[quote]Versatility is a quirk that can be overpowered, used correctly.[/quote]
Only if you plan to solo the game. The point of focus is that if everyone does his or her own job well, the effect is greater than 1 + 1. That's the basis of teamwork and has existed since the first RPG.
[quote]You say that you think Arcane Warrior and Shapeshifter are "useless" because they lack focus. Tell me, does your Blood Mage still carry around a "tanker" for his party?[/quote]
Yes, yes he does. With the new Arcane Shield upgrade, it is so hard to drop a Mage. Not to mention even if I somehow didn't get that, why would I need to tank ever? I am the CC / Nuker Mage, I don't tank, I shutdown enemies and deal massive amount of damage. The Warrior Tank would be the one doing that because he can hold and manage aggro better than anyone else.
[quote]Because Shapeshifters and Arcane Warriors don't need one, they can pick a full offensive party if they want, throwing caution to the winds because their versatility allows them to do so. +1 Arcane Warrior/Shapeshifter.[/quote]
Sure, they don't "need" one, but they also can't out DPS and out CC a pure caster Mage. Jack of all trades, master of none.
[quote]You brag about your mages being powerful at doing AoE damage, and yet from what I've seen your builds take a lot of disables.[/quote]
Because like I said, you only need a few spells to end a fight. Blood Wound, Keeper spells, and Draining Aura is about every damage spells you need. Using Blood Wound and Draining Aura itself instantly wipes the room in a matter of seconds. What's the point of getting more spells that I'll never use? As for CC, the more you have, the better. This is because all spells have reduced effects on bosses, thus getting more CC can keep the boss shutdown even longer. With the additional of Time Spiral, there is no reason why you can't keep the boss CC'd for at least the majority of the fight.
[quote]Shapeshifters do not need to hold back in terms of nuking and can pick a purely offensive spell selection, give or take a few heals, because they can deal with all the threat their offensive spells can cause and survive being mobbed far more efficiently than a Bloodmage walking around with Blood Magic on.[/quote]
I have no idea where you get the notion that I have to hold back on offense. I
never hold back on offense. You must be building your tank wrong if you pull aggro that easily. Also, like I said, monsters die within
seconds. Aggro is a none issue. Not to mention you have HEAVY CC to deal with anything that gets past the tank. And only a fail Blood Mage walks around with Blood Magic on. It's there to use Blood Wound and you turn it off immediately afterward.
[quote]Friendly fire is less an issue when your mage can enter a fight head on and begin nuking immediately.[/quote]
It is when you need to use it in the middle of a fight. Monsters don't all pour in at once, and fighting off a wave when another wave jumps on your tank is a moment when you need to use your spells. Friendly fire prevents you from doing that unless you are willing to damage your tank. Spells like Cone of Cold you can move and position yourself so you don't hit your NPCs, but certain spells, like Fireball, will most likely hit your NPCs.
[quote]A Shapeshifter is actually at its strongest with maxed spellpower, but unlike a Blood Mage it doesn't need disables beyond what Primal already has. And for the record, good Shapeshifters never change forms unless needed. +1 Shapeshifter[/quote]
No, you need Strength to boost your melee damage, not to mention the form damage is based on your weapon, which means to deal more damage, you want to get something other than a staff. If you pump enough points into Strength, that's not an issue.
However, if not, then you'll need Arcane Warrior to back that up. *Nevermind, I just remember you can't even use sustainables in shapeshifting form. This is even worse. This means you lose out in terms of Spellpower, which means your nuke deal LESS damage and your spells are more likely to be resisted. Again, this is what happen when you don't specialize.
[quote]Can your mage reliably do an extra 500+ damage to a boss while disabling it 6-8 seconds, or do you just stand there spamming disables that barely last long?[/quote]
Petrify lasts 20 seconds, and on bosses, that may be reduced to 4-5 seconds. Glyph of Paralysis lasts just as long. Cone of Cold lasts at least 2-3 seconds on bosses. Sleep lasts quite a long time too. That's just a few CC spells you can get. Because you were always forced to put points into Strength, your Spellpower is not high, thus CC spells seem weak to you.
And you know how I deal more damage than you? Here is how. I CC the boss, and the boss stays CC'd for at least 70% of the fight. Spells such as Winter's Grasp and Arcane Bolt deals very good single damage, not to mention Keeper spells that deal rediculous amount of damage. That alone both
out-DPS and out-CC your character. With a DW Backstab Rogue in the party, the Rogue gets free backstabs twice every second. A well-built DW Backstab Rogue can deal around
150 in Origins, and at least
200 or even more in Awakening. 2 seconds in the fight, I am already out-DPSing what you are doing in 6-8 seconds, not to mention my Mage is free to cast other spells and the boss will be CC'd for the
ENTIRE FIGHT, not just when you can Overwhelm twice.
[quote]Does your mage have friendly AoE options even after he runs out of mana and pots are in cooldown, or do you just auto-attack?[/quote]
What Mage are you playing? I never run out of Mana, and I never put a single point into Willpower. I never need to chuck potions either. Blood Wound alone takes care most of the fight in the game, and against a boss, you should equip certain spells like Mana Drain and Spellbloom. In addition, you should have a dedicated healer/buffer who can Rejuvenate you.
Let's pretend I don't have all of that, I still don't see how you can't mitigate with potion chucking.
[quote]What do you do when enemy casters resist Mana Clash?[/quote]
Are you kidding me?
Bosses don't even resist my Mana Clash. 250 Spellpower is almost impossible to resist. For the sake of argument, let's suppose an enemy caster does resist my Mana Clash. Well, he's probably going to get CC'd from my numerous CC spells anyway, I don't see the problem. Just tell your Rogue to attack him first and he'll drop with a backstab or two.
[quote]Do you still take time to create setups with your warrior or do emergency aggro management for your mage? Shapeshifters (Awakening-wise anyway) don't need to. +1 Shapeshifter.[/quote]
You built your Warrior tank wrong then, because I never aggro manage. I throw spells as fast as they cooldown, and as much as I need. Getting "I'm Kind of a Big Deal" without actually dying once is not hard.
And why would I need to setup anything with my Warrior? All he has to do is spam damage talents every time it cooldowns, and Taunt whenever a monster is attacking someone else. Turn all sustainables on, monsters are all either focused on him or CC'd.
[quote]Arcane Warriors are very difficult to kill.[/quote]
A Warrior tank is even harder to kill, especially one with a Mage in the party that CC everything so they don't even get to attack most of the time.
[quote]Considering that in Awakening all the other classes have now attained some means of possibly outdamaging a mage, even AoE-wise[/quote]
I would like to see someone out-AOE DPS a caster Mage in Awakening. Keeper skills alone will win, not to mention Battlemage and Blood Mage.
[quote]he is basically the mage best suited for optimizing his party's strengths (affliction hex + spirit warrior? haste + rogues? constant miasma? constant aura/field use, etc).[/quote]
CC/Nuker Mage should take care of Affliction. Healer/Buff Mage should take care of Haste. However, Haste is bad because the Rogue is already running Momentum. Miasma is a great spell, but I've got better spells to spend my talent points and Mana on.
[quote]He'll remain a sub-standard mage himself but point is that party-wise, DPS potential goes up.[/quote]
Wrong, nothing ever outDPS a DW Backstab Rogue. Constant backstab thanks to heavy CC makes party damage go up. Not to mention now you can actually deal rediculous damage while you CC.
[quote]You can argue that a non-AW mage can take these spells for himself, but the Arcane Warrior can control the battlefield
without actually worrying that he could possibly die. +2 Arcane Warrior[/quote]
And so can my Mage. I don't know how you built a caster Mage, but you are doing it wrong. Glyph of Repulsion alone makes you almost impossible to even touch. Mind Blast is great for emergencies, and CCing enemies actually mean you go out and keep enemies CC'd. If you are playing a CC Mage and your enemies are getting plenty of opportunities to be hitting on you, then
you are not playing your character right.
Modifié par AuraofMana, 20 mars 2010 - 05:50 .