Jump to content

mage extinction


Sandbox

Recommended Posts

  • Replies 53
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

I think the main issue is the fact that balance has shifted towards the benefit of melees.

Small changes like the addition of ranged combat, better sanctuary, feral fury, herbs, rangers revamp, Blademasters, had an profound impact in the mage balance.

As the melees and their items evolved, Mages remained the same.

Herbs introduced many new advantages for melees, but scrolls/wands/staves hardly changed.

With the exception of the relaxation of flight consumables.

Link to comment
Share on other sites

I think the main issue is the fact that balance has shifted towards the benefit of melees.

Small changes like the addition of ranged combat, better sanctuary, feral fury, herbs, rangers revamp, Blademasters, had an profound impact in the mage balance.

As the melees and their items evolved, Mages remained the same.

Herbs introduced many new advantages for melees, but scrolls/wands/staves hardly changed.

With the exception of the relaxation of flight consumables.

I disagree with you here, Mya. Before we had the herbs there were all of three vial locations in the realms plus a potion and pill (counting out renewable sources). Pills that gave sanctuary were taken away from the shops. Vials are low lvl, the pill is moderate and the potion high level. This left pure melee's at the mercy of dispel magic - a LOT. With the herbs there is now a higher level sanctuary for everyone with a drawback. A nice trade. There is also another item that has some risk to get.

IMHO, what has really helped melee's is players (like you Mya) who have dedicated their time to working out (what I consider to be) lame ways to solo high level areas. Personally I believe these areas should inspire caution and/or fear into lvl 50s. Some of these have been corrected lately. I have some other ideas for 'correcting' more of these areas so the solo artists turn into mob death artists.

Lytholm.

Link to comment
Share on other sites

I disagree with you here, Mya. Before we had the herbs there were all of three vial locations in the realms plus a potion and pill (counting out renewable sources). Pills that gave sanctuary were taken away from the shops. Vials are low lvl, the pill is moderate and the potion high level. This left pure melee's at the mercy of dispel magic - a LOT. With the herbs there is now a higher level sanctuary for everyone with a drawback. A nice trade. There is also another item that has some risk to get.

IMHO, what has really helped melee's is players (like you Mya) who have dedicated their time to working out (what I consider to be) lame ways to solo high level areas. Personally I believe these areas should inspire caution and/or fear into lvl 50s. Some of these have been corrected lately. I have some other ideas for 'correcting' more of these areas so the solo artists turn into mob death artists.

Lytholm.

nice maybe i can get someone to teach me some of these areas now that they can't solo.

Link to comment
Share on other sites

IMHO, what has really helped melee's is players (like you Mya) who have dedicated their time to working out (what I consider to be) lame ways to solo high level areas.

Lytholm.

Players do what the game skills allow them to.

Like Rangers using arrows to sleep trains of mobs.

Teleporting in to Order. The fault of which lays as the hands of IMM's (like you Lytholm) :P.

Or that potion, Class/Qrace spell.

I have zero problems with this. If you are smart enough to figure how to do this and have the patience for it, good for you.

If you take 30 min to get a banner alone or 10 with 3 Cabal mates is indifferent for me.

If it took you 2 hours to solo magic, just to get that nice thing, then good. I shall sacing it if i do kill you.

What i do not like, is imbalanced items. Like the L56 Haste, the Healing gear or the Ring of Abyss. Things that shift the scale so much should not exist.

Some of you may think this are cool end game toys, but they just ruin the game.

End game toys should be things like Malforms that you actively slowly work on.

Still i do not see the relation of mage extinction and gear availability.

Link to comment
Share on other sites

nice maybe i can get someone to teach me some of these areas now that they can't solo.

Do what I did on my morts when I was learning areas - bother every lvl 50 you can see to go on an 'eq trip' :-) Sooner or later you'll get a group together then just make sure you're logging the entire thing ;-)

Lytholm.

Link to comment
Share on other sites

Do what I did on my morts when I was learning areas - bother every lvl 50 you can see to go on an 'eq trip' :-) Sooner or later you'll get a group together then just make sure you're logging the entire thing ;-)

Lytholm.

Follow this Sandbox. That is how i learned to do Gear.

Still amazes me how people can solo the third gauntlet.

Link to comment
Share on other sites

PS: If you are doing corrections, check "Spell Turning".

Some mobs just plain ignore your spell turning shield. It's quite ... like cheating.

Like the Unholy Priestess.

I'm all for making area's tougher not making clerics lives easier :P I'll be sure to see if ALL mobs can go through spell turning :P:D

Cheers,

Lytholm.

Link to comment
Share on other sites

can honestly say i'm going for class number 2 since comeback that i haven't played, the first one i'd pinned before had bad selections, but was one of my most fun characters, this one i've never had or seen the skills list even in a long time. wish me luck i'm sure i'll die a ton :(

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...