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I really wish the Devs would take a look at this

Uriah Heep

Grand Poobah
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Always loved playing the mage. In fact, very very few of my chars exist that aren't a variation of a mage.
I've watched necro be introduced, with all its spells and power.
Spellweaving, which is useful even without a lot of supportive skills.
Mysticism? should be nuff said.

Meanwhile, magery has sat idly by watching everyone else get more and more powerful, the new sets always seem to be more powerful.
There is just a couple of simple things I would like to see done for magery.

1. Go to any spawn. A necro can be surrounded by 50 lizardmen, rat, whatever it is, hit wither two times, and you see em all fall over in unison.
The mages area spells to correspond, chain lightning and meteor swarm, or earthquake, wont do that. With wither, each mob gets the full benefit of the spell. With the mage, the spells damage is broken up and distributed among them. Ive seen the numbers on some of mine go as low as 11 points, and take a full mana dump to kill. Go back with the necro, wither does it with one, no more than two casts...
No, before anyone gets their panties in a wad, I am NOT calling for a nerf on anything, just to get magery back inline with everything else.

2. Back off a bit on how many follower slots mage summons take.
That is all. :popcorn:
 

old gypsy

Grand Poobah
Professional
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Yes, the traditional mage seems to have gone the way of the manual typewriter. :(
 

lankdogg03

Journeyman
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Mages are great for many things, but crowd control is not one of them. I have both necros and mages, and when I look at some of the necro spells I feel like the devs had spawns in mind when they designed some of the spells. Wither,wraith form, and exorcism for instance seem to have all been designed specifically for spawns. I don't think that mages necessarily need a crowd control bump necro was just designed to be more efficient. Just my two cents.
 
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pgib

Guest
Magery could definitely use some love. And there are infinite funny ways one can thing of to do it. Summoned creatures (are you gm? get an enraged earth elemental instead of a normal one. elder? Demon becomes a succubus), polymorph, telekinesys...

Anyway tamers come first in the need for some pvm improvement, last usable thing we got was four years ago.
 

MalagAste

Belaern d'Zhaunil
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I can't remember the last time Magery got some love.

Though I'm no mage myself I can see where it can use improvement.

I also see where some of the other skillsets now that we have Mysticism and all could use a "tweek".

Bushido, Chivy, and Ninjitsu could all use a few more spells (specials) perhaps geared to different fighting styles, new moves for say wrestling, archery, macing, swords and fencing... more specific only working with those skills. Perhaps a subset of "spells" designed to work with different weapon classes. I mean Spellweaving and Necromancy and all could use more spells. Mysticism was done pretty well too... but could use some form of travel. Spellweaving should be able to conjure up some mode of travel. When I think of spellweaving I think of being about to change things... They should be able to mark as well. Just my opinion.
 

Sept

Journeyman
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Magery, along with other casting skills have recently seen changes, pvp balance. So to say magery is not receiving any attention isn't strictly true. The introduction of slayer books was also ment to increase the usability of a Mage in PVM. However, this being said, I would agree on certain points.

Magery is still one the most useful skills in the game, and thus is often shoehorned into many templates. I for one run a Necro Mage, Mystic Weaving Mage, Tamer Mage, Bard Mage, Scribe Wrestle Mage, I even run 120 Magery on my thief; anyone seeing my point?

Magery, at least in my opinion has become the main support skill for non mele fighting classes. Why I would like to see Magery being addressed from a PVM point of view. I worry that it will make some of the hybrid templates overpowered. Now for those wanting to play a pure Mage, maybe any buffs to magery could be lost if other casting skills are applied to the template, much like the pvp changes.
 

popps

Always Present
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Stratics Legend
Mages are great for many things, but crowd control is not one of them.


Well, wither as I see it is good for crowd control, but only when a crowd is of a low level......

I hardly see wither of any realistic help at, for example, Terathan Keep.......

Wither is particularly good for the early stages of the Champ spawns where for each level all critters are the same low level. But get a crowd like at Terathan Keep with mixed levels critters, and a lot of them, and wither won't help much, IMHO............
 

CovenantX

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When I started reading the beginning of this thread I thought it was said more twards pvp, and if you've read any of my posts regarding pvp before you know what I'm going to say... Remove The Restriction on toggling Special Weapon Moves while Casting Spells.... I am against anything that reduces the amount of effective templates we currently have...

However I do agree all mage AoEs should not split the damage between how many targets are hit by it.

Wither- is not effected by slayer spell books, I'd like to see that fixed, same with spell Weaving AoEs - Thunder Storm & Essence of Wind.

In addition spells which cause physical damage (Earth Quake, Bombard, and the off chance Nether Cyclone & Nether Bolt, deal physical damage) Should also be effected by Reflect Physical Damage property.
 

Ashlynn_L

Lore Master
Stratics Veteran
Stratics Legend
I have always thought magery had the benefit of versatility and a wide range of spells while the other magical schools were much more focused and specialized.

That said, maybe it should get a little attention. Maybe some of the spells could be revised a little. Perhaps there could be some kind of Magery mastery bonus you can pick depending on your play style (ie: Healing, Damage, etc etc or maybe you could set the resist type some of your spells oppose and the like).
 

Martyna Zmuir

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Stratics Legend
Many of the magery spells need reworked... like Arch Protection for example... COMPLETELY worthless spell. Mana Drain, nearly worthless. Blade Spirit, only useful for low-level mages - high casting time and easily dispelled. The list goes on.

Magery needs better cold spells (Harm & Mindblast SUCK), Polymorph should give some benefit/negative each form, and we need an e-bolt-type physical damage spell. ALL the summon spells need serious boosts - they are anemic and far too easily dispelled compared to a colossus.

Next, magery should benefit from slayer talismans...
 

MalagAste

Belaern d'Zhaunil
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Many of the magery spells need reworked... like Arch Protection for example... COMPLETELY worthless spell. Mana Drain, nearly worthless. Blade Spirit, only useful for low-level mages - high casting time and easily dispelled. The list goes on.

Magery needs better cold spells (Harm & Mindblast SUCK), Polymorph should give some benefit/negative each form, and we need an e-bolt-type physical damage spell. ALL the summon spells need serious boosts - they are anemic and far too easily dispelled compared to a colossus.

Next, magery should benefit from slayer talismans...
^^ This ^^

And They need to update Polymorph! Add more things to it.

And Slayer Talismans should work for EVERYONE. Spellweavers, Mystics.... and dexers.
 

Izzy MBC

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I'll put a +1 to this 'ere thread, all I do is virtually Pure Mage with a tinker-tinker of a tambourine. Would be nice to have even a minor overhaul of the spells, especially 'fixing' the undivided cast damage for AoE spells. By all means, keep it down to a 3x3 or 4x4 area, just give it a boost ~_~
(Have it operating in a similar fashion to Dispel & Mass Dispel: latter's a Higher Circle equating to more Mana consumption, greater strength & greater coverage)

Call for more Frost based magic is an idea too, I never use Mind Blast or Harm as it is, so little in fact I ponder if Harm is still effective based on distance from target? I don't really know o_O And Mind Blast always has the most bizarre delay. Proper frost spells would be epic, there's plenty of fire element monsters to brunt the enhanced damage, have it similar to Energy Bolt, perhaps Damage Over Time if it has to have a twist.

Maybe a Polymorph form which allows double speed (Like a horse) <-- Probably asking too much

Oh, and why doesn't Stone Wall last longer then Energy Field (At least last I checked)? o_O Granted it's less mana, but it's only 1x3 in size. That'd be damn useful if it lasted like a Fire Field - hate to think anyone would abuse it >_>
 
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pgib

Guest
I worry that it will make some of the hybrid templates overpowered.
A thing that would be wonderful for the game, 'cause i'm pretty tired of seeing just necro-warriors around.
 

EvilPixieWorks

Certifiable
Stratics Veteran
Stratics Legend
Necromancers are far from new... and the by far, the most annoying character to have in a group fighting situation as they always seam to feel they need to animate the undead, thus littering the battle with worthless bodies and screwing up anyone using energy vortexes.

ANYTIME they add something to our game-word, anything tried and true is nurfed. Just like with the big dogs. They worked so wonderfully for tamers... then all the new spawn after was created to make it harder on the dog fighting tamers until it's nearly impossible. Greater Dragons... ruined the spawn for everyone not wanting to run along side a pet with 5 out of 5 control slots.

All we can do is adjust and adapt. We sure aren't getting any positive help from the inside.
 
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