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Individual Class Discussion >> Mage Class Discussion >> New Abilities.
(Message started by: Eternyte on 01/25/03 at 18:32:28)

Title: New Abilities.
Post by Eternyte on 01/25/03 at 18:32:28
Mages need to have something extra.

Mana should should be increased slightly, other classes are doing too much damage to them.

Fizzle rates seems to be a little to much. Have experienced rounds of 5 fizzles. Shouldnt happen at level 30.

Aura of Protection is good, no problems there at all.

Devastate needs to be made widely available. It has been within the game for a long time, yet no area has become available.

Title: Re: New Abilities.
Post by Beaner on 01/26/03 at 01:16:58
Yah devestate would be nice  ;) But i also think there should be a decrease in mana cost for spells. Whens the last time a mage has won a mosh? Because of the cost of mana..
Clerics use to eat the mana with holy heal, now with divine restoration it only uses 7 mp. Yet a beam uses 16... It'd be nice to see some sort of drop in mana consumption.

Title: Re: New Abilities.
Post by Mammon on 01/26/03 at 14:24:31
Yeah I agree mana costs for spells is way too much for a mage, and they have too little I'd like to see a decrease in mana useage and a slight mana increase would be nice as well, because they can't last anywhere long without running out of mana.

Title: Re: New Abilities.
Post by Silverwizard on 01/26/03 at 15:11:56
I agree with all of this it is all great ideas. Mages are hard to lvl cause we run out of mana and have to run.

Title: Re: New Abilities.
Post by Stigmata on 01/26/03 at 23:59:56
One of the smartest things staff did was giving devastate to just one person as a questy, making it available at a boss would really make mages too powerful.

Title: Re: New Abilities.
Post by Devastation on 01/27/03 at 00:14:03
Who has Devastate?

Title: Re: New Abilities.
Post by Sin on 01/27/03 at 03:23:43
Old_Fart

Title: Re: New Abilities.
Post by Stotic on 01/27/03 at 04:09:35

on 01/26/03 at 23:59:56, Stigmata wrote:
One of the smartest things staff did was giving devastate to just one person as a questy, making it available at a boss would really make mages too powerful.


Not when they don't constantly do that.

Title: Re: New Abilities.
Post by PopTart on 01/27/03 at 05:56:04
I’m not trying to turn this topic into a flame-for-all but it was nothing close to a questie, lol. Pandilex dropped the scroll Anarchy picked it up and sold it to John for one million gold.

Title: Re: New Abilities.
Post by Oblivion on 01/27/03 at 18:53:34
I agree with stotic.
They should drop one time things more often..
Maybe even drop them somewhere in a forest or something..

Title: Re: New Abilities.
Post by sugah on 01/28/03 at 02:12:12
As many have stated no one class should rule the others. As being the only character with devastate I assure you mages with devastate will rule all other classes with no problems what so ever. Yes clerics will always be able to out heal, but they can be beatin, personally this is when i find a silver staff quite usefull. Mages don't always have to fight with just magic. Thieves are more of a toss up. I have won the majority of duels against them mainly because aura prevents enough assassinate damage to not be one clicked(dwarfs are an exception). Sometimes thieves do get lucky right away, if they do oh well, but I'd bet money that you take a mage with devastate and an average thief and duel them 50 times....mage will come out on top....

Title: Re: New Abilities.
Post by AlliedAssault on 02/19/03 at 16:23:21
Something that seems to bother me about this whole thing saying that devestate would make mages rule all other classes is this. I dont know how many people lately have looked at how many lvl 30 mages there are. There arent many. Devestate was a spell that only could be use by level 30 mages not lvl 29s or lower. This i feel would be kind of an award for a mage. They are tough to train and really is the only thing that a lvl 30 mage would be capable of having.
Fighters,Paladins,and Beserkers-Blade of Time
Theives-Emerald Dagger
Rangers- Nothing
Clerics- Nothing
Druid-Nothing

Those items are tough to obtain however they are obtainable.

Title: Re: New Abilities.
Post by sugah on 02/19/03 at 17:36:28
Actually, there are quite a few lvl 30 mages, and more reach lvl 30 each day. Trust me, having the majority of mages with devastate...rofl...mages would rule all of nightmist. Only Clerics(and palis if their aid isnt reduced) stand a chance in defeating a mage consistantly. Yes thiefs do get theyre chance, but better hope they one click em cause if not they gettin rounded. Even with Clerics and palis able to heal, mages can attack with silver staffs, and cobalt staffs....they do not have to rely on magic only, they can be beaten.

Title: Re: New Abilities.
Post by AlliedAssault on 02/19/03 at 19:54:47
i see what your saying but have you ever tried to pk a lvl 30 fighter with a silver staff? Mages are set to rely on their magc regardless of how you put it. You said there are more arch mages each day and thats all fine a good but out of all the arch fighters how many have a Blade of Time. See what im saying?

Title: Re: New Abilities.
Post by sugah on 02/19/03 at 20:07:58
lol if fighting a fighter id devastate(beam for you rookies) the hell out of it. only reason a staff would come into play is when dueling clerics/palidans, as they can out heal you. A clever person will be able to still win, takes great patience and timing, and tactics. Outsmart your opponent. You know the only way to beat a mage with a cleric is to out heal until they run out of magic. Find a way to get the cleric out of magic first. No need in using spells taking up massive amounts of magic if theyre just gonna use 8 to heal themselves with. Be tricky, attack with staff, shock, flame, etc, use everything you have to keep them off gaurd. Afterall they have to attack you at some point, timing is everything.

Title: Re: New Abilities.
Post by Silverwizard on 02/20/03 at 00:47:57
Yeah use my 11 str to kill some 1...

Title: Re: New Abilities.
Post by AlliedAssault on 02/20/03 at 03:39:32
I agree with silver. The mage is not a weapon combat fighter.If you ever train one you would know.

Title: Re: New Abilities.
Post by sugah on 02/20/03 at 06:43:07
thats why your mage should have a higher str...so in the event you do have to fight a healing class you can better fight it.

Title: Re: New Abilities.
Post by Silverwizard on 02/20/03 at 21:00:07
You see I did not know that rolling my first crit I based it on DND where 11 str is not a bad thing it is acctually above average (10).

Title: Re: New Abilities.
Post by King_Macros on 02/22/03 at 10:19:39
i have 2 mages, 1st 17 20 20 18 18 18 and 2nd 17 21 20 18 19 18, those both are fun :). ive always told people mages need str, but i guess im not cool enough to be listened to :(

Title: Re: New Abilities.
Post by Blade on 02/22/03 at 11:06:13
No your not.

Title: Re: New Abilities.
Post by Silverwizard on 02/22/03 at 16:08:45
Mages need str but not at the expence of wis and intel.

Title: Re: New Abilities.
Post by King_Macros on 02/25/03 at 16:44:19
it doesnt have to be, if your patient, youll get a good roll. ive never had problems with rolling my mages, alkways get really good stats

Title: Re: New Abilities.
Post by Silverwizard on 02/25/03 at 18:42:50
Yes that is true but why can a fighter hit hit hit using only str and not lose mana but the mage has to hit crappily using str and not losing mana or hit well using mana and intel see a balance issue?

Title: Re: New Abilities.
Post by AlliedAssault on 03/04/03 at 16:55:54
Someone hgas said before when you roll a mage good str should be considered. From my experience with 2 arch mages one with 17 str and one with 12 str they both hit identical. Actually the one with 12 str hits more often too. I have heard it before and thought of it before. Mages should have some sort of spell available at lvl 29+ where you can use all 5 stamina to restore your mana. This leaves you open to be attacked for 10-15 seconds, so it isnt giving you an advantage.

Title: Re: New Abilities.
Post by Silverwizard on 03/04/03 at 18:32:18
That could work very well I think that JLH (or Pandi) should look at this.

Title: Re: New Abilities.
Post by Glenn_2090 on 03/06/03 at 15:05:32
its not really a question about abilities but when does a mage get a second stamina???

Title: Re: New Abilities.
Post by Lyandor on 03/06/03 at 16:41:13
Level 10.

Title: Re: New Abilities.
Post by Dwaerkyn on 04/05/03 at 19:19:14

on 01/26/03 at 01:16:58, Beaner wrote:
Yah devestate would be nice  ;) But i also think there should be a decrease in mana cost for spells. Whens the last time a mage has won a mosh? Because of the cost of mana..
Clerics use to eat the mana with holy heal, now with divine restoration it only uses 7 mp. Yet a beam uses 16... It'd be nice to see some sort of drop in mana consumption.


A month ago a level 20 mage won a 1-20 mosh.  Mages rock at level 20.

Title: Re: New Abilities.
Post by Drizzt on 04/05/03 at 20:22:39
Mages would get slaughtered in a 1-20 mosh...

Title: Re: New Abilities.
Post by wonderful_nightmare on 04/05/03 at 20:42:24

on 01/27/03 at 18:53:34, Oblivion wrote:
I agree with stotic.
They should drop one time things more often..
Maybe even drop them somewhere in a forest or something..


ok i havn't read all post but this is only gonna work when they are dropped at random places cuz staff at allways on the same place and talking to the same ppl.

Title: Re: New Abilities.
Post by Mip on 04/07/03 at 23:50:24
wow you guys are overthinking this way too much...
why would you have to put in devastate if you could just make beam stronger? :P

On another note, mages really need more mana. I think it is just insane how a berserker will have more hp than a mage will have mana. I mean, I wouldn't be so upset if a mages mana and a berserkers hp/mana were about the same...but the difference is so vast.. :(

P.S.   that thing about using shock/flame/blast to get a cleric to use up all their mana first is pure genious! i would have never thought of that  :-[



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