Time to talk about casters

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hotrat

Guest
Well casters have this nice advantage called ranged damage but as a sacrafice for this they wear weak armor and have the lowest hits in the game.

They also cannot cause any damage while being hit, or being casted on, or being breathed on by a butterfly 2 zones away, but they have ranged damage so its balanced.

They also often suffer from 50% resists instead of 26%(melee) but they have ranged damage so its balanced.

They also suffer from going out of power, tanks end regeneration is far more powerful then caster power regeneration. I take a look at the RA's, Raging Power 10 points needs mcl2, Second Wind 10 points needs aug con 3. About the same cost to recharge using RA's yet tanks never get Second Wind because end regeneration and end potions are much better. BUT casters have RANGED damage so its all balanced.

And finally what I am really get annoyed about is casters have to cast af shields every 15 min. Nothing wrong with that until you die and get rezzed, now a rezzed caster is 10 times weaker than any other class until they cast their af shield and abs buff. BUT casters have ranged damage so its balanced :rolleyes:

I really don't see why casters should be so much weaker than other classes after a rez, and this whole you can do stuff from range just doesn't cut it when we have so many other dis-advantages.

Please someone remind me why its good to play a caster in dark age of tankalot? :)
 
A

arrakeen

Guest
it can be fun 5% of the time, thats why i still play mine... i really should have quittet long time ago :p
 
P

PJS

Guest
Because Mythic says theres nothing wrong with casters because their code is so perfect it should win awards, so all the players are wrong.

We get to do aoe damage once per fight if we're lucky so its only fair we drop like a lead balloon to classes that can do more damage in 1.5 seconds to us than we could do to them in 4 sec IF they stood there like a lemon and let us. MoC isn't optional dont forget. Can't have a caster kill someone more often than once per 30 minutes now can we.

Im a mentalist so its even worse for me, I cant actually use my aoe damage until weve already won otherwise I make most of the enemy unccable for 24 seconds, or weve already lost and its used as a parting 'gift'.

Yeah, fun aint it? From mezzed to dead in less time than a quickcast.

(Mythic prefer zerg battles, that is their dream, unfortunately they are dreaming if they think their client graphics engines can handle that, and casters only "work as intended" in a zerg battle where they have some chance to remain uninterrupted for a few seconds, however most of the players prefer to fight in smaller numbers and therefore sans casters)


hotrat I know just how you feel :)
 
S

schinkaar

Guest
because albs need sorcs, so ud better keep goin out mezzing otherwise your realm will suffer :). Really admire that you can keep on playing the most frustrating class in the game tho, im sure your realmmates do aswell. /salute
 
J

Jergiot

Guest
hey lets post the obvious things over and over again! ^^
 
V

Vidfamne

Guest
Originally posted by hotrat

Please someone remind me why its good to play a caster in dark age of tankalot? :)


I dont knwo why you started playing it.....

/edit sorry i can read
 
B

BidAccount

Guest
"They also often suffer from 50% resists instead of 26%(melee) but they have ranged damage so its balanced."

That isn't strictly true. Nukes bypass all armour wheras melee damage is reduced by absorb (10-34%), AF, absorb buffs etc.

It is also completely negated by parry, block, evade and bladeturn.

The day nukes are reduced by the above you get my sympathy.
 
O

old.Moriaana

Guest
I agree with Censi. Give casters ranged damage. Its one thing to have a ranged attack, but how about one that does damage?

Or do people prefer it if the Eldritches 'Spells Of Great Destructive Power' are preceded by someone yelling 'LIGHTNING BOLT!!!!1111' and the only thing they destroy is the casters power pool :D
 
P

piggeman

Guest
Imo, give all casters some sort of insta DMG (see BD) :)
 
D

Divinia

Guest
Originally posted by Jergiot
hey lets post the obvious things over and over again! ^^

havent seen any div is gay thread in a v long time now ><
 
H

hotrat

Guest
That isn't strictly true. Nukes bypass all armour wheras melee damage is reduced by absorb (10-34%), AF, absorb buffs etc.

It is also completely negated by parry, block, evade and bladeturn.

The day nukes are reduced by the above you get my sympathy
Well as for parry block evade bladeturn missing, casters do get resists you know, but its a good point. However if a tank is going for a caster you wont be parried, blocked or evaded, and might miss the first hit cus of bt but hardly a major problem. In fact most of the things you mention only apply when fighting other tanks.

Good first point, maybe instead of adding resist buffs they should have made af and abs effect nuke damage.
 
O

Olgark

Guest
Sorry no sympathy here. I play a level 34 runemaster and he does very good damage. And if faced in hand to hand with a melee opponet I expect to die. All spellcasters are easy prey to the melee classes.

Your best bet is to stay out of combat and look for the small individual fights that go on in RvR during the zerg. And after firing off a spell or two move to another location or you can be damed sure that a archer will lock onto you and start to make you look like his mums pin cushion.
 
H

hercules-df

Guest
tank sprints at wiz from bolt range, wiz bolts, dds, dds dds wizard is dead, tank still has 80% hp left. they should admit casters cant do squat in open rvr and let us teleport about the realms keeps and milegates and add some fucking defendable outposts for us to camp in!

FUCK YOU MYTHIC!
 
W

Whisperess

Guest
Originally posted by Olgark
Sorry no sympathy here. I play a level 34 runemaster and he does very good damage. And if faced in hand to hand with a melee opponet I expect to die. All spellcasters are easy prey to the melee classes.

Your best bet is to stay out of combat and look for the small individual fights that go on in RvR during the zerg. And after firing off a spell or two move to another location or you can be damed sure that a archer will lock onto you and start to make you look like his mums pin cushion.
Come back when you've played your runie to RR5+ and tell us just how awesome he is in RvR.

Please don't base class-balance issues using the BG's as viewpoint.
 
S

Shaki/Aeis

Guest
Originally posted by Olgark
Sorry no sympathy here. I play a level 34 runemaster and he does very good damage. And if faced in hand to hand with a melee opponet I expect to die. All spellcasters are easy prey to the melee classes.

Your best bet is to stay out of combat and look for the small individual fights that go on in RvR during the zerg. And after firing off a spell or two move to another location or you can be damed sure that a archer will lock onto you and start to make you look like his mums pin cushion.

lol...
 
R

-RG-Jaond

Guest
Originally posted by hotrat
Please someone remind me why its good to play a caster in dark age of tankalot? :)

casters have ranged damage so its balanced ;)
 
V

vortimer

Guest
Originally posted by Olgark
Sorry no sympathy here. I play a level 34 runemaster and he does very good damage. And if faced in hand to hand with a melee opponet I expect to die. All spellcasters are easy prey to the melee classes.

Your best bet is to stay out of combat and look for the small individual fights that go on in RvR during the zerg. And after firing off a spell or two move to another location or you can be damed sure that a archer will lock onto you and start to make you look like his mums pin cushion.
:rolleyes:
 
N

-Nuked-

Guest
Originally posted by Olgark
Sorry no sympathy here. I play a level 34 runemaster

Your best bet is to stay out of combat and look for the small individual fights

:rolleyes: why didnt i think of that! maybe us casters should all go solo hmg/amg odins with our stealth
 
F

Flimgoblin

Guest
half the problem is resists - the top-end of the gank groups is out of hand.

the other half is lack of variety in RvR - if there was more to gaining RP than running around emain or odins in 1fg then both hybrids and casters would have a lot more viability.

Currently you only need to set a group up for one situation - there's no time you're going to go "hrm we need more spellcasting power now" and if you do - you can just go back to the tk to get it.
 
R

Rg.Roller

Guest
imo casters defensive side only needs taking alook at rather than their offensive damage output. Some sort of procing root or insta is in order perhaps
 
I

Ithurts

Guest
Hmm for rvr maybe it would be good to reducue dmg on nukes but make them uniteruptable and with ok hp and ok armor.
Like AC2 maybe? :)

So if a tank rushes a caster from range they should be equal imo like 50-50 to win against eachother, maybe this would make it better.

But casters CAN do great dmg in rvr thats mostly why they wont get any other stuff to make em better i think.
 
I

iluvatur

Guest
lol yeh... i once played a lvl 18 wizard .. he could like nuke blue/yellow con before they even got to him .. my advice is to wait for people stood still with low HP, low resists and nuke them from full range .. KK!?
 
I

iluvatur

Guest
And no .. if tank engages caster within max range .. then tank has advantage... if caster gets someone in max range .. tank should die without heals.
 
Q

Qte Eth

Guest
main problem is that damage of spells havent been changed from the begin of game and the resists got slowly from <20 to 50-60-100 in some cases ,resulting as huge damage reduce while melee resists stood the same 26 max+racial (almost )
aswell we got more great weapons while spells stood the same,and another problem is that after several casts mage is oom that takex max 30 sec or so, while a tank can spam styles with end regen like forever, and takes few secs to get full end..
and ofcourse being unable to interrupt tank from dealing damage and having 1000+1 ways to interrupt caster also doesnt results good for mages..And no acuity base buff ingame for some reasons too..
i think solution should be either caping resists at 50 in Worst case and perhaps 40 - more usual ,or increasing base damage of spells by > 30%
well some changes in 1.65 so they think abit about casters too..
 

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