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A tamer mage correctly setup is weak in neither.
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That I argue.
Any tamer based template is relient on their pet for offensive.
If you choose to remain defensive, you're char it's self is powerless, and there's many situations where a pet -cannot- be relied upon, or are easily distracted.
If you choose to go offensive on your template, you open yourself up with a serious lack of defenses outside of your pet.
If a player chooses to keep tabbing my beetle, there is little I can do outside of running away, and summoning it, then hoping I can be left alone long enough to focus on someone I don't want to.
If people play hit and run, there's little I can do to combat them.
If a player decides to focus on my pet, and is equiped with the right talismans or whatnot, I barely have time to back off, and attempt to pull them out to save them.
Should my pet die, I'm forced to attempt to res it, assuming I have bandaids. I've done pet resses while being killed, and it's not easy, but you don't have a -choice- other than running since you lack any power without them.
Should my pet -and- I die, unless someone gives me bandaids, I loose ~75% of my offensive power.
Even a warrior with no bandages retains their full offensive force. They just loose their ability to stave off alot of damage.
While unequaled in 1v1, tamers carry alot of weakness to go with their power.
Does that mean it's balanced?
Well, considering they are not a majority template, I tend to think it's more balances than people would like to admit.
Could it be adjusted to maybe have less weakness and less power? Sure, but like the current balance, it is going to be hard to find the right mix.
The -only- advantage a tamer has is the -potential- for burst damage. A quick and effecient kill, anything else puts them into a precarious position.