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Help a Mage is wrecking me.

I tend to agree with @'tarako. Pressure > Endurance. You are immune to (better than saving!) every spell they can't cast because they are fleeing or otherwise on the defense because you are hitting them like a truck.

Pressure doesn't have to be simple damage output...it could be disruption skills, but usually, it is damage. Cue whip lore's immense power in applying both damage and disruption plus the ideal weapon type. Similar situation with exotic lore.

Control the initiative like that and you'll control the battle.

If you can't output enough damage (e.g. against clerics), you'll eventually (or quickly!) lose if the player is good enough. That is the essence of why clerics are so dang strong and effective in PK. It is also the reason that non-giant-sized heavy melees are relatively bad: they trade offense for 'protection' and end up having neither as a result. A strong offense is an exceptional, and cheap, defense.

Of course, it works in reverse too. A dispel causes immense pressure/disruption on the melee and gives the caster the initiative. Who needs blind fighting when they are pin-balling from your flame arrow chasing and trying to put spells back up? Cue herb complaints.

It is easier for a caster to reset encounters/break your saves than it is for you to 'outlast' them with those saves. If they can't break your saves? Reset and try again. If you can't deal enough damage? You will lose. Thus the original emphasize on damage over protection.

Best case, naturally, is to have both. Traditionally easier for casters since their damage requires less eq slots to 'empower', but from the forum, seems to have been very easy for melees to have both in more recent history before the EQ revamp.

Edited

16 hours ago, Chief said:

Magical resistance most definitely reduces the overall damage, its very noticeable with consistent nuking spells. It also reduces the damage on magic noun weapon attacks.

Exactly my point. A dwarf with 15 svspell and a human with 30 svspell for example - flame arrow, the human would take mutilate trough sanc, as to a dwarf would only be hit for a decimate.

But a dwarf hit with jet steam will take mangles and a human will take devastates

1 hour ago, 'tarako said:

But a dwarf hit with jet steam will take mangles and a human will take devastates

Jet Steam got nerfed recently during Medvhaar's time.

It would make sense to do more damage considering it's their vuln and magic resist shouldn't calculate at all.

General spells such as Hellstream, Call lightning, Path of Deceit with semi consistent damage rolls all have noticeable damage reduction thanks to magic resistance.

Edited

3 hours ago, Chief said:

Jet Steam got nerfed recently during Medvhaar's time.

It would make sense to do more damage considering it's their vuln and magic resist shouldn't calculate at all.

General spells such as Hellstream, Call lightning, Path of Deceit with semi consistent damage rolls all have noticeable damage reduction thanks to magic resistance.

I just mean if you compare flame arrow, icicle, and jet steam (all the twice a round invoker vuln spells) vs their vuln races under similar save scenarios, jet steam hits harder.