I don't think anyone will disagree that an SDI mage even at close to 200 SDI just can't match a sampire in damage output .here are a few thoughts on fixing this.
right now WW attack does XXX damage to every monster it hits while chain lighting and other mutli target spells do XXX damage divided by targets i suggest instead mage spells do XXX damage to all targets
slayer talismans for mages, not more sdi but slayers that will stack with our spellbooks the way they do with warriors weapons
i feel that these two simple changes will put more mages in event dungeons
Don’t think a pure caster can solo para baldron or demon. To do real damage you need them held in place fighting a pet or someone else so you can use the death ray. These paras easily dispel ev and other summons that you cast. Also, you run out of mana before you can kill one. If anyone knows how to solo these with a mage that is not a tamer would really like to know how you do it. Running away and then casting spells they run into is not practical with these they just have too many hit points. Thanks.
Mages need 2 skills. They have plenty of room for taming skills, meditation and one other 120 skill.
Sure let my mages do even more damage while I stand there and say all kill.
Apparently the OP has not held a 30 demon book and cast energy bolt at a Balron.
Our PVP friends will show up any moment to say that magery doesn't need any augmenting because mage spells hit every time while melee has a chance to miss repeatedly. And so I think any discussion around magery needs to be viewed from the perspective of "can this be done so as to not disrupt the current PVP meta."
It's no wonder they keep adding SDI items to the game as there is an SDI cap for PVP and thus these items aren't too disruptive.
And in this way I wish summons, field spells, and something with damage over time had more utility. I would think a "if player is in heat of battle yes/no" check could determine how effective these spells would be in PVM.
Thunderstorm works great on the lower end stuff but I only get 17 to 30 points per hit on each target. I think that is great for getting credit towards drops and use it when I can when I see a room filled with monsters. I will kill everything except the high end paras. But, don’t think you can solo a para with 3000 or more points that way even if you did not run out of mana and the para did not heal itself. I think 17 to 30 points a hit is about average for thunderstorm. If you can get more than that would like to know how you do it. Thanks.
Oh, and have to agree the one spell that does cold damage is worthless. It’s a low end spell so even if your target has no resistance to it, it still does not do as much damage as your higher end spells do to targets that have high resistances to fire or energy damage.
How about power scrolls for inscription to 120 so that an inscription mastery could be introduced.
Many ideas out there am sure for inscription mastery bonuses. Initial thoughts are:
Keep innate summons buff
Have mind blast damage also scale to inscription level
Let mind blast work with slayer books
.........
I do not see WW attacks that do 300 damage to each target. I have not tried mongbats tho...
Can you show your Melee toon using WW and doing 300 damage each to multiple targets please.
Yes, chain lightning, meteor swarm, etc should not water down the damage based on the number of targets. Some other area effect spells don't appear to water down damage based on number of affected targets (firefield, wildfire, etc). One could argue that more targets should equate to bonus damage per target, not a damage reduction per target - maybe this should come with running the magery mastery. (certain spells do more damage with 2 targets, but then damage drops per target beyond 2 targets).
Sure make my 2 main guys more powerful. I am ok with it. I did the events I got the books, I'm ready to kill stuff.
Add 50% chance of insta kill for any spell that hits more than 4 targets while we are at it.
Don't ask for small increases go for the gusto!
Gargoyles do not deserve nice stuff.
I agree that magery AoE and summon spells could use a rebalancing pass. Blade spirits could have more the power of EVs as a 2 slot and EVs could be bumped to 4 and be slightly less powerful than the RC. I would say a 10% damage reduction for all AoE targets, but damage output isn’t split.
“I’m not sure what the point in even discussing this is. They do not have time to even adjust a single piece of text on mannequins etc,
Newer/returning players are erroneously being told that SDI is capped at 15% in PvP.
what makes you think they have time to play with things that aren’t even broken?
Who do you think you are, a paying customer?”
IF a mage can sit back without be attacked seth argument might have merit but strangely enough the monsters attack me all the time ....and if i e-bolt them I'm dead aoe takes 3 cast I'm dead mages don't use only 3 skills we need resisting spells we need parry etc i don't understand why a suggestion the harms no one else's skill set and it not at all over powered is so disliked..
Did you not read about the earlier locked post where others complained warriors ran towards them with XXX paragons chasing after them. Yes, warriors cannot always tank now because of the paragons but they are helping to take the first hit. You can cast an area spell around him and get looting rights for all his mobs and then cast Invis and hide away. He is running for his life.
Off topic posts have been removed. Please do not hijack threads with 'pet peeves'.
I play a mage and do quite well when I work with other players but bottom line if there are not other players to work with only players that can solo top line paras can play in the dungeon. Usually, when no one else is there I find several top line paras in entrance area, at least one in the middle of each hallway and at least one in every room in the dungeon. No way I can play even when I am getting 130 to 150 points per hit. They easily outcast me two spells to one. That’s just the way it is. As has been mentioned to survive, a mage needs to have something else going to play alone against the big stuff. Just wanted to answer the question another player asked about why it was necessary to be able to solo a ballon. By the way, a necro mage in wraith form using the death ray against para balron fighting a pet or other player can do an outstanding amount of damage. Well worth having in a party.
Balron not ballon. Sorry, think a ballon would not be that hard to solo but then you never know.
At the end of the day there will be pros and cons to different templates. There will be times that each template is more powerful or has better use.
Too many people ask to have every single template be able to do the same thing; that turns the game into like the original diablo where it didn't really matter what character you picked; you could beat the whole game.
The only thing I'd ask for the SDI mage is that whatever slayer book or talisman you held would work on all spells casted; regardless of spell type since there isn't currently a spellweaving slayer book or many mystic slayer books (at least off the top of my head). That way thunderstorm (which is already a very good spell) would get a bit of an uptick for those tougher paragons along with some other non-magery spells.
Ok let's take AOE equality off the table. Let's talk slayer talis for mages?
will Fey cameo be a OP item as it will then free up one weapon property slot ?
Talking about SDI I am curious I have 180 SDI right now, what is the high for a mage?
Add grapes of wrath for your last points to reach 250+
Why does your mage have dci?
A mage is not a melee toon they had summons now pets to keep things off them. Also can invis.
Put 45 DCI on your mage and look at your parry chance on your shield after fighting.
May as well give mages +5 extra resists for free instead. Same thing.
Cause they gave us books at events.
To answer both you and popps. The devs understand the game mechanics.
Please keep in mind i am talking pure (ish) casters not tamers with magery the mystic/weaver/mage the necro/weaver/mage and yes i have a wrestling parry mage and I don't pvp
Ok no support for the first 2 suggestions how about my three follow up
This brings up three more adjustments
1. No true cold spells for mages nothing at all for an area spell and mind blast is ridiculous slow. Add AOE and a decent direct damage cold spell
2. No way for a mage to leech mana perhaps an adjustment to the mastery scaling off real skill level.
3 summons, mage summons are just so 1998 weak and need a buff to be able to compete in today world
3. That's why we replaced Summons with much more powerful pets.
1. They are not going to add new spells.
2. There are only 3 spells I can not chain cast forever with MR 30 while running consume.
My Archer runs out of mana way before my mage does.
You are sounding like you never play a mage.
Written in stone, refer back 10 years will still be the same. The devs know the game mechanics.
1. Sure I would like to be more powerful. Allowing the AoE magery spells to do max damage to all targets sounds great. IMO they are already powerful enough. They kill level 1 spawn in 1 hit.
But sure lemme kill 10 dragons with 1 chain lightning. I am for it.
2. I use slayer books for the dynamic events. I like having to know what you need to use.
Slayer books already come in Super and individual varieties. If they want to add more individuals, fine by me. IMO these event Paragons should be more difficult than normal ones. A demon slayer works fine on normal Para Balrons. I doubt the OP has ever used one on a normal para balron.
3 and 4 spells have been the same for years, dont fix what aint broke. We figured out how to kill all the skeletons in Khaldun. The OP probably has never done Khaldun to see what his spells to do mobs that are immune to all damage types but 1. I have over 200 costumes from Khaldun, Mages are able to kill things. I only used my mage there.
5. Repeat 2. I feel our current slayer books allow us to kill everything that is not a dynamic spawn super mob. The roof is fine as is. 2 players do it every day over and over. dont fix what aint broken.
Warriors weapons are very specific did everyone make a different demon slayer for of ice vs for of hythloth? With different elemental damage? Guess what mages (let's qualify this to someone who uses MAGERY for 90% of their damage output) had same spells as always. I carry at least a dozen slayer books trying to optimize. Nothing i have asked for is OP or hurts another build....
Now if only the spellbook strap worked...
Improvements to mage doesn't hurt anyone...
When I change books at times they don't go back in strap i posted this a couple times in bugs forum
It's on two separate accounts. i was pondering if it might be my EC macro set up
a mage is more a utility character, not a pure dps character.
I do agree SDI PvM mages need a boost in pvm.
They are fine with solo mobs, mostly, they really suffer in large spawn, mainly because of the disruptions, it makes them pretty much unplayable.
The solutions really is - find a way to completely minimise disruptions in PvM, it would make them far more playable.
Protection spell just doesn't do it anymore, it is far too slow casting, and the reduction in resist also proves lethal in spawn, with paralysis.