Magician Pet Survivability - Rampage Mobs

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Farine
Posts: 98

Re: Magician Pet Survivability - Rampage Mobs

Post#21 » Sun Nov 29, 2009 7:53 pm

Agreed, and its been that way on almost all eqemu servers, casters just never seem to do the dps as melee do cuz upgrading weps is easy but for casters their spells dont get much of an upgrade...
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Xebnok
Posts: 57

Re: Magician Pet Survivability - Rampage Mobs

Post#22 » Sun Nov 29, 2009 8:13 pm

This is kinda what I was talking about with the wizard donator too.

Giving a caster a what seems like crazy nuking ability will equal itself out in the end prolly.


Regardless, back to mage pets.
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Milein
Posts: 143

Re: Magician Pet Survivability - Rampage Mobs

Post#23 » Sun Nov 29, 2009 9:57 pm

Casters kind of got the shaft on a lot of Emu servers because everyone can understand how to make melee better but it's difficult to increase a caster's power even with adding spells. As for the other 3 (nec,wiz,enc) i'm not going to be much use. But the Mage is what i excel at. I've already said it but i'll say it again, and i hate to toot my own horn but, i have mastered this class. Plus i'm the only live main mage to my knowledge on this server. I try to post because i have years of experience and research behind me and i LOVE this server so i want to use my knowledge to make my class as good as possible not just for me but anyone else that joins and rolls a mage.

I'm not trying to sound mean right now i'm really not, it's just that when i post i get this feeling from some people that they think i'm trying to over power my class and i'm not. I don't shoot stuff out of my ass like that, i keep my suggestions balanced. There is a ton of things that mages need atm that i try to address when possible. For example /pet focus and /pet no cast still need to be fixed, mages need a form of AA that allows them to make crit heals (probably 5 ranks for 5 points each, which incidentally would be a step forward to fixing this rampage problem), mages need AAs that increase the damage done by spell crits (i would say 5 ranks again for probably 6-7 points per rank), the ToV mage pants need fixed (whatever the clicky is it's showing up as unknown to SoF clients and on the allaclone and not showing up at all to Titanium clients and the focus effect that is there is 90% useless because by the time we get to ToV we have our 1.5 which is our best pet and an instant cast and we only summon our other pet's once in a blue moon.), it would also be nice to see a couple more ranks of pet flurry, crit chance, HP and mitigation (probably 5 more ranks each for 10-15 points per rank to balance it out)

I can see why some people might see this as over powering but a mage is meant to be dps and it's not that much of a dps class on the emu. Granted it's not supposed to be a match to wizzies, rogues, zerkers or anything like that which are designed as a straight forward dps class but they aren't even close atm and do deserve a slight boost. As for the pets, again mage pets are supposed to be on par with live players. If a mage pet becomes as powerful as a raid geared tank THATS over powered but they were designed to be on par with group geared players, thats how we solo, thats how we dps, thats the defining point of our class. Mages are honestly nothing more than a gimp as hell wizzy that can summon people from one place to another (and with all/all items with CoTH clickies we're even losing that job to an extent) and able to conjure a beastly awe inspiring pet.

In short, i'm not trying to over power my class. If i wanted over powered i would go to the stupid server with the 255 level cap that lets you hit for 50k max no crit. But i don't, i'm simply speaking up for my class seeing as i'm the only one here that plays one as a main. Trust me when i say that keeping a pet up is for the most part the job of it's owner not a cleric. "A pet is only as good as the man who summoned it". It's MY job to keep my pet up. All i'm asking for here is the tools to do it.
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ChaosSlayer
Posts: 1693

Re: Magician Pet Survivability - Rampage Mobs

Post#24 » Sun Nov 29, 2009 10:07 pm

personally i would have done complete class redesign, but its not an easy project. I will ask Lillu/Tyler to start a new poll on which classes need more attention...

IMHO, priest classes are the those that lag behind most of all. I am not taking about their raid healing and utility potential, but about enjoyment of playing them casually as main characters
Last edited by ChaosSlayer on Sun Nov 29, 2009 10:16 pm, edited 1 time in total.
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Jeido
Posts: 1265

Re: Magician Pet Survivability - Rampage Mobs

Post#25 » Sun Nov 29, 2009 10:14 pm

Good argument and good points Milein. What if they beefed up your pet heals so that you could keep it alive better? Would that help at all?

AA's can be very difficult to add, but adding buffs to class only items is definitely a possibility. If you think you crit too little, or that your top nukes need buffs, then I don't see any reason why that shouldn't be changed. Tyler completely re-worked wizards, giving Ether Flame a higher damage turn out and lower mana cast via their epic 2.0 (50% less mana to be exact). I see no reason that the same can't be done for mages.

I'm happy to see posts like yours where they are 100% constructive. Just one question though, do you have all your nuke AA's yet? Or did you just focus on pet AA?
Jeido, Founder of Evolution

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Milein
Posts: 143

Re: Magician Pet Survivability - Rampage Mobs

Post#26 » Sun Nov 29, 2009 10:17 pm

Jeido wrote:Good argument and good points Milein. What if they beefed up your pet heals so that you could keep it alive better? Would that help at all?

AA's can be very difficult to add, but adding buffs to class only items is definitely a possibility. If you think you crit too little, or that your top nukes need buffs, then I don't see any reason why that shouldn't be changed. Tyler completely re-worked wizards, giving Ether Flame a higher damage turn out and lower mana cast via their epic 2.0 (50% less mana to be exact). I see no reason that the same can't be done for mages.

I'm happy to see posts like yours where they are 100% constructive. Just one question though, do you have all your nuke AA's yet? Or did you just focus on pet AA?


Thank you Jeido :) and yes i do which is kind of the sad part. On Live we had 4 or 5 sets of AAs or our nukes, here on the emu mage's only have 1 set of AAs which increases their chance to crit (Fury of Magic line) which is maxed for me. Well there is one more but it only has 3 ranks and it reduces hate from nukes not increases their strength but i have that maxed as well anyway :P
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Jeido
Posts: 1265

Re: Magician Pet Survivability - Rampage Mobs

Post#27 » Sun Nov 29, 2009 10:18 pm

Haha okay, yeah not all AA are on Emu yet :(. You brought up a good point when you said you're the only mage main, because it's true at the moment. Evolution had one up until we start breaking into NToV, then she quit. Hopefully you can help get them in their rightful place.
Jeido, Founder of Evolution

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Milein
Posts: 143

Re: Magician Pet Survivability - Rampage Mobs

Post#28 » Sun Nov 29, 2009 10:23 pm

That's what i'm hoping to do :)
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Kilmer
Posts: 69

Re: Magician Pet Survivability - Rampage Mobs

Post#29 » Mon Nov 30, 2009 12:00 am

Rerfu wrote:A Beastlord is not a Magician. Magician is a wizard with a Pet which it is balanced around. A Beastlord is melee, on this server because of panther and other factors, melee is HEAVILY favored. Stats are Capped and Past Cap by SSRA Loot, haste delay on weapons is capped with Enchanter Haste + Bard Haste + Haste Click. Panther is an automatic 400 DPS if not more, with the 50% proc rate and capped swing speed. The magician gets no benefit from any of this with their pet dead, even though they spent the time and effort to get the required AA to make the pet more survivable. Basically what is being said here is, oh just Box another cleric to heal the pet and everything is balanced.

And its not even that. A player on the server has spent 175-200 AA toward an ability (their pet) and Rampage from an encounter (NOT even TOV I'm talking about Kael), renders their pet dead and or ineffective in combat.

You're missing the point, there are no more AAs for a Magician to get to be able to starve off rampage damage like all of the melee. You keep preaching Defensive AA, Defensive AA, Defensive AAs yet the pet has them and still falls over like nothing. I fail to see how getting a spell that consumes the magician pet and adds what would be equal to even 70% of the pets DPS for raids would do anything to anyone but the magician.


Wow. Do you even really read posts? A) A cleric/paladin *should* already be ghealing the dps squad (mage pet included with pet affinity AA). B) The mage pet is not subjected to anything a beastlord pet is not subjected to and they survive it all.

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Tyler
Posts: 4365

Re: Magician Pet Survivability - Rampage Mobs

Post#30 » Mon Nov 30, 2009 7:51 am

Just wanted to address the Casters get the shaft comment quick because i agree and am trying to give the casters some love:

  • All pets on this server got a 15% DPS boost and are already 2 levels higher as on Live
  • There is a 5% increase of all DD and DOTs that are casted
  • Same for Heal Spells
  • Insane Mana Regen
  • Lots of Class balancing took already place (check your heals for example, ancient spells, all pet classes have the final pet in their spellbook GREATLY improved)
  • More to come

As far as mage pets go and that goes for all pets really since NPC power did outgrow pet power alot, continue this discussion and maybe we can come to a nice solution for everyone.

I hate servers where there are 20 main warriors and 3 cleric and 2 buff bots. A raid/group should contain all classes really. Thats my goal. No class envy!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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