Mages nerfed 1on1?

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old.Zanaa

Guest
Can't help to be worried

With new reductions to stun/mez length from resistances, plus the determination ability, it looks to me like most enemies with their high epic resists and available resist buffs will have stun length reduced by huge numbers - you can have 50% resist plus 15%/level determination....if i understand it right this means they can have stunlength reduced to almost 0, or is there a highest reduction?

Will this force all mages who wanna take on a high rp tank (who will probably have the usable-in-combat instaheal whatever its called also) to get Mastery of concentration or have 0% chance of winning fight? Problem is that MoC is on 30min timer, there is a severe lack of passive skills for mages to counter these RAs in any effective way.
 
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old.lewstherin

Guest
Imo its no more than right? Before the patch most of tanks life went to being mezzed,stuned,snared this patch really makes tanks usefull in rvr and wanted by casters for protection.
 
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foolou

Guest
I dunno how a tank could 'protect' a mage in rvr ... the enemy tanks just run to the mages and there's not much you can do about that as tank.

Except interception maybe ...
 
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old.Tzeentch

Guest
Stun is a useful tool, and you should not have such a weak spec as a caster, that without it, you will die constantly.
 
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old.Takahome

Guest
2 RAs called...

Trip Active 15 min. 10 0 0 0 0 N/A N/A Point-blank radius snare that reduces the movement of all enemies in the area by 30% for 12 seconds.

Grapple Active 30 min. 14 0 0 0 0 Trip 1 Point-blank radius root that immobilizes the movement of all enemies in the area for 12 seconds.

Nova showed m it, interesting, that´s the only way a tank can stop various tanks, abeit high cost but somehow useful.

Casters got worth life unless u spec V high with realm abilities, that makes all the differences, atm all tanks r aiming FA2 IP PURGE, and they got few rps left... 33 = r4l3, can´t really got far with determination, even nova can have all above and determination 3 as most, and that´s without any augmented stats and all.
 
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old.Zanaa

Guest
That is not true, we mages usually died first and most even before patch, countless times ive been rushed and put face down and then watched tanks finish battle. You probably go for enemy casters first yourself, isn't that so? Tanks very rarely protect me, they rush forward with speed to go for their mages and are nowhere near me where I stand behind and cast spells.

The function of mages is said to be tank killers, I already got archers, backstabbers, minstrels and boltmages who own me most of the time. If it will be as im afraid it will, I will be reduced to someone who has to overkill or hide in a zerg to survive a fight now and then - as the chances of running away due to stupid speedchants is criminally low in this game and I probably won't be able to hinder the movement of enemy tanks enough to kill them with my current spec(35/36).

but then - maybe lots of tanks will skip determination, purge, ignore pain and stun/mez resists *coug*.
 
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old.Takahome

Guest
Casters got a bad life, but take some shield tanks with u, they help a lot, slam rulez.

Nah, just don´t rush to enemies unless ya in a zerg, we r always the first to die hehe :/

Oh btw it also helps to have some IDLE caster, it helps greatly when a minstrel pops up or an archer´s shooting, nearsight to interrupt and mez or stun+kill, or if there´s an assasin. I´ve found it V useful to stop charging enemies or casters by stand back and not the first to eat mez/hits/PAs/arrows.
 
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old.Niljindil

Guest
Heres a proof on why casters die first.

Today, we put a guild group together to go and run around a bit in emain. We were 7 ppl i believe.

When we come to bowl we spot a group of albs(8 of them) the first thing i do is mez all the casters(one of them could be a sorc, and a sorc that can move = dead hibs :p). Wanna know what happened next? when our melee ppl started meleeing, that elf chick named Niljindil started running and shouted.

AAAH!!

and

THEY ARE AFTER ME!!!

What happened was that 4!! i repeat 4!! Highlanders(pallys and armsmen) started chasing me, and they WOULD NOT LET GO!!!

At last, i ran out of end, and while the other ppl were trying to kill them, it wasnt enough, i died.

Thats the life of a mage tho, running around waving our arms in a "kill me please! im soft and im RPs!!" kind of way.
 
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Novamir

Guest
Trip and grapple are teh sux =/ trip has a TINY radius and snare lasts like 15sec... grapple slightly bigger but root only about 20sec also
 
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old.Zanaa

Guest
We Need Firbolg bunkers to hide in....but they always step aside when u try to hide in them :( Perhaps some /cover command that makes u stick inside someone P
 
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Brennik

Guest
Force Trisk and Arya to play more and I'll come along too, let's see how much you die then :)
 
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old.Icebreaker

Guest
Just get a Shield Hero Pet ;)



-----------------------------------------------
Icebreaker <Celtic Fist>
 
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old.Tzeentch

Guest
The reuduction to length for mez and stun doesn't hurt me I think, if anything, I'm happy to now have less time spent under mezz/stun.

Again, stun is a tool, it is not so critical to hib casters, that with a reduction in length, it renders us completley useless.

Bear in mind, things like IP, Purge, etc, are on timers, they cannot be cast at will, so for a lot of encounters, you will probably follow the same method as before, with the sole difference of probably having to hit more, and the enemy breaking stun faster.

I find it funny that people think that getting hit by one DoT for over 200 a tick for 6 ticks, and another for about 300, means it is a good idea to charge ahead. lol
 

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