#1
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What do mages really have going for them?
Correct my ignorance if I’m wrong on this, but they seem to just be a gimped necromancer. Necros also get a pet of similar strength. Mages can’t even root lmao. They don’t even have the raiding niche/ports of wizards. And they certainly don’t hold a candle to enchanters I think it’s fair to say.
What’s the true deal with mages throughout classic to Velious? What’s the point?
__________________
A job well done is it’s own reward, but that doesn’t pay for pussy at the local brothel now does it.
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Last edited by Jean-Baptiste Cutting; 01-27-2020 at 11:48 PM..
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#2
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Level to 55 and become a call of the hero bot.
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#4
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So mages are pretty garbo, I see.
Classic balance gonna be classic balance I guess.
__________________
A job well done is it’s own reward, but that doesn’t pay for pussy at the local brothel now does it.
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#5
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I always repeat this.. but if Magicians and Wizards combined into one class, getting all their spells, and both their epics at once.. with the pets, the ports, the nukes, COTH, all of that.. they'd still probably be worse then an enchanter. But thats just how the game balance ended up. Mages are still kind of neat thematically. The game isn't balanced. | |||
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#6
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necro summmoed pets aren't even nearly as good as mage pets for efficiency(mage pets cost almost nothing compared to necro pets). Untl kunark+ necros can't haste for shit, either. Mage DD is only marginally worse than wizards. What you essentially have it the second best DPs class for sometime, only behind a charming enchanter -- which is far more taxing on healer mana and on the player themselves having to consonantly keep focus on the charm between doing other things.
Long term you will get CoH and mod rods. That's offering more than 80-90% of the other classes. | ||
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#7
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I did see some chart once showing mod rods exponentially increasing the mana pool of a raid, so that’s something I guess.
__________________
A job well done is it’s own reward, but that doesn’t pay for pussy at the local brothel now does it.
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#8
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Now, if there is some decent competition between guilds on green though, being able to CotH your raid force there as fast is possible is going to be a priority for every guild and it will be vital to getting the pixels before the "other guys." | |||
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#9
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uhhh. I’ll bite, I guess.
Mage Vs. Necro - Stronger DPS in group content due to pet damage, damage shields, better DD’s, no DOT’s - passive CC through pet tanks & pet procs, stuns that interupt casters and roots from earth - potential to increase group dps through damage shields & busted proc weapons for pets - earth pet will last a lot longer than necro pet if shit hits the fan. - also can potentially save the day by chain casting pets if shit did blow up. Vs Wiz - similar damage Nukes, atleast for a while - stronger sustained group dps for reasons above - ability to share mana with the group, thus decrease down time - less mana dependent Vs enchanter - if charm pet isn’t available then they aren’t competing for the same role, so this is iffy - with charm pet then enchanter hands down, but enchanter tops the caster list anyway For the record I play necro, but mages do have quite the edge unless we’re talking about ability to solo, and then the only real edge Necros have is their versatility in dealing with breaking camps and getting in/ out of places. A mage can still kill a lot of things that a necro can, for instance, if the room is already broken. Most groups will tend to favor mage / necro / wizard and enchanter circumstantially will top that list depending on availability of charm pet / need for additional dps vs additional cc. It is also a lot easier to play a mage to a decent level of competency than it is necro / enchanter. | ||
Last edited by Natewest1987; 01-28-2020 at 12:12 AM..
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#10
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Quote:
__________________
A job well done is it’s own reward, but that doesn’t pay for pussy at the local brothel now does it.
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