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#1 Hastur

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Posted 23 August 2010 - 04:15 PM

We will be opening up this thread for people to voice their opinion regarding Magicians

If you have an issue with class balance, please post it here.

A skill which you feel could be better? please post it here.

A known bug or issue with the class? please post it here.


We want to make sure we have as much information as possible come our open beta launch, so for this we need your help and input. Lets try to keep all information regarding Magiciansn this thread and information regarding other classes also remain in their respective threads/sections.

When launch does finally arrive, many of these issues may already be resolved (due to updates we will be getting) however we would still like your feedback.
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#2 FruitDragon

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Posted 23 August 2010 - 05:04 PM

I play Dragonica Online before and I mainly play as magician in the game most of the time. Now, I gonna talk about some skills that need to be improved or fixed in PvE and PvP.

Fortress(active) skill- This skill claim to hit more than 2 enemies in front of the player. The issue is that it doesn`t attack more than 2 enemies. If this skill is on level 5 then it suppose to hit 9 enemies but it don`t in PvE. In PvP, players might dodge this skill by jumping with evasiness if the magician get close to the opponent in battle.

Point Buster(active) skill- This skill take some time to hit some enemies. But the problem is that some enemies can hit from a distance and there a chance this skill could miss in PvE against certain enemies that used dash attacks or hit you from a distance. In PvP, this skill is easy to evade simply by jumping or dodging, because if the opponent is standing up and can tell where the skill is coming from the ground then they gonna have a chance to dodge it. This skill only work effectively in PvP if the opponent is on the ground.

Meteor Fall(active) skill- In PvE, this skill can work wonderfully and can easily attack your enemies if the enemies is close enough. In PvP, when the player jump and attack from mid-air, there a possible chance that this skill can be dodge if the opponent is able to move freely in a duel. This skill should be able to work in PvP if the opponent is down.

Relaunch(active) skill- This skill seems to be impossible to make the enemies take damage in PvE, because when in used this skill never attack the enemies. The success of this skill is to attack more than 3 enemies at once. In PvP, this skill can be dodge easily and can`t be effective on the opponent in battle.

Air Combo(passive) skill- In PvE, this skill doesn`t seems to attack the enemies unless you used a skill that make the enemies leap in the air and then quickly attack them with this stunting electrical attack. In PvP, you need to do the same time.

Focus(active) skill- In PvE, this skill seems to decrease the max amount of MP the player currently own for each level up when used. This skill increase the INT and the magicial power to boost the skills for this job.

Heal Thy Self (active) skill- In PvE, this skill recover alot of HP but when the monsters gang up on the player, this may kill the player quickly and cause the player to lose some experience. In PvP, this skill is pointless because certain jobs like archers have the advantage of killing the player quickly and can take away alot of HP from the player which will result in death.

Edited by TokyoAngel, 23 August 2010 - 05:21 PM.

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#3 Kazra

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Posted 23 August 2010 - 05:28 PM

Just to clarify on Focus, NO IT DOES NOT REDUCE MORE MP THAN IT TAKES TO CAST IT. It uses up MP, while increasing your INT stat, which makes max MP higher, thus giving a false conception of it lowering more MP than stated.
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#4 iKnowMyABCs

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Posted 23 August 2010 - 05:44 PM

I play Dragonica Online before and I mainly play as magician in the game most of the time. Now, I gonna talk about some skills that need to be improved or fixed in PvE and PvP.

Fortress(active) skill- This skill claim to hit more than 2 enemies in front of the player. The issue is that it doesn`t attack more than 2 enemies. If this skill is on level 5 then it suppose to hit 9 enemies but it don`t in PvE. In PvP, players might dodge this skill by jumping with evasiness if the magician get close to the opponent in battle.

Point Buster(active) skill- This skill take some time to hit some enemies. But the problem is that some enemies can hit from a distance and there a chance this skill could miss in PvE against certain enemies that used dash attacks or hit you from a distance. In PvP, this skill is easy to evade simply by jumping or dodging, because if the opponent is standing up and can tell where the skill is coming from the ground then they gonna have a chance to dodge it. This skill only work effectively in PvP if the opponent is on the ground.

Meteor Fall(active) skill- In PvE, this skill can work wonderfully and can easily attack your enemies if the enemies is close enough. In PvP, when the player jump and attack from mid-air, there a possible chance that this skill can be dodge if the opponent is able to move freely in a duel. This skill should be able to work in PvP if the opponent is down.

Relaunch(active) skill- This skill seems to be impossible to make the enemies take damage in PvE, because when in used this skill never attack the enemies. The success of this skill is to attack more than 3 enemies at once. In PvP, this skill can be dodge easily and can`t be effective on the opponent in battle.

Air Combo(passive) skill- In PvE, this skill doesn`t seems to attack the enemies unless you used a skill that make the enemies leap in the air and then quickly attack them with this stunting electrical attack. In PvP, you need to do the same time.

Focus(active) skill- In PvE, this skill seems to decrease the max amount of MP the player currently own for each level up when used. This skill increase the INT and the magicial power to boost the skills for this job.

Heal Thy Self (active) skill- In PvE, this skill recover alot of HP but when the monsters gang up on the player, this may kill the player quickly and cause the player to lose some experience. In PvP, this skill is pointless because certain jobs like archers have the advantage of killing the player quickly and can take away alot of HP from the player which will result in death.


(oh god please don't take this as a personal attack, I'm actually trying to help you)

To me, these doesn't seem to be the game's problem but your's.

Fortress(active) skill- I'm not really familiar with this skill as it is pretty much the most useless skill.

Point Buster(active) skill- This skill is pretty much useless as it takes too long to caste for it's dmg and effect.

Meteor Fall(active) skill- From what I know, it can attack knocked down units.

Relaunch(active) skill- This skill only works for the knocked down enemy.

Air Combo(passive) skill- That's why it's called Air combo, to hit enemy in the air. Best used with Meteor fall.

Focus(active) skill- This skill DOES NOT decrease the max mp but rather increases. The reason why the MP seems to go down is because of the MP used to caste the spell and the int gain which increases the max MP.

Heal Thy Self (active) skill- Heal thy self is a decent healing skill. But if you're letting a mob attack you till death, you're doing something wrong. I perfer slow heal as it's imba with health stacked WM.



Most of the problem that you have seems like you're using too much 1st job skills. Aside from slow heal, meteorfall, and air combo, other skills are pretty much useless. Mage's 2nd and 3rd job skills are very very good, so use them instead.
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#5 PaladicPrince

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Posted 23 August 2010 - 06:03 PM

Since I play a magician mainly here are some of my thoughts. Note: Since I recently switched to the gPotato version I'm basing these notes on that version (which I understand is about where our version will be at launch.)

First Job:

Point Buster is completely useless. It's only ever used to start air combo, and is quickly replaced by meteor fall for starting air combos. It could be a viable skill if the cast time were removed.

Air Combo imo should be renamed. Lightning or something. Air Combo to me is something you do not a spell you cast.

Relaunch is completely useless in the gPotato version. It only attacks monsters on the ground and launches them in the air. Meteor Fall is much better for this. And since Point Buster now attacks standing or fallen enemies Relaunch should be removed entirely.

Blink is not in the current NA version to my knowledge, but I love it and hope we get it! I do hope the distance could be extended a bit farther. As it stands using blink isn't quite enough to get me out of attack range of certain bosses like Hookah and Alvida.

Slow heal is a decent skill imo, but I don't see the point of a .2 second cast time, it should be instant in my book. It's essentially a short term buff, and one of only two first job skills with cast times.

Fortress could be a fun skill I think but as it stands it requires WAY too many skill points to be maxed. This is because for it to be worthwhile you really have to max both support skills. These skillsshould probably just be removed entirely and bundled into the original spell. I mean why do we have to pay skill points for our bullet to travel faster? It's still useless in PvP and in PvE there's no reason it needs to fly faster, unless perhaps it also flew further, and even then it should have one rank max. The damage boost of Cannon upgrade should be pre packaged with fortress. Adding a bleed effect is fun, but still not worth more than one rank, if it's a support skill at all. Of course if you do all this it may make it a bit too strong, but whatever happens fortress needs a rework or it will continue to be completely ignored by all magicians.


Monk/Acolyte(or w.e it is in NA servers):

Multi Lightning: This seems like a cool skill, but in practice I find that it does nothing at all. Yes visually it shoots three bolts, but that is it. It doesn't increase the number of monsters that can be hit (which is already infinite or at least extremely high with one bolt), it doesn't hit monsters multiple times (which when shooting three bolts is what I'd assume and was perhaps intended?), nor does it give a wider range of attacking monsters (i.e. if a monster is too far back or forward it still misses, even though the extra bolts go to the side and appear to go right through them). Also, the pre-requisite for this skill is that Meteor Fall be at level 3 or higher, this should be changed to Air Combo.

Meteor Rush: This also seems like a cool spell, causing Meteor fall to drop three meteors instead of just one. However in practice it's pointless. It does increase the radius of attack, and I assume the maximum number of monsters hit (though I'm not around more than 10 monsters at a time often so I can't verify this), however it removes the launching effect added by 3rd level Meteor Fall. This makes it useless for starting air combos. I dislike this effect personally and see no reason for it, however if it is intended and will stay it should be noted in the description. Also, as with Multi Lightning I assume that it would hit monsters three times each, however it doesn't. I believe either the launching effect should be returned, or it should hit monsters three times each.

Casting Acceleration's duration should be extended to fifteen minutes to match other buffs. Also this skill seems almost entirely pointless, or at least at this job level. The only spells with cast times are the two pointless ones from first job, itself (again, I dislike buffs with cast times, but it's not a big deal for this one), Wide Heal, Sanctuary, and Resurection. I can't remember the last time I actually had to use Resurection, and Wide Heal is instantly replaced by Instant Heal so I haven't cast it once on my character, ever. Sanctuary I cast at the beginning of boss fights.... sometimes... if I remember, and it doesn't matter. Shortening these cast times is almost completely pointless. In third job there are a few spells with cast times, but again not frequently used ones. The fourth job skills that are available don't even have cast times. Not even the ultimate skill Lightning Storm has an actual cast time. Why should an amazing skill like that be instant, but a buff take .6 seconds to cast? Honestly cast times on all spells need to be reworked a bit, or simply removed from the game.

Diffusion Cannon: Don't get me wrong, I love this spell, but I don't understand how being able to shoot three bolts is replaced later by Double Shot which (obviously) shoots two bolts. To me shooting two, then three bolts feels like a more logical progression. I think their places in the tree should be swapped and then they should stack. Yes, I realize the damage of each spell would have to be reworked for that to work, but I don't see it being very complicated to do, and it just feels better. Also, you can move around while casting three bolts in gPotato, but not when shooting two, this makes no sense at all.

The rest of the skills in the monk/acolyte tree seem pretty decent, but I'll admit I don't have a character to fourth job so there are several I haven't tested.


The only note I have about the battlemage tree is that Mana Shield to me feels like it should be in the base magician spell book. It feels like something every magician would know or learn how to do. But then again with an acolytes healing it might be op, so I'm ok with where it is.

The rest of the tree feels fine, but I don't have a third job battlemage yet so there could be problems later that others might comment on.
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#6 Kazra

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Posted 23 August 2010 - 06:45 PM

1. You can move around post Paris patch with both Diffusion Cannon and Double Shot. Diffusion is a spread shot with greater up and down range, while Double shot is linear with an AoE. Double shot can hit 4, while Diffusion hits 3.
2. Casting Acceleration is mostly used to help teammates, mostly Myrmidons and Warmages. It can also allow Wide heals to be instant/nearly instant, giving you another heal to use in PvP. 15 minutes would be overpowered in PvP; skill is fine just as is.
3. Slow heal should have a cast time, or else it'd be nearly impossible to kill stacked WMs in PvP.
4. Blink's current range is fine, any farther and it'd be overpowered in PvP.
5. Fortress is only used for its bleed effect, which reduces max HP by a good %. However, it's useless postpatch since field/hidden map bosses have very low HP and it is not usable on Emporia dragons anymore.

Edited by Kazra, 23 August 2010 - 06:46 PM.

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#7 PaladicPrince

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Posted 23 August 2010 - 08:21 PM

1. You can move around post Paris patch with both Diffusion Cannon and Double Shot. Diffusion is a spread shot with greater up and down range, while Double shot is linear with an AoE. Double shot can hit 4, while Diffusion hits 3.
2. Casting Acceleration is mostly used to help teammates, mostly Myrmidons and Warmages. It can also allow Wide heals to be instant/nearly instant, giving you another heal to use in PvP. 15 minutes would be overpowered in PvP; skill is fine just as is.
3. Slow heal should have a cast time, or else it'd be nearly impossible to kill stacked WMs in PvP.
4. Blink's current range is fine, any farther and it'd be overpowered in PvP.
5. Fortress is only used for its bleed effect, which reduces max HP by a good %. However, it's useless postpatch since field/hidden map bosses have very low HP and it is not usable on Emporia dragons anymore.


1. Double Shot's so called AoE is pretty fail to be called that. But good points, I never actually put points into double shot because I prefer Diffusion Cannon (I know, it's silly, but I like being a little unique in my spec, and I like the spread.

2. True enough, never really paid attention to Myrmidon skills so I wasn't sure who all it actually helped. But as far as it goes I don't see the sense in some skills having cast times while other much stronger ones don't. Maybe I just don't like watching casting bars, I feel like I'm downloading the spell haha.

3. Perhaps, my general PvP involvement is relativly low so I wouldn't know. But it has a 0.2 second cast time... That's just enough to be annoying but not quite enough to make a difference. Especially since as you said it would be instant with Casting Acceleration.

4. Odd... I've never thought to actually use Blink in PvP. I'll have to try it haha. I'd still like it to be longer, but you could be right and may lead to more imbalances than it'd be worth.

5. Fortress is used at all? Or rather was? I didn't know many that did, except some low levels who put a few points into everything to experiment. And like I said it could be decent overall, but it's just too many points. I'm in favor of just reducing the total number of points to max it.


All in all good points. :rolleyes:
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#8 xandiel

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Posted 23 August 2010 - 11:21 PM

Fortress(active) skill- I'm not really familiar with this skill as it is pretty much the most useless skill.


not if u "wombo-combo."
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#9 FruitDragon

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Posted 24 August 2010 - 01:48 AM

(oh god please don't take this as a personal attack, I'm actually trying to help you)

To me, these doesn't seem to be the game's problem but your's.

Fortress(active) skill- I'm not really familiar with this skill as it is pretty much the most useless skill.

Point Buster(active) skill- This skill is pretty much useless as it takes too long to caste for it's dmg and effect.

Meteor Fall(active) skill- From what I know, it can attack knocked down units.

Relaunch(active) skill- This skill only works for the knocked down enemy.

Air Combo(passive) skill- That's why it's called Air combo, to hit enemy in the air. Best used with Meteor fall.

Focus(active) skill- This skill DOES NOT decrease the max mp but rather increases. The reason why the MP seems to go down is because of the MP used to caste the spell and the int gain which increases the max MP.

Heal Thy Self (active) skill- Heal thy self is a decent healing skill. But if you're letting a mob attack you till death, you're doing something wrong. I perfer slow heal as it's imba with health stacked WM.

Most of the problem that you have seems like you're using too much 1st job skills. Aside from slow heal, meteorfall, and air combo, other skills are pretty much useless. Mage's 2nd and 3rd job skills are very very good, so use them instead.

http://www.esreality...49-wtf_is_this_:rolleyes:.jpg
For your information, these are not my issues; these are game issues I have experience which are bugs/glitches. I was only sharing examples of the lst job skills I have accomplish in PvE and was used in PvP just to help the developers improve the skills up a notch.

Edited by TokyoAngel, 24 August 2010 - 04:10 AM.

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#10 iKnowMyABCs

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Posted 24 August 2010 - 06:24 AM

http://www.esreality.com/files/placeimages/2010/74049-wtf_is_this_:rolleyes:.jpg
For your information, these are not my issues; these are game issues I have experience which are bugs/glitches. I was only sharing examples of the lst job skills I have accomplish in PvE and was used in PvP just to help the developers improve the skills up a notch.


Those skills (other than fortress) do work as I've tried out with a new character.

Not to mention you're not addressing the glitch (other than fortress) and bugs but rather
sharing your experience with how you cannot hit monsters or opponent because they are too
"nimble."




Now as for how I think about mage class, I sometimes think they are too powerful if stacked
with the proper items. For example, warmage with slow heal, mana shield and full health set, it is
nearly impossible to kill them as slow heal heals 50% of their max HP in 30 seconds. Currently,
warmage doesn't depend their hit on aim so it is both "cheap" and "easier" to get "stacked."
However I've heard upcoming patch that they will depend on aim but I want to make sure if what I've
heard was right (I could never find any written evidence for this).
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#11 Gangrian

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Posted 24 August 2010 - 06:56 PM

Mages aren't over powered. Well let me rephrase, Warmages aren't over powered after the patch.

Priest, I can't speak for. (Or the entire chain)

But warmages, I can personally attest to.

The only thing I saw that made a warmage overpowered was the amount of damage that he/she could inflict, and freeze locking.(Not that locking is not something every other class can't do) This was due in part to their ability to action cancel their spells for instant effects. Which is good, for PvP and PvE, because standing still gets you killed. However, after the patch they have taken away that ability, which nearly kills any mobility that a warmage has, and thus their chances of survival in PvP.

As for the Slow heal, mana shield debate. I don't know, I have not kept up with the game to know whether or not those skills were nerfed, but I could say if a person wants to see whether a class is overpowered, compare them to the other classes.

For example, mana sheild takes away 30% of damage. While block completely nullifies any attack. And some classes can get block to over 50%. Which to me is overpowered.

But what do I know? I haven't played the game in weeks. So!
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#12 iKnowMyABCs

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Posted 24 August 2010 - 07:26 PM

Mages aren't over powered. Well let me rephrase, Warmages aren't over powered after the patch.

Priest, I can't speak for. (Or the entire chain)

But warmages, I can personally attest to.

The only thing I saw that made a warmage overpowered was the amount of damage that he/she could inflict, and freeze locking.(Not that locking is not something every other class can't do) This was due in part to their ability to action cancel their spells for instant effects. Which is good, for PvP and PvE, because standing still gets you killed. However, after the patch they have taken away that ability, which nearly kills any mobility that a warmage has, and thus their chances of survival in PvP.

As for the Slow heal, mana shield debate. I don't know, I have not kept up with the game to know whether or not those skills were nerfed, but I could say if a person wants to see whether a class is overpowered, compare them to the other classes.

For example, mana sheild takes away 30% of damage. While block completely nullifies any attack. And some classes can get block to over 50%. Which to me is overpowered.

But what do I know? I haven't played the game in weeks. So!

I've only heard of the nerf for warmage so I'm never sure on what is righ and what is wrong. If someone has a linknto the new wm nerfs can I see it?

For the current warmage, they are nearly unkillable with slow heal, mana shield and health stack. Slow heal heals 50% of the max hp which means no matter how much hp they have, it will still heal. Not to mention it gets harder to kill them with mana shield as they have large mana pool (not to mention they have mana regen skill). Yes ninjas could possibly stack evade and passive block but they cant heal 50% hp using a skill that requires less than a sec to cast.

Edited by iKnowMyABCs, 24 August 2010 - 07:28 PM.

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#13 Yurai

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Posted 24 August 2010 - 07:31 PM

Level 10 slow heal 7.5% hp every 3 seconds for 30 seconds np.
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#14 Gangrian

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Posted 24 August 2010 - 09:34 PM

Level 10 slow heal 7.5% hp every 3 seconds for 30 seconds np.



So they just made warmages insanely resilient punching bags aye?

And I am getting my sources from various youtube vids or by going to the IAH forums and reading all of the posts concerning my fave class.

But off the top of my head a few of the nerfs were action canceling. Which, while it may be small to some people is an integral part of a warmages survivability. There is a reason that people say that if you can't action cancel after level 30 with a warmage there is little hope for you.

Now, I don't want to sound like a QQ'r, so I will just say I am not pleased with the nerfs and plan on picking one of the classes that obviously had a spotlight shined on them for reasons that escape logic and reason.
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#15 iKnowMyABCs

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Posted 24 August 2010 - 09:42 PM

So they just made warmages insanely resilient punching bags aye?

And I am getting my sources from various youtube vids or by going to the IAH forums and reading all of the posts concerning my fave class.

But off the top of my head a few of the nerfs were action canceling. Which, while it may be small to some people is an integral part of a warmages survivability. There is a reason that people say that if you can't action cancel after level 30 with a warmage there is little hope for you.

Now, I don't want to sound like a QQ'r, so I will just say I am not pleased with the nerfs and plan on picking one of the classes that obviously had a spotlight shined on them for reasons that escape logic and reason.


I picked up action canceling in less than 10 mins. If you didn't pick it up by level 30 it's more of a personal fail than class being so under powered its impossible to play pvp.

Just because you can't action cancel now, you shouldn't QQ as you can still stack hp and get slow heal.
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#16 Kazra

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Posted 24 August 2010 - 09:47 PM

Solution to not being able to animation cancel: Play support DPS like you should have in the beginning. Drop spells when it's safe; don't spam them and hope that it'll hit. Get real skill instead of getting carried by the class being overpowered.
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#17 Gangrian

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Posted 24 August 2010 - 11:19 PM

Solution to not being able to animation cancel: Play support DPS like you should have in the beginning. Drop spells when it's safe; don't spam them and hope that it'll hit. Get real skill instead of getting carried by the class being overpowered.



Ok, I see what you are saying, however, the way the game is set up, you need to be able to move away, get away, jump, SOMETHING! And you need that ability to move all the time in PvE and PvP.

And without action canceling warmages were only on the high end because of their high DPS and freeze locking. =_= Which many other classes can do more effectively and with close to no chance of them being punished because their moves nearly halt them.

I guess they tried to make them more mobile by giving them blink. But the cool down is too long to be effective. (Personal opinion)

And who says that warmages were supposed to be support DPS? Who is main DPS? Why is there this system of relegating certain classes to a certain position?

That is why I liked DO, because they defy convention.

Also, @IKMABC's, I know how to action cancel. And have for a while. I am not QQ'ing about not knowing how to do it, I am upset that they took away one of the few things warmages had working for them. And that was their mobility.

And Kazra, in PvP, there is never a safe moment. Getting ganked takes less than half a second, and it takes more that to cast a spell. So many things can happen as you wait to be freed from FS's animation. And in most cases, they have you locked and it's almost a GG from then.
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#18 Kazra

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Posted 24 August 2010 - 11:34 PM

Well I guess I shouldn't say support DPS, but rather you need your teammates to catch, and stun/lock down the opponent to the ground. Then you deal the damage, and they keep them down. That's what I meant, didn't really know a way to describe it. Classes always have specific/better roles to play depending on their team. For example, in a harlequin and PF team, the PF generally plays main DPS, with the harlequin supporting the AAS. However, the harlequin can lock while the PF supports the harle, but it's just not as reliable or efficient.

Blink's cooldown is 3s... that's pretty low imo? And there's always safe moments. Right now, WMs can literally jump into the middle of the action, drop random spells and kill/severely harm most of the squishier classes with very little consequences. And even if you do get caught, you can easily be saved due to how long most WMs survive. As of now, WMs literally have the best/near top of everything, except a catch. They're one of the best tanks, can heal, and also have the highest DPS in PvP due to insanely low mdef for most classes. They also have literally no consequences for misplaced spells, allowing them easily to focus 100% on dodging while still dropping spells. Oh and not to mention the game winner in most cases, Disease.

But nevermind, it's useless trying to explain this to you again.

Edited by Kazra, 24 August 2010 - 11:38 PM.

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#19 iKnowMyABCs

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Posted 24 August 2010 - 11:51 PM

Ok, I see what you are saying, however, the way the game is set up, you need to be able to move away, get away, jump, SOMETHING! And you need that ability to move all the time in PvE and PvP.

And without action canceling warmages were only on the high end because of their high DPS and freeze locking. =_= Which many other classes can do more effectively and with close to no chance of them being punished because their moves nearly halt them.

I guess they tried to make them more mobile by giving them blink. But the cool down is too long to be effective. (Personal opinion)

And who says that warmages were supposed to be support DPS? Who is main DPS? Why is there this system of relegating certain classes to a certain position?

That is why I liked DO, because they defy convention.

Also, @IKMABC's, I know how to action cancel. And have for a while. I am not QQ'ing about not knowing how to do it, I am upset that they took away one of the few things warmages had working for them. And that was their mobility.

And Kazra, in PvP, there is never a safe moment. Getting ganked takes less than half a second, and it takes more that to cast a spell. So many things can happen as you wait to be freed from FS's animation. And in most cases, they have you locked and it's almost a GG from then.

One of the FEW things? Warmage got them all, tankage, damage, lockability and most importently healing more than 50% of the max hp. Like I said before, Mage class in general has the highest survivability in pvp due to insane hp regen, easy lock and very high dmg output.

Edited by iKnowMyABCs, 24 August 2010 - 11:57 PM.

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#20 Gangrian

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Posted 25 August 2010 - 12:09 AM

Well I guess I shouldn't say support DPS, but rather you need your teammates to catch, and stun/lock down the opponent to the ground. Then you deal the damage, and they keep them down. That's what I meant, didn't really know a way to describe it. Classes always have specific/better roles to play depending on their team. For example, in a harlequin and PF team, the PF generally plays main DPS, with the harlequin supporting the AAS. However, the harlequin can lock while the PF supports the harle, but it's just not as reliable or efficient.

Blink's cooldown is 3s... that's pretty low imo? And there's always safe moments. Right now, WMs can literally jump into the middle of the action, drop random spells and kill/severely harm most of the squishier classes with very little consequences. And even if you do get caught, you can easily be saved due to how long most WMs survive. As of now, WMs literally have the best/near top of everything, except a catch. They're one of the best tanks, can heal, and also have the highest DPS in PvP due to insanely low mdef for most classes. They also have literally no consequences for misplaced spells, allowing them easily to focus 100% on dodging while still dropping spells. Oh and not to mention the game winner in most cases, Disease.

But nevermind, it's useless trying to explain this to you again.



Ok. Wow, you do offer great insight. Just when I play, without action canceling, I am punished. Easily. It's like playing with a target on my head. But if blink is this awesome skill, on a 3s CD that's good. I guess you could say I am hooked on the MS teleport where it's like a half second CD. But that would be obscene no?

All of the things you listed are very much so true, and it's one of the reasons that warmages are great. But with limited mobility in this game, it spells GG for any clever person who knows CDs and animations.

A warmage, in group PvP, should pick off each of the team mates that they catch. Lol. Internet mix ups make for bad conversations.


EDIT: Easy lock. I guess it is quite easy to execute. Though not as easy an archers whose is just hold one key and wait until they look close to the ground and then lock again. Lol.


EDIT2:What good is all of that tanking and awesome sauce when you can't apply it? It's like having the best engine int he world, but the worst tires. Sure there is potential, but somehow it just can't be applied. And Slow heal only lasts for 30 seconds. In team PvP, that is enough time for a priest to keep you frogged until a more capable killer can assist, or sleep lock. Stun lock. AAS Lock. Lock lock. Sides, now pallies have it all as well(healing, tanking ability). and a catcher, and impervion. *shrugs* We see where that went right?

Edited by Gangrian, 25 August 2010 - 12:17 AM.

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#21 xandiel

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Posted 25 August 2010 - 12:24 AM

Sides, now pallies have it all as well(healing, tanking ability). and a catcher, and impervion. *shrugs* We see where that went right?


"pally gets what pally wants."
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#22 mechanos

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Posted 25 August 2010 - 10:49 AM

nerf the freeze rate frequency IN PVP for penguin and blizzard if they keep animation canceling.
and make all warmage and archmage skills be dependent on the casters aim unlike what it currently is i think they fixed it in the new patch or something

Edited by mechanos, 25 August 2010 - 10:56 AM.

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#23 Gangrian

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Posted 25 August 2010 - 01:34 PM

nerf the freeze rate frequency IN PVP for penguin and blizzard if they keep animation canceling.
and make all warmage and archmage skills be dependent on the casters aim unlike what it currently is i think they fixed it in the new patch or something



The freeze rate is fine as is. On both moves. Freeze locking should not be allowed. *I don't know how to fix this*

Pengy has a long animation time anyway.

And the casters aim is taken into account in the new patch.
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#24 iceranger

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Posted 27 August 2010 - 12:17 PM

The freeze rate is fine as is. On both moves. Freeze locking should not be allowed. *I don't know how to fix this*


You know more aim = high freeze rate :# I've been hit and froze on the first hit after that GG.

Edited by iceranger, 27 August 2010 - 12:17 PM.

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#25 Kazra

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Posted 27 August 2010 - 01:25 PM

For flasher maybe... doubt aim affects freeze rate on Blizzard :lol:... prepatch.
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