View Full Version : Mage Idea
phalzyr
06-23-2005, 09:07 AM
As we all know mages are usless in SP and often usless in MP. they are forced to play figther most of the time even after 1.1 patch. And when playing co-op and mage actually able to use spells he totally clears the room out making fighter unable to get a hit on people. so this create a patteren of MAge is fighting....fighter is fighting....Mage is fighting....etc Never does it reach mage and fighter is fighting unless mage is forced to be a figther and meele....
I had a thought that would help this somewhat. not that they;'d ever implement it...
Instead of making spells rejuve faster I think they should make them go back to rejuving slower BUT give the mage one spell that has infinate casts. A weak spell that gains power as they level up so it stays at about the same damage as an average or weak meele weapon. Say 1-(2 * Level) or some such formula, this way mage would run out of their better spells faster and fighters co-oping wouldn't be usless as often, but also neither would mage ever have to rely on meele he could continue to cast that spell and be a mage.
I think that spell is called 'Bow & Arrow'. :) I do like the idea though since i play as a pure mage and it is very difficult. (but very fun)
darktau
06-23-2005, 12:23 PM
So in tother words you would like shriking start to work but be unlimited. Smart players just use a $$$ exploit and buy all the spells they will ever need to complete a dungeon then make the group use a fire place after the dungeon.
It may be better to just make a patch that gives all allies equal exp if a mage clears a room in one spell.
Or to make it so that Nova class spells have a longer recycle time. Longer before they can be cast again, but the spell does not prevent a player from useing melee attacks, unlike current where a player who does not kill everything with one nova can not do anything but run for 5+ sec.
EmilyH
06-23-2005, 08:28 PM
An infinite cast magic missile would be cool. Just cap the damage and call it something else, like "Mosquito Bite."
;)
Zu'l Zorander
06-24-2005, 05:47 AM
Wait until you get hold of some Fire Nova Spells. I have 10 by now which although they seriously bankrupted me (I had to buy 4 at 10.000 Gold each) are great fun.
Just let yourself be surrounded and cast. Kills virtually everything including those annoying bees, wolves, etc
phalzyr
06-24-2005, 08:48 AM
So in tother words you would like shriking start to work but be unlimited. Smart players just use a $$$ exploit and buy all the spells they will ever need to complete a dungeon then make the group use a fire place after the dungeon.
So in order to be smart I have to cheat??? OK.... I did have one character tha has 100 or so fire burst from doing the multiplayer join/drop and leave thing. but even then with about 400 total spells I still run out in dungeons. I don't want to put points in meele (or bows poot :) ). And with those 400 spells it takes days at a campfire to rejuve them... which gets annoying to other player have to camp every ten minutes in game.... Maybe I am over exagerating a bit but It does take longer to walk back to a campsite than it took to run out of spells (except in the one dungeon area that has campfires in several places the elven house)...... Maybe if they were more of them I wouldn't complain, one evey so often in the dungeons like in the eleven house dungeon...
Maybe they will get shrieking star fixed in next patch and maybe it'll rejevuve fast enough to keep a mage casting rather than cowering by himself in a corner, hoping none attacks him...
Why can't they have mana and mana potions?
Hacknshoot
06-24-2005, 09:35 PM
Why can't they have mana and mana potions?
I'm guessing because there's 3 types of spells in most RPGs:
1. The spells that take mana, or the classic ones
2. The spells that use charges, sorta like D&D does, and you can (ironically) recharge both after a rest, but the D&D ones require rest, and not passed time.
or 3. The spells that take from other items to cast, and directly drain from them to wark-no preparation needed.
DL uses all 3(in a way):
Celestial Magic can be either 1 or 2, because it shows charges(2) and mana(1).
Arcane Magic is 2, no matter what.
The only difference between Celestial and Arcane Magics is the fact that Celestial shows the distance to another charge, but
Rune Magic is 3. Quite obviously, it takes Rune Stones to cast.
Nether Magic is an ethereal 3. It takes charges that have to be refilled by actually mixing the items to make the charges, which is an interesting twist to directly draining items.
And, as a reply to the original post, I always found the magic I got to be pretty powerful. If you spend your points right, you can become a REALLY powerful mage.
freshjuice
06-24-2005, 10:29 PM
The problem is that there is no logical way to rest to make the mage usable s a "pure class" until about lvl 10... and even then it's questionable.
Without "in place" resting (such as D&D typically allows) or without about 200+ more campfires in random locations or without recharge items, the mage class is fairly useless.
If they don't fix this in the patch, then any hope for pure mages rests entirely in using a cheat. Sad...
Cleric
06-25-2005, 09:14 PM
My opinion is that they should do the following:
1. Reinstate traditional Mana, Mana Regeneration and Mana potions. With this, you only have to buy a crystal, runes or spellbook once. Nether Magic, would stay the same.
2. Provide a few "Magic Staffs" that channel your magic and allow you to "rapid fire" weakened versions of your class 1, 2 or 3 spells (thinking Arcane here). You'd have to own the spell and it would run off your Mana.
This at least would give pure Mages a chance.
My opinion is that they should do the following:
1. Reinstate traditional Mana, Mana Regeneration and Mana potions. With this, you only have to buy a crystal, runes or spellbook once. Nether Magic, would stay the same.
2. Provide a few "Magic Staffs" that channel your magic and allow you to "rapid fire" weakened versions of your class 1, 2 or 3 spells (thinking Arcane here). You'd have to own the spell and it would run off your Mana.
This at least would give pure Mages a chance.
Yep, thats what i was thinking when i said why can't there be mana and mana potions.