This post has aged, but its content remains valid.
As one who has always enjoyed the pure mage, I find it very unfortunate that a large portion of the game is not available to me (as a soloist in this guise) - even with excessive power gear.
At this point, most veterans have purchased, won or otherwise acquired a large amount of wealth and gear; when applied to certain templates, Skill Points can challenge the 800's … take a Mage/Tamer for example … there are specific items designed to allow for this and having a well trained beast along ones side, coupled with the large Skill Point pool is an immense advantage compared to most specializations.
Further comparisons remain valid (today) involving the Sampire; again the pure mage pales even further. Sampires have versatility in the extreme and when played correctly, their strength against one or many is impressive; frankly, ludicrous but great for a solo-player. Only I shouldn't be confined to playing a Sampire if I want to see "80% of the game content" …
Sure there are other class specialization that require attention; but the popular vote on this thread is that pure mage needs work, so we're tracking here. The hope is at some point this gets the attention it needs - when mailing Mesanna directly doesn't.
As one who has provided direction for the majority of my career, I take no criticism without an equal amount of solutioning. Most (obviously) agree here, so let's offer some solutions that could be of benefit. With that, I see the plight of the pure mage as one who is hobbled, hinder and/or compromised further by the addition of skills (such as Barding, Alchemy or even Inscription) and not empowered. Sure, there is added versatility, but the power of their casts remains largely unaffected. There is simply not enough Skill Points to go around to compensate for that... even with end-game gear. So, let me offer a few VERY simple (to code) solutions that could easily change "the game" for a pure mage. There is a lot of directions this could go, but I will detail three concepts a pure mage would passively choose a proficiency - a Summoner, an Elementalist or a Sorcerer.
As for the passive proficiency selection, this would be accomplished by merely combining further skills into the template; which would then produce unique changes in the how Magery behaves.
...
The funny thing about code and imagination, the possibilities are endless. If you made it this far, I hope it inspires, because its been entertaining imaging a more effective pure mage than what we have today.
Be well.
I appreciate the your continued interest in this topic and thread. And yes, about the only thing that has changed in the past year is "The Roof" encounter from Time of Legends has been altered so Tamed Pets now generate spawn; making Tamer characters more equal to other templates running The Roof rather than a "trump card".
Your thoughts on creating new abilities/bonuses for specific skill combinations/templates appears well-thought out, but in two cases ends up turning the mage into something that functions like another exisiting template. Your examples Summoner=Tamer and Sorcerer=Alchemist/NoxMage). I don't quite get what sort of game mechanics you are suggesting for the Elementalist.
However, since a "pure mage" is Magery/EvalInt/Meditation/Wrestling/Resist/Inscript. Swapping one of the traditional 6 skills makes it a new template; which doesn't really help the true "pure mage" template.
I've thought on the subject a bit over the last year. I currently think the problem is
templates which rely on Magery spells for damage are underpowered against targets with high resists. Players which also include Necromancy, Mysticism or Spellweaving in their caster template are much more effective in my experience.
- Necromancers can use Corpse Skin to debuff target's Fire and Poison resists.
- Mystics can combo Spell Plague with Hail Storm or damaging spells.
- Spellweavers don't do a lot of damage at first, but Word of Death
outdoes other damage spells once the target's hitpoints drop low.
- As far as summoned creatures; Reaper with Spellweave Mastery, Rising Colossus with Mysticism or spamming Animate Dead with Necromancy will get you a much better tank than any 8th circle Magery spell.
So rather than forcing "pure mages" to add a second spellbook or change their template to replace one of the original 6 skills with a different skill, what could be done to increase their effectiveness? Rather than stick to something that helps only the "Pure Mage" I'd like to make a suggestion that would assist all caster templates, but maybe close the gap between Magery-only and hybird templates.
A new Item Property might help. Rather than a spellbook in hand which has Spell Damage Increase (let's face it, against a target with 90 Fire Resist a Flamestrike when you are at 60% SDI isn't much different from a cast at 90% SDI); instead create a new item property: all casters equip a book/rod/wand/staff which lowers the target's effective Resist for their spells by -5, -10 or -15. Each could be damage type specific, Fire/Cold/Energy etc.
Just like warriors swapping between weapons during a fight, if a mage is facing an opponent with high Resists, the mage would equip the Resist reducing book/rod/wand/staff. When they are facing a low resist boss or generic monster spawn, Spellbooks that grant SDI property or Slayer property will be the better option to equip.