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Mage - do you think they are underpowered?


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#126
candyrehab

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My only problem with mages is abilities cool down, for christ sake, it's took waaaay to long, thus making them useless at dealing damage after casting all the spells.

things I LOVE about mages, the only thing..... I love the design of Champions armor set for mages.......

#127
Capt. Kirrahe

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One place where the mage shone, at least in my experience, was the Arishok duel at the end of act II. I had a really difficult time beating him with my rogue (eventually I dropped the game difficulty down to normal for that fight). With my mage, I whooped him in 15 minutes on my first try, kiting around the room and tossing debuffs and frost/spirit/blood spells at him. In my first playthrough, this guy was easily the toughest fight. In my second, with a mage, it was almost comical.

I guess that's why they chain up the mages on Par Volen.

#128
Aumata

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Why are the enemy mages so damn powerful when compare to the mages you have. I mean I am still afraid of mages when I come into contact. But my mage doesn't feel all that powerful unless I am trashing weak mobs. Which I usually tend to be the one who wipes them out anyway. Though single target mobs are a pain. Cool Downs are long as hell.

#129
Artillis22

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Mods mods mods, if you have the PC version get a mod that reduces cooldowns and your mage will be more enjoyable. If you don't have the PC version learn to live with the game creators mistakes.

#130
Gage123

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 OK, I need your opinions here guys: For mages, do you think they'll be as good as warriors if I increased their damage output by 100% and reduced cooldowns on most spells by 5 sec? 

#131
Atmosfear3

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candyrehab wrote...

My only problem with mages is abilities cool down, for christ sake, it's took waaaay to long, thus making them useless at dealing damage after casting all the spells.

things I LOVE about mages, the only thing..... I love the design of Champions armor set for mages.......


You know you can use the auto-attacks too right? In fact, every class's cooldown durations are just about the same. My mage's staff hits were doing about 150-200 each hit. You must not be putting enough points into magic.

#132
candyrehab

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Atmosfear3 wrote...

candyrehab wrote...

My only problem with mages is abilities cool down, for christ sake, it's took waaaay to long, thus making them useless at dealing damage after casting all the spells.

things I LOVE about mages, the only thing..... I love the design of Champions armor set for mages.......


You know you can use the auto-attacks too right? In fact, every class's cooldown durations are just about the same. My mage's staff hits were doing about 150-200 each hit. You must not be putting enough points into magic.


Yes but rogue and warrior got talent that reduce cooldown let just say by 50% while mages got none. I got no auto attack I play on ps3.....

my mage are lvl 20 equip with fal'din with primeval runes, magic 38, willpower 35 something.... so yeah.....

#133
SuicidalBaby

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lol, sense....make it, please.

#134
BloodyRaw

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SuicidialBaby wrote...

lol, sense....make it, please.


 Dude you're remarks crack me up for real dwarf lol. It's late so the man could be typing with his face so give him a break :D

#135
candyrehab

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I'm not tired, just a little bit drunk....

#136
Chunkor

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szsleepy wrote...

This is just another example of how mages really were not created equal this time around.  For BM to be effective, the mage needs high CON (or requires the Spirit Healer con passive).  This means one of two things.  Either you sacrifice talent points simply to gain the SH passive, or you throw away a primary stat for CON and end up not being able to equip armor or weapons. 


I actually didn't have this issue with my mage. I had all my primary stats leveled to pretty high numbers. I had 51 mag, 50 will, and 46 con, so having low health wasn't necessarily an issue for me. It just didn't make sense to use Blood Magic, when I had more than a large enough mana pool to cast every spell I had in my collection and still be able to cast more after their cooldowns.

I may be alone in this, but Blood Magic seems like a completely worthless spec. If One Foot In lasted for 10s or something and continuously healed you, then I would see some worth out of Blood Magic, but the fact that it's a one-time activated spell that has a 45s cooldown is ridiculous. Blood Slave is also inferior to Walking Bomb because it doesn't have any CCC capabilities.

#137
Graunt

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Chthonic wrote...

With Cross class stuff they are very, very powerful both in combo setup and delivery.

Base damage is lacking, however. It takes more micro/meta to see the full power of the mage, imo, but is very worth it.

Rogue can spike a single target without CCC and do fine. Mages cant. Mages can, however spike 6 targets at once when paired with a 2hand whirlwind Warrior. And then petrify the elite for CC and a 2hand shatter without skipping a beat.

Oh, and Force Mages are amazing Tanks for a lot of fights... they just tank through environmental manipulation. My shield is a black hole, and my armor is time itself...


A Two-Handed Warrior isn't necessary, and on Nightmare are more of a hindrance to a Mage Hawke.  An SnS can give you more staggers than you can burn cooldowns on...with two Mages in the group.  You can also control when they happen for the most part.

2H Reaver Warrior+Vanguard is totally OP, even on Nightmare, you don't
really need tactics with this build, your passive Fenzy and Fervor (200%
damage x health loss+ 30% increase in attack speed per enemy killed) +
sustained Frenzy (another 200% damage) make this almost unstoppable,the
best part is that when you are at 25% or less health you are annihilated
foes the most.


That's not how Blood Frenzy works.  You gain a 1% increase for every 1% away from 100% your health is.  The "200%" is a garbage tooltip that just means you'll be doing up to 200% damage if you're about to die.  It's impossible to get the full 100% benefit though, because you would have to have 0 life.  So if you're at 50% health, you're going to gain 50% damage.

I may be alone in this, but Blood Magic seems like a completely worthless spec. If One Foot In lasted for 10s or something and continuously healed you, then I would see some worth out of Blood Magic,but the fact that it's a one-time activated spell that has a 45s cooldown is ridiculous. Blood Slave is also inferior to Walking Bomb
because it doesn't have any CCC capabilities.


Blood Magic is amazing, especially when you're wearing gear that gives you 7 mana for 1 health and you have 377 life.  Taking the normal 40% heal will give you back 150 health and only cost you 4.2.  You can either heal yourself, or you can use Sacrifice on Aveline if you don't want to pop out of Blood Magic and just heal her back up for more than you took for literally nothing.  You can't regen mana faster with just regen gear.   A Blood Mage has the longest staying power of any of the specs.  Hemorrhage is also the single most powerful area of effect in the game.

It's too bad there's no point in upgrading One Foot, and Blood Slave is complete and utter trash and does not work as advertised.  I've also never even seen an enemy explode after picking up Blood Spatter.  Blood is also not a spec you would take as your first, it's your level 14 secondary.  Walking Bomb is a nice spell for anything below Nightmare, but it pretty much has no use in Nightmare unless you want to spend 3-4 spells off just to kill a few enemies when you could simply double tempest and Hemorrhage them.  It's especially dangerous because if you don't have something rooted with the bomb on them, they will run right towards your group with the intention of blowing you up.

Modifié par Graunt, 20 mars 2011 - 04:47 .


#138
Chunkor

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Graunt wrote...

Blood Magic is amazing, especially when you're wearing gear that gives you 7 mana for 1 health and you have 377 life.  Taking the normal 40% heal will give you back 150 health and only cost you 4.2.  You can either heal yourself, or you can use Sacrifice on Aveline if you don't want to pop out of Blood Magic and just heal her back up for more than you took for literally nothing.  Hemorrhage is also the single most powerful area of effect in the game.

It's too bad there's no point in upgrading One Foot, and Blood Slave is complete and utter trash and does not work as advertised.  I've also never even seen an enemy explode after picking up Blood Spatter.  Blood is also not a spec you would take as your first, it's your level 14 secondary.  Walking Bomb is a nice spell for anything below Nightmare, but it pretty much has no use in Nightmare unless you want to spend 3-4 spells off just to kill a few enemies when you could simply double tempest and Hemorrhage them.  It's especially dangerous because if you don't have something rooted with the bomb on them, they will run right towards your group with the intention of blowing you up.


I can understand people liking Blood Magic. It really is a matter of playstyle. It's just then when it's extremely easy to get 30+ Con and even more than that in Will, I personally don't see the point in Blood Magic.