I have all but 5 alchemy skills mastered! do i count as well :(
Yup, let's all celebrate when Alchemy rebalance happens!
I have all but 5 alchemy skills mastered! do i count as well :(
Yup, let's all celebrate when Alchemy rebalance happens!
stuff
The thing about mages is that they're already pretty powerful with reforges. Have you seen the damage of Crisis + Hailstorm? O_O;;
If some spells like bolt magic was insta-load, a noob mage can simply switch between Fire +4 Wand and Ice +4 Wand to spam firebolt (damage) and icebolt (cooldown) to be pretty much overpowered at total... 300-500 ish?
The problem with mages is actually pretty complicated. They can't really solo any of the more difficult missions (because multiaggro will almost always > a solo mage), but if they're given any form of opportunity to cast their magic in such situations, they become easily overpowered. Other than the casting time, there's really nothing that hinders a mage in party situations.
And the above is why I created that one thread in the past about "waiting for mages to charge". Usually, in areas where mage skills are not absolutely necessary, mages are generally too full of themselves if they request people to wait for them to charge. (Of course, this assumes outside of guild-play or casual runs) I kinda feel glad that Nexon made the Lord Missions, where magic skills are pretty much useless
Everything is powerful with reforges. That's a terrible argument. And frankly, if the magic skill isn't Ice Spear, non-reforged warrior/puppeteer/ranger =>modestly reforged mage.
Also it's Crisis that makes the combo go, not Hail.
A total 300-500 player can still hit just as hard just by using melee or range running off 200-300 max damage (yes ttl 500s can hit 300 max if they gear right, and not with endgame gear either, just midgamey stuff like enchanted war swords and basic max damage enchants). The noob mage can crit for 2-2.5kish but they won't really sport much more DPS than a similar level warrior/ranger. And fighter definitely beats them in single target DPS at that level.
Wrong. The party may not hinder the mage, but a mage does his damage far more slowly than an equivalent ranger/meleer/puppeteer/fighter, and furthermore, is not self-sufficient: he forces the party to shift from killing stuff to ensuring he gets his spells off.
So you hate magic, cool.
But like I said then, magic is the only skillset that has to worry about whether people should stop and wait for them so they can feel marginally useful, because unlike the other skillsets, mages (and alchemists to a lesser extent) stand there and do nothing until their skills are loaded. And even then, while a full charge Ice Spear from an endgame mage (1000~ int, fully upgraded wand, title) is about as 1.5x as strong as a Crash Shot from an endgame ranger (800 damage, 4-6 elemental on ego bow), the Crash Shot comes out far quicker, you can do other stuff while you're cooling down, and it doesn't interfere with other players.
It is hilariously unfortunate that puppet has such bad synergy with magic, i am oblivious to my teammates and i say to myself "oops" when i use act 4 or 6 when they launch off a fireball... Or mid thunder.
Whoops.
Also how shitty IS is for ruining comboes.
Just thought about it, wouldn't blaze be good with crisis?
Everything is powerful with reforges. That's a terrible argument. And frankly, if the magic skill isn't Ice Spear, non-reforged warrior/puppeteer/ranger =>modestly reforged mage.
Also it's Crisis that makes the combo go, not Hail.
Unless you have 1200+ int, with a fully upgraded Trinity and r1 Hailstorm, I don't think you should be making such claims. With those stats alone, Hailstorm does very commendable damage.
A total 300-500 player can still hit just as hard just by using melee or range running off 200-300 max damage (yes ttl 500s can hit 300 max if they gear right, and not with endgame gear either, just midgamey stuff like enchanted war swords and basic max damage enchants). The noob mage can crit for 2-2.5kish but they won't really sport much more DPS than a similar level warrior/ranger. And fighter definitely beats them in single target DPS at that level.
You forget that mages can get MP potions relatively easily nowadays, and remember that at level 300-500, you only maxed up to about r5 of all fighter skills (if not less) You also forget that mages have a farther attack range, which translates into higher DPS in many situations.
Wrong. The party may not hinder the mage, but a mage does his damage far more slowly than an equivalent ranger/meleer/puppeteer/fighter, and furthermore, is not self-sufficient: he forces the party to shift from killing stuff to ensuring he gets his spells off.
.............
Please video tape yourself soloing FA Hardmode without AoE pets, using only magic. I need proof, not empty claims. Even then, you're probably going to be spamming Ice Spear, which isn't perfect.
So you hate magic, cool.
But like I said then, magic is the only skillset that has to worry about whether people should stop and wait for them so they can feel marginally useful, because unlike the other skillsets, mages (and alchemists to a lesser extent) stand there and do nothing until their skills are loaded. And even then, while a full charge Ice Spear from an endgame mage (1000~ int, fully upgraded wand, title) is about as 1.5x as strong as a Crash Shot from an endgame ranger (800 damage, 4-6 elemental on ego bow), the Crash Shot comes out far quicker, you can do other stuff while you're cooling down, and it doesn't interfere with other players.
Someone hasn't been running much Lord Missions lately. You also forget that Ice Spear takes time to fully load, while for a ranger, they can use other skills like magnum spam (elves) or arrow revolver (humans) to make up for that "lack of DPS". And if you couldn't eliminate all the monsters with one ice spear because you didn't crit? Good luck with that multiaggro. Even in party situations, a good Crash Shot user is loved; more often than not, IS users are hated.
o3o...
I don't understand where all these claims are coming from; I see you're experienced with the game with your total level, however. I apologize if I make it seem as if I hate mages, but I ask for your understanding, because a lot of mages (in my personal experience) have the biggest e-penors because mage often have the highest DPS (even greater than fighters in some situations) in parties.
tl;dr. The only real disadvantage of mages is the casting time, but if you take that away from them, they become OP. In parties, the mages' disadvantage of "casting time" is covered by partymates, who may hold monsters at bay for the mages to charge. However, in many solo-multiaggro situations, mages will struggle (without AoE pets), as traditional combat styles will not work well.
It's a dilemma where mages will complain about being too weak, or other classes complain that it's too strong.
They require far too much work to set-up properly. You need to have at least 2 different wands and maybe a staff to properly go pure-mage in a mission, and even then you need to cast all the charges and hope no mob aggros you too early or runs out of position.
Warriors, archers, and even alchemists on certain occasions are mobile, while mages are stuck in place unless they're bolt spamming (Which is rarely a good source of damage).
The only reason I see that Mages were the top contenders in the past was because of the mobs aggroing very, very slowly with only single or dual aggro. Goblins and Kobolds were piss easy to dispose of, I could run around at human speed and normal combo each of them without a scratch.
Mages are used relics of a past time in Mabinogi, where slow and strong reigned supreme (And Ice Spear was god-tier because it was moderately fast)
In all actuallity, it is teamwork that is being left behind. Mabinogi was never solonogi until the introduction of g8+ (with shadow missions that required doing a mission alone, etc). It is at this point where mages began experiencing problems. EVERYTHING after g8 is reaction based, and while the old strategy of pre-charging before hitting the orb/ chest still works, it no longer is sufficient. At this point, people were becoming accustomed to solonogi, and fewer people were willing to form a party to finish a dungeon or shadow mission, not to mention some missions force you to solo.
Today I find it sad that most people focus on individual strength rather than party play. With the recent "dynamic combat system" devcat implemented, it is nothing more than the final nail to the coffin for teamwork. The physical skill sets excel in game-play while the skill sets that focused more on team-work, aka MAGIC AND ALCHEMY, are being left behind in favor of more efficient ways of game-play, or to SOLO mind you. Mabinogi has become your basic console RPG, except you have competition.
Teamwork is still in Mabinogi, actually makes runs extremely efficient with low casualties. In some cases, I could duo a mission with my friend far faster than with a party of 8 randoms.
It's not soloing that's the problem, it's just that the dynamic combat and newer missions are extremely fast-paced which leaves no time for the mage to properly set up and attack in a decent way. This is further problematic when you have the more powerful spells being limited to the wand you're equipped with, which is really detrimental to versatility.
Just a basic recap:
-New Mabinogi is much faster paced, you have to attack and defend on the fly (Which is how the Dynamic Combat system came to be)
-Mages are still slow with charging
>Damage does not justify the amount of time charging
-Mages are limited in spells by what wand they have equipped, not versatile
-Mages can't move with the stronger spells
I really don't see how soloing is the source of the problem at all.