxers are throwing out splinters, lethal poison, deathstrike, dismounts, armour ignores, mortal strikes, like a machine gun - Mages have no counter for this volume anymore."

uhhh? i have 4 mages, i have a pure mage with alchy and wrestle, 2 tank mages different varieties, and a mystic. A dexers only ability to perform offense is specials. Why is it a problem that they use them? I have no issue with dexers on any of those templates. If its 1v1 the dexer is almost always more on his heels than i am.


"Many of those abilities to me are gimp abilities, I don't mind them having a couple, but access to the whole lot like a machine gun?"

You are losing me at this point. about the only op thing you listed is splintering. Can agree there. but everything else? Armor ignore is gimp? Mortal is gimp? Do you run around naked with a mace in your hand just tapping people on the helmet with it? WTH. wtf? to deathstrike at cap you need to invest 340 SKILL POINTS. thats a ton of skill to be able to smokebomb and deathstrike. Now you have me defending stealthers... thats where this has gotten. wth.


"Deathstrike comes from a Stealth template.
Lethal Poison comes from a Poison Fencer template.
The point is now, they have too many, very strong abilities to even begin to counter."


So what if someone makes a stealth nox fencer. They have extremely limited defense at that point besides smokebombs. But im starting to get the gist that if someones not running around base hitting with a hally, you think its gimp. Its not like they can use all the things their skills dictate at once. Its not like they hit you and ur just armor ignored, mortaled poisoned deathstruck and peeing yourself at the same time.

"They are being forced to "Adapt", and pick up weapons, so they can retaliate with the same responses...
This is where I am drawing the line. I DO NOT WANT TO HAVE TO USE A WEAPON ON A MAGE.

I am a Mage, I am very unhappy about being forced into a Gimp Mage template like this, and to pick up a weapon."

LOL. No one is picking up weapons because they are forcing to adapt to have dexer abilities. The tank mage was one of the most popular classes of character in any game, including early uo (see hally mage, see heavy xbow mage). I personally have always had a tank mage, and by far it is my favorite template. During the last publish where they essentially nerfed the uber offense/uber defense parry alchy mage, people finally started dropping their shields and decided to stretch their legs and live a little with their templates once again (which created wonderful diversity). Its a very welcome sight outside of seeing too many poison splinter mages, but its the splinter, its not the poison. By no means is anyone building tank mages because they feel forced to adopt a dexer mentality. If anything, dexers have lost a lot of power to the mage.

If you really have this much trouble with people that use weapons, in any capacity, you need to consider just taking your good ole pure mage and sticking parry/wrestling on and call it a day, Because you have made it abundantly clear you have no intention of growing with the game. It sounds like you are legitimately stuck in pre pub16 era, and even then i dont know, because those dexers and mages could do all the things you listed as gimp, and in some cases even better besides ninja abilities.
 
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TB Cookie [W]

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"They are being forced to "Adapt", and pick up weapons, so they can retaliate with the same responses...
This is where I am drawing the line. I DO NOT WANT TO HAVE TO USE A WEAPON ON A MAGE.

I am a Mage, I am very unhappy about being forced into a Gimp Mage template like this, and to pick up a weapon."

LOL. No one is picking up weapons because they are forcing to adapt to have dexer abilities. The tank mage was one of the most popular classes of character in any game, including early uo (see hally mage, see heavy xbow mage). I personally have always had a tank mage, and by far it is my favorite template. During the last publish where they essentially nerfed the uber offense/uber defense parry alchy mage, people finally started dropping their shields and decided to stretch their legs and live a little with their templates once again (which created wonderful diversity). Its a very welcome sight outside of seeing too many poison splinter mages, but its the splinter, its not the poison. By no means is anyone building tank mages because they feel forced to adopt a dexer mentality. If anything, dexers have lost a lot of power to the mage.

At the same time, everyone decided they naturally wanted to be a tank mage again. :)

And actually, no issues with this in itself - but, how about enabling the Pures to still be able to compete? My experience is that I cannot anymore.
 

Cetric

Grand Poobah
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TW. You keep talking about the "pure mage class" in pvm. The pure mage class in pvm hasn't existed since Publish 16 (was that 2003?). At that instant, if you were a mage you picked up necro for pvm. If you are still trying to take a char with like 500 skill points and want to see it viable for all game content, that is your prerogative. Everyone else will take their base concept of a mage and just make a necro mage, or a mystic mage, or a tank (tactics) mage, or a tamer mage, or a bard mage, or a stealth mage, or a ninja mage, or a parry mage, or a spellweaver mage, or a weaving necro mage, or a weaving bard mage... i'll stop now.
 

TB Cookie [W]

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In my opinion, this statement completely defines the whole thread. Because YOU don't want it, it should be changed for everyone.

Is it a fair comment though?
Is it just me, are there other mages who feel the same?

Should there be space for both?

Do Mages in lore, naturally go round wielding weapons?
 

Cetric

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I cannot anymore.
Parry was removed from the focused spec list. Weapon skills ar enot. People migrated back to pure mages because honestly, if you want that extra 5% spell damage inc to be a focused mage, your options are wrestle... tank mage,,, and what else is elft, alchemy?

What would you make? Never mind dumb question. So ebcause YOU cannot compete against, from what you said, pretty damn near anything you want everything to cater to you. Thats not how the way this game or the world works.
 

TB Cookie [W]

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TW. You keep talking about the "pure mage class" in pvm. The pure mage class in pvm hasn't existed since Publish 16 (was that 2003?). At that instant, if you were a mage you picked up necro for pvm. If you are still trying to take a char with like 500 skill points and want to see it viable for all game content, that is your prerogative. Everyone else will take their base concept of a mage and just make a necro mage, or a mystic mage, or a tank (tactics) mage, or a tamer mage, or a bard mage, or a stealth mage, or a ninja mage, or a parry mage, or a spellweaver mage, or a weaving necro mage, or a weaving bard mage... i'll stop now.

I have used my Pure Mage class in PvM, since the beginning, right up until now, I use nothing else.
Why do we have slayer books, if we are not meant to PvM?

The template is;
120 Mage, Eval Int, Resist Spells, Meditation, Wrestle, + 100 Scribe.
+100+ SDI + Slayer spellbook, etc.
 

TB Cookie [W]

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Parry was removed from the focused spec list. Weapon skills ar enot. People migrated back to pure mages because honestly, if you want that extra 5% spell damage inc to be a focused mage, your options are wrestle... tank mage,,, and what else is elft, alchemy?

What would you make? Never mind dumb question. So ebcause YOU cannot compete against, from what you said, pretty damn near anything you want everything to cater to you. Thats not how the way this game or the world works.


Ahh, so they migrated, they were not forced. :)

Interesting use of the term.

Ask a real life Migrant if they did it out of choice, or they were forced to. :)
 

Cetric

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I have used my Pure Mage class in PvM, since the beginning, right up until now, I use nothing else.
Why do we have slayer books, if we are not meant to PvM?

The template is;
120 Mage, Eval Int, Resist Spells, Meditation, Wrestle, + 100 Scribe.
+100+ SDI + Slayer spellbook, etc.

Do you also use your wrestling to punch the monsters? Do you body slam them and pin them ? 1.2.3! ding ding ding! Wonder if most mages in lore had wrestling ability.


You obviously have no desire to change anything. You have 1 Character. You have played it for 10+ years and from the sounds of it (pvp wise) you are not overly good at it. Maybe its time to give something else a try? There are countless pvm templates that are viable. There are countless pvp templates that are viable. I mean hell, a pure mage with wrestle is still extremely viable. Are you disarming everyone with a weapon in their hand? Are you using potions,? Are you using Bolas? Are you utilizing wrestling ability to stun punch in your attacks? Wrestling has more defensive ability and some offense, then most of the weapon holding characters.
 
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