Melee Classes misses... a LOT.
Melee Classes misses = you need to pop a GHP even with VR on
Dagger Stabs uses lots of mp compaired to their mini-pools and still misses a LOT.
Tyrants and Glads still have the "out of luck" fun times.
Any melee damage can be blocked by shield using PC/Mob for 1 dmg, costing the shot and mp in case of skill.
And mages being able to actually fail their spells is unfair because?
Seriously, QQ more. I been here since OB, and quit during C3. Not only that but I was playing a Warcryer all that time. Never have i, and never have i heard others complain about failures. We learned to deal with it. Learned to kite instead of relying on 2shot. Learned to use CC. Learned NOT to attack a mob with critical hp. Learned to prepare for the eventuallity of it with GHPs or simply by preparing our spells as to maybe not be the #1 efficient xp/hour but the "if this fails i have this next trick to pull".
Now maybe sleep is slower cast then it used to be, but as far as i am concerned nothing else changed. I play melee now, as I came back in interlude and wanted to try this one class that always fascinated me, Tyrants. Guess what. I miss, im blocked, i run out of mp, my charges goes poof, my totems goes bye bye at wrong time, i dont have CC, i dont have Drain nukes... I sill survive fine.
So cry me a freaking river, and ill build you a bridge. Mages have for the past 4 years lvled faster then melee chars. And im not talking a little faster, im talking WAY faster. Since the end of failures you not only were lvling faster, but had it MUCH easyer too. You wont get me sad. Do like the rest of us, learn 2 play and quit relying on your 2shot. Welcome to the world of the other 1235 non-nuker classes.
Melee Classes misses... a LOT.
Melee Classes misses = you need to pop a GHP even with VR on
Dagger Stabs uses lots of mp compaired to their mini-pools and still misses a LOT.
It's always pretty much been that way. There is a reason why they removed failures to begin with.
Tyrants and Glads still have the "out of luck" fun times.
Any melee damage can be blocked by shield using PC/Mob for 1 dmg, costing the shot and mp in case of skill.
Tyrants and Glads have their reason for having out of luck. Everyone knows what they are.
Spells can be blocked by shields since Interlude, so I fail to see why that even matters.
And mages being able to actually fail their spells is unfair because?
They don't use their staff to kill mobs? The MP cost on spells is far greater than that of other classes over grind periods. Daggers don't 100% depend on skills the way mages 100% depend on spells. They don't use Soulshots on a miss. They have very fast attack speed, and most (all?) of them have a passive to increase the chance of their criticals. There is even still MM daggers around that increase the land rate of alot of their stabs and it's usable until about A Grade or higher (I've been 1 shot in PvP full buffed for 7k with one before).
Seriously, QQ more. I been here since OB, and quit during C3. Not only that but I was playing a Warcryer all that time. Never have i, and never have i heard others complain about failures. We learned to deal with it. Learned to kite instead of relying on 2shot. Learned to use CC. Learned NOT to attack a mob with critical hp. Learned to prepare for the eventuallity of it with GHPs or simply by preparing our spells as to maybe not be the #1 efficient xp/hour but the "if this fails i have this next trick to pull".
QQ :)
Have you tried CC on any mage other than a full buffed SPS? Doable, sure. Would that factor into any group decision to have you along? No. Crowd Control is pretty dead. Now you just assist and kill every mob cause almost every class other than Mages can survive it. Tanks/Dancers UD. Archers Daggers UE. Bishops Celestial Shield. PP/EE Return. Glads, Destroyers, Tyrants, Dwarves, and Tanks have HP up the Wazoo. Nukers have... BSOE?
Now maybe sleep is slower cast then it used to be, but as far as i am concerned nothing else changed. I play melee now, as I came back in interlude and wanted to try this one class that always fascinated me, Tyrants. Guess what. I miss, im blocked, i run out of mp, my charges goes poof, my totems goes bye bye at wrong time, i dont have CC, i dont have Drain nukes... I sill survive fine.
Let's see... Mobs use SS now. Mobs buff themselves with prophecies. Mobs cast DoTs that a player wish they could cast. Mobs in some areas cast Vortexes and Surrender, on top of Slows, Weakness, Chaos. Mob M.Def went up. Soulshots not affect Skills. Nukes are Shield-Blockable. Sleep is nerfed to hell. Debuffs now last only half duration.
There are more, should I continue?
There's is a fix for totems going off at the wrong time or charges going poof. It's called, paying attention. You sound like an Interlude destroyer complaining to NCSoft cause he was poling a train and died becuase his Frenzy faded in the middle of it, when he should have waited 30 seconds to pull again.
So cry me a freaking river, and ill build you a bridge. Mages have for the past 4 years lvled faster then melee chars. And im not talking a little faster, im talking WAY faster. Since the end of failures you not only were lvling faster, but had it MUCH easyer too. You wont get me sad. Do like the rest of us, learn 2 play and quit relying on your 2shot. Welcome to the world of the other 1235 non-nuker classes.
Tanks/Dancers UD. Archers Daggers UE. Bishops Celestial Shield. PP/EE Return. Glads, Destroyers, Tyrants, Dwarves, and Tanks have HP up the Wazoo. Nukers have... BSOE?
Doesn't all nuker classes have Fear?
Necros has Anchor.
If a PP or EE do a return they will miss the exp and be cutoff from the party and might cause a party wipe if the EE was the main healer.
You forgot to mention what SE, summoners and Warlords has...
You can survive much better than what they can. If you are a SH or Necro you have no right to complain because with Dark Vortex you not only deal damage you also restore a good portion of your HP, add Fear to that and it's easy exp. I have seen StS solo at TOI10 controlling 3 mobs with Fear while killing a 4th mob and keeping the HP up with Dark Vortex.
Tanks/Dancers UD. Archers Daggers UE. Bishops Celestial Shield. PP/EE Return. Glads, Destroyers, Tyrants, Dwarves, and Tanks have HP up the Wazoo. Nukers have... BSOE?
Doesn't all nuker classes have Fear?
Necros has Anchor.
If a PP or EE do a return they will miss the exp and be cutoff from the party and might cause a party wipe if the EE was the main healer.
You forgot to mention what SE, summoners and Warlords has...
You can survive much better than what they can. If you are a SH or Necro you have no right to complain because with Dark Vortex you not only deal damage you also restore a good portion of your HP, add Fear to that and it's easy exp. I have seen StS solo at TOI10 controlling 3 mobs with Fear while killing a 4th mob and keeping the HP up with Dark Vortex.
First of all, as I've said before, I wanna say that I don't mind spell failures that much. I do hate the mp/shot draining effect, but other than that it doesn't change my leveling that much. However,...
You mention fear 2x.. sorry but no cigar. Fear doesn't land that much and in no way is equal to other "life saving" attributes. Also, I am pretty sure that the land rate was brought down because it doesn't land very often on with my sps.
As for summoners, they have transfer pain which is definitely life saving and helps them get out of tight situations. Each summoner also has a good cubic for tight situations (stun, paralyse, and life cubics). A warlord does have a skill that can restore its hp and also has much better p.def to begin with and should have TONS of hp. SE, though has nothing except root, which although efficient in general, is equivalent to life saving skills nukers have. EE and Bishop have trance which is fast casting. EE also has another good skills, the name of which I forget. Also note that only nukers must wear robes. Every other class has at least light armour masteries or even better heavy masteries.
In general though, Nuker is made for damage. I don't care as much about CC as I do about making damage. When you don't have any mp, it basically sucks vs. any other damage dealer. Hell even archer can be "decent" with a dagger.
I wouldn't mind nukes failing if there was any logic behind it. How many times have you seen an S grade dagger for example missing a normal hit on a lvl ~20 mob? Thought so, me neither. How often have I failed dark vortex for 1 damage since CT1 came against a dark blue mob? Too many to count. It would make sense to fail against higher lvl mobs than your nuke's learn level, but the fails seem to be completely random regardles of mob level or m.def. I also fail to see the logic behind the thinking that a few classes were able to exp fast, so OMG IT PWNS THAT NOW THEY DON'T!! yay.
Tanks/Dancers UD. Archers Daggers UE. Bishops Celestial Shield. PP/EE Return. Glads, Destroyers, Tyrants, Dwarves, and Tanks have HP up the Wazoo. Nukers have... BSOE?
Doesn't all nuker classes have Fear?
Necros has Anchor.
If a PP or EE do a return they will miss the exp and be cutoff from the party and might cause a party wipe if the EE was the main healer.
You forgot to mention what SE, summoners and Warlords has...
You can survive much better than what they can. If you are a SH or Necro you have no right to complain because with Dark Vortex you not only deal damage you also restore a good portion of your HP, add Fear to that and it's easy exp. I have seen StS solo at TOI10 controlling 3 mobs with Fear while killing a 4th mob and keeping the HP up with Dark Vortex.
First of all, as I've said before, I wanna say that I don't mind spell failures that much. I do hate the mp/shot draining effect, but other than that it doesn't change my leveling that much. However,...
You mention fear 2x.. sorry but no cigar. Fear doesn't land that much and in no way is equal to other "life saving" attributes. Also, I am pretty sure that the land rate was brought down because it doesn't land very often on with my sps.
As for summoners, they have transfer pain which is definitely life saving and helps them get out of tight situations. Each summoner also has a good cubic for tight situations (stun, paralyse, and life cubics). A warlord does have a skill that can restore its hp and also has much better p.def to begin with and should have TONS of hp. SE, though has nothing except root, which although efficient in general, is equivalent to life saving skills nukers have. EE and Bishop have trance which is fast casting. EE also has another good skills, the name of which I forget. Also note that only nukers must wear robes. Every other class has at least light armour masteries or even better heavy masteries.
In general though, Nuker is made for damage. I don't care as much about CC as I do about making damage. When you don't have any mp, it basically sucks vs. any other damage dealer. Hell even archer can be "decent" with a dagger.
You obviously know nothing about Warlords. And i changed my sub from WL to necro. I dont have any problems leveling. Yea it's expensive, cdl'ing is somewhat unusable, yes the spells fail sometimes, but overall i am leveling way faster than i leveled my main at the same levels.
How can you suggest Return as a valid way of getting out of a tight spot and then laugh off BSoEs? Same thing, in essence. And don't come up about the cost, because you've had a few chronicles to kill mobs cheaper than anyone else (even if you want to debate the speed) to save that bit of money. <3
You obviously know nothing about Warlords. And i changed my sub from WL to necro. I dont have any problems leveling. Yea it's expensive, cdl'ing is somewhat unusable, yes the spells fail sometimes, but overall i am leveling way faster than i leveled my main at the same levels.
Hmm... you know nothing about how to reply to someone !?!?
If you say "you obviously know nothing about warlords" then please explain. I never pretended to know everything - but if someone calls me an idiot and doesn't say why, then I think it is they who are and not me.
Grats on changing ur sub to necro - I don't see the point of saying that ...
One question : Who leveled fastest and had the easiest XP mode in the past chronicles ? Who is still leveling fastest in CT1 ?
All your arguments will become valid when you will be leveling lower than tanks :)
So no comment and byebye.
Actually AOE was the fastest in past chronicles. That was nerfed but it's still decent - just not uber.
1- 40 is still melee because they have access to cats.
40-75 is nuker followed by AOE/archer
76+ is melee/archer because its much easier to make really good exp groups
Whatever I've argued this countless times. I'll let others have a go - not coming back to this thread for a while :p
My Maestro with its golem can make about 0.15% an hour at 80, thats rhougly 3mil xp/hour with DC buff and ww pot (no CoV cause i dislike the runspeed decrease).
My Necro with Magus chant, BD(siren) and SE buffs at the same spot also makes around 3mil xp/hour...
so.... nukers levels faster? right.......
pre 75 they do, not after. cause the amount of nukes per mob start to increase at a very quick pace.
My Maestro with its golem can make about 0.15% an hour at 80, thats rhougly 3mil xp/hour with DC buff and ww pot (no CoV cause i dislike the runspeed decrease).
My Necro with Magus chant, BD(siren) and SE buffs at the same spot also makes around 3mil xp/hour...
so.... nukers levels faster? right.......
pre 75 they do, not after. cause the amount of nukes per mob start to increase at a very quick pace.
TY for confirming what most high level nukers know, but what most melee seem to refuse to believe...
My Maestro with its golem can make about 0.15% an hour at 80, thats rhougly 3mil xp/hour with DC buff and ww pot (no CoV cause i dislike the runspeed decrease).
My Necro with Magus chant, BD(siren) and SE buffs at the same spot also makes around 3mil xp/hour...
so.... nukers levels faster? right.......
pre 75 they do, not after. cause the amount of nukes per mob start to increase at a very quick pace.
TY for confirming what most high level nukers know, but what most melee seem to refuse to believe...
TY for confirming that if nukers <75 level faster than melee, and that >75 XP is equal, they still level faster from 1->80 than melees.
And they complain and they complain MOUAHAHA
You obviously know nothing about Warlords. And i changed my sub from WL to necro. I dont have any problems leveling. Yea it's expensive, cdl'ing is somewhat unusable, yes the spells fail sometimes, but overall i am leveling way faster than i leveled my main at the same levels.
Hmm... you know nothing about how to reply to someone !?!?
If you say "you obviously know nothing about warlords" then please explain. I never pretended to know everything - but if someone calls me an idiot and doesn't say why, then I think it is they who are and not me.
Grats on changing ur sub to necro - I don't see the point of saying that ...
The skill of the warlord to restore hp is once every few hours or so ( if we're talking about Revive ). And it can be used only when he's under 10% or so. Battle Roar is better, but don't count on it. Comparing nuker's survivability to a warlord's one is irrevelant. Most of the deaths i had while on WL were while PULLING the mobs, not fightning them. You actually need to be at melee range ( as is every other melee ) to hit the mobs, not 900 range like nukers. Oh and ( im talking about warlord strict now, not destro's pre-ct1 ) , pulling and killng dark red mobs was never worth it or possible. For comparsion i was cdl'ing on necro at 53 lvl in VoS getting godly xp from mobs 10-15 levels above me.
Now really, i dont see where nukers fail. I still can nuke pretty much without problems, never died to mobs since im using ds only now and the exp is way faster than on any other melee char i did in the past at the same levels. Again we are excluding the destro/titan class. They got nerfed too late that's true, but that does not mean nerfing ( somewhat ) nukers was not justified.
For comparsion i was cdl'ing on necro at 53 lvl in VoS getting godly xp from mobs 10-15 levels above me.
ah, here you have the problem with nukers, they can quickly 2 shot mobs that is higher level then them, but as they level up the mobs they can 2 shot is soon within their level (around 70) after that they need to find mobs they can 3 shot to still get decent XP.
the power "curve" of nukers VS meele or other DDs is very different. DDs have a fairly steady increase in power while nukers start of strong but dont gain as much as they level.
For comparsion i was cdl'ing on necro at 53 lvl in VoS getting godly xp from mobs 10-15 levels above me.
ah, here you have the problem with nukers, they can quickly 2 shot mobs that is higher level then them, but as they level up the mobs they can 2 shot is soon within their level (around 70) after that they need to find mobs they can 3 shot to still get decent XP.
the power "curve" of nukers VS meele or other DDs is very different. DDs have a fairly steady increase in power while nukers start of strong but dont gain as much as they level.
Is that why a nuker (StS) can kill the angels at TOI10 faster than 1 full group of DDs?
I have been exping with a StS in TOI10 for a while and he is 1-5 shooting the angels for 96k exp when they are solo and around 70k exp with a healer in party. At level 74 I made 30% in 8 hours with him...if that isn't fast then I don't know...
For comparsion i was cdl'ing on necro at 53 lvl in VoS getting godly xp from mobs 10-15 levels above me.
ah, here you have the problem with nukers, they can quickly 2 shot mobs that is higher level then them, but as they level up the mobs they can 2 shot is soon within their level (around 70) after that they need to find mobs they can 3 shot to still get decent XP.
the power "curve" of nukers VS meele or other DDs is very different. DDs have a fairly steady increase in power while nukers start of strong but dont gain as much as they level.
Is that why a nuker (StS) can kill the angels at TOI10 faster than 1 full group of DDs?
I have been exping with a StS in TOI10 for a while and he is 1-5 shooting the angels for 96k exp when they are solo and around 70k exp with a healer in party. At level 74 I made 30% in 8 hours with him...if that isn't fast then I don't know...
ToI 10th is Physical Resist, and Wind Weak... soooo...
For comparsion i was cdl'ing on necro at 53 lvl in VoS getting godly xp from mobs 10-15 levels above me.
ah, here you have the problem with nukers, they can quickly 2 shot mobs that is higher level then them, but as they level up the mobs they can 2 shot is soon within their level (around 70) after that they need to find mobs they can 3 shot to still get decent XP.
the power "curve" of nukers VS meele or other DDs is very different. DDs have a fairly steady increase in power while nukers start of strong but dont gain as much as they level.
Is that why a nuker (StS) can kill the angels at TOI10 faster than 1 full group of DDs?
I have been exping with a StS in TOI10 for a while and he is 1-5 shooting the angels for 96k exp when they are solo and around 70k exp with a healer in party. At level 74 I made 30% in 8 hours with him...if that isn't fast then I don't know...
ToI 10th is Physical Resist, and Wind Weak... soooo...
Still when 5 archers are killing slower than 1 nuker at TOI10 you know that something is wrong.
Yes, you have 5 idiot archers on your hand. Not to be rude, but this is a very silly argument. You can put a Melee DD party in Pagans that has dwarfs, and would still do better than a mage party, whats the justification there?
yall are gonna have to get used to the failings because ncsoft wont change anything that theyve done ( for the most part) you know this >< this is no flame its just the way its gonna be for at least 2 chronicles til they realize a nuker shouldnt fail more than 1/50 nukes on a white mob, but should fail 1/3 on a red mob.
How can you suggest Return as a valid way of getting out of a tight spot and then laugh off BSoEs? Same thing, in essence.
I believe the word your looking for is a hypocrite? ;)
Its a difference in cost. If your only option is bsoe, eventually your wallet is going to run dry and you aren't going to be able to buy anymore bsoe whereas return can be cast an infinite number of times.
How can you suggest Return as a valid way of getting out of a tight spot and then laugh off BSoEs? Same thing, in essence.
I believe the word your looking for is a hypocrite? ;)
Its a difference in cost. If your only option is bsoe, eventually your wallet is going to run dry and you aren't going to be able to buy anymore bsoe whereas return can be cast an infinite number of times.
Like eating pots as a melee to keep yourself alive when you solo unbuffed isn't gonna empty your wallet...
How can you suggest Return as a valid way of getting out of a tight spot and then laugh off BSoEs? Same thing, in essence.
I believe the word your looking for is a hypocrite? ;)
Its a difference in cost. If your only option is bsoe, eventually your wallet is going to run dry and you aren't going to be able to buy anymore bsoe whereas return can be cast an infinite number of times.
Like eating pots as a melee to keep yourself alive when you solo unbuffed isn't gonna empty your wallet...
Huh? Melee aren't the only ones that eat pots.
I use GMHP for Acumen, the same way they use GSAPs.
I use Healing Potions to offset Body to Mind or to speed up HP Regeneration often when I am CDL'ing so that I can Body to Mind down to really low HP faster than if I waited.
How about: For the price of 1 Emp Scroll, you can get full L2Day buff set for a melee toon.
Please do not act as if melee spend so much more on pots than nukers. 50% HP on a WS is WAY higher than 50% HP on a nuker not to mention that we take much more damage than you especially from mobs that high higher crit chance/power and those that use Soulshots.
How about: For the price of 1 Emp Scroll, you can get full L2Day buff set for a melee toon.
lol thats almost true too
Please do not act as if melee spend so much more on pots than nukers. 50% HP on a WS is WAY higher than 50% HP on a nuker not to mention that we take much more damage than you especially from mobs that high higher crit chance/power and those that use Soulshots.
this isn't
even if melee had 5k pdef they would still take more damage on average than a nuker
Soloing buffers spend on BSpS and ores just like you do Ellisande - heals per mob and possible roots/debuffs for adds eat enough BSpS to draw roughly equal to a nuker, and that's before you even start killing things.
Melee, with the sole exception of those using polearms and destroyers, don't level as cheaply as mages.
Nukers can, of course, not manor as easily as melees, losing a major source of income.
But they spend less money (especially when they're actually using live or boxed support instead of trying to solve everythign with potinos, and foregoing the greater potions for normal ones, which are perfectly sufficient for ordinary PvE) per monster drop, albeit not per time.
I'd like to see a melee kill something for the cost of 6 CBSpS at least.
Not much can be two shotted without empower or other buffs. Lesser potions are not sufficient when you're taking so much more damage than a melee is when in a close up situation.
In the end I made more money leveling on my Warsmith than I did on my Nuker...And while the warsmith was slower at it, it was actually easier and less stressful.
Also, your 6 BCSpS example requires there to be no interruption to the spells, something melees can't be.
Was your warsmith poling (and if no, why not? :P ).
Melees can whiff and waste shots when they're using duals too - and usually 90% of a group waste at least one shot when finishing off a mob too.
I guess it depends on what you're doing - when I was duoing with nukers (up into FotD, not sure about after that) they never seemed to have issues two-shotting things, even with only zerk.
This is a dumb arguement melee's and nukers always argue over who lvls faster or cheeper. I have lvl's a glad and a nuker past 60. Unless I duo'd w/SE for mp it wasn't faster to lvl my sps. Buying and useing emp scrolls made the cost about the same with my glad. Not compairing any other classes because I haven't lvl'd any of them past 30.
Now with the herbs lvling anything solo is much much easier. Also the newbie buffs lasting until lvl 39 now makes lvling all classes quite easy.
This is an arguement that has been going on since the begining of this game and changes with each chronicle. So either you live with the changes and adapted or you roll FOTC and pretend your uber.
This is an arguement that has been going on since the begining of this game and changes with each chronicle. So either you live with the changes and adapted or you roll FOTC and pretend your uber.
While i totally agree with you here, that wasnt the argument. Hell, there was no argument at all in my OP. Im just tired of seeing nukers QQ for 15 pages 2x that their class is omg ruined.
either you live with the changes and adapted or you roll FOTC and pretend your uber. <--- pretty much what i wanted to say lol. That and you are not 1/8 as bad as yall make it.
Yeah Tail can I have some of whatever you are on because your statement has ZERO basis in reality. Unless you are a level 79+ nuker, this chronicle is going to give you nothing but nerfs; nerf to casting in general. increase int he magic defense of some mobs, and a reduction in the efectiveness of surrender and vortexes along with an increase in the ability to resist negative buffs.
Soloing buffers spend on BSpS and ores just like you do Ellisande - heals per mob and possible roots/debuffs for adds eat enough BSpS to draw roughly equal to a nuker, and that's before you even start killing things.
Melee, with the sole exception of those using polearms and destroyers, don't level as cheaply as mages.
But they do not need to spend as much if they the mage they are duoing with isn't dumb or slow as molasses. While a mage has reason to be using an arcana mace (though it is not cost efficient as the shots cost 2 to 3 times as much as A bsps but only produce 7% more damage per shot), there is absolutely no reason for an ee or se to be using an S grade weapon if they are not using it for melee attacks. My own se partner still uses a homunculus sword when we farm ketra, and so far the roots have not failed noticeably more than when using a +3 som. That keeps her costs down quite a bit, especially when once rooted, the mobs do not hit back (though they stil cast spells and use ranged glad skills), resulting in the need to only use C bsps when rooting, whereas I am using 5-10 Bsps A or S per mob as the mobs need 5-10 nukes each depending on the mob. There is no way you are getting to get anyone to believe that our costs are anything near equal.
And pardon your false statements, but a melee can level more cheaply than a mage, provided they have oop support, which most high level meleers do, though this usually requires 2 more accounts, adena wise this makes cheaper leveling, real currency wise it is more expensive both for the greater nymber of accounts, the increase in kwh consumption, and the reduction in effciency because more accounts have to be controlled by one person.
Yeah Tail can I have some of whatever you are on because your statement has ZERO basis in reality. Unless you are a level 79+ nuker, this chronicle is going to give you nothing but nerfs; nerf to casting in general. increase int he magic defense of some mobs, and a reduction in the efectiveness of surrender and vortexes along with an increase in the ability to resist negative buffs.
Soloing. There are six pure mystic support classes, only two of which have any business being on a team with a nuker.
And so we're back at square one: If you are talking about a duo, your partner is splitting the costs for the shots anyway*. If you're talking about "with boxed support" and still trying to claim costs like Emp Scrolls, nobody's going to do more than roll their eyes at you.
* Or should be, unless they're receiving charity from you, contributing an equal amount of money in consumables, or an OOP box. If you aren't making your partner split costs despite using an S Grade weapon to tickle a tiny bit of extra experience out of whatever session you're doing and they're really just trailing behind and recharging you (instead of actively assisting in some way or another), you have nobody but yourself to blame.
Hi, I'm a mage. When I run out of mana, I die. When something breathes on me, I die because I'm in robes. But no, we should miss our attacks that now do less damage than they ever have before in the past, that makes sense.
Hi, I'm a mage. When I run out of mana, I die. When something breathes on me, I die because I'm in robes. But no, we should miss our attacks that now do less damage than they ever have before in the past, that makes sense.
If you a nuker and run out of mana while grinding thats your own fault. I have never run out of mana and still had mobs pounding on me. Yes we have to keep a little more mana in reserve when low but in no was does this change kill the nuker classes.
I use clan hall buffs and herbs and as an Sps 95% of the time I can kill non stop solo each buff round. Before interlude and the herbs that was impossible unless you duo'd 2boxed with an SE.
Yes the the misses get iritating specially when you are getting low on mp, but in no way does it make nukers unplayable.
What really hurts is all the different ways to build up resists in pvp. Really makes nukers less feared in Pvp. But this has been the status quoe for NcSoft since L2 started. Make a class uber, get everyone to roll it then nerf it the next chronicle.
Well, the resists are a lot weaker now if you have a fairly low elemental attribute on the spell, aren't they? Would make sense just to stick with your low attribute unless you can land surrender.
Solo, duo, I always pay for my full shot costs. Every time I asked potential partners to split the shot costs they left the party, and hence I gave up asking.
And let me say very specifically, when I solo which is about 60%+ of the time, it is without boxed support and without clan hall buffs; no acumen SA on my weapon either.
And let me say very specifically, when I solo which is about 60%+ of the time, it is without boxed support and without clan hall buffs; no acumen SA on my weapon either.
Try to exp any melee class at higher lvls the way you lvl your nuker and then come back and complain.
Soloing a melee char unbuffed with no SA on the weapon is almost imposible at higher lvls. You will be eating so many pots that you will have to return to town every 20minutes to restock.
Play a mage at high levels unbuffed with no support classes. You kill stuff slightly faster than a melee, but sit a ton more. And thanks for the advice on not running out of mana when I level, I'll try to keep that in mind! I of course meant that mana is something that is much harder to regenerate than health. Mainly because there are no mana potions in the game, and you can spam the healing ones.
And thanks for the advice on not running out of mana when I level, I'll try to keep that in mind! I of course meant that mana is something that is much harder to regenerate than health. Mainly because there are no mana potions in the game, and you can spam the healing ones.
Thanks for clerifying what you wanted to say. It's hard to interprit what people really mean when they don't type it.
There are mana potions in the game now (figurativly anyway). I love the herbs, no more setting around regening mp for half a buff round. Of course you can lvl faster in areas that don't drop herbs, but you will need much more support. I dont mind it taking longer to lvl as long as I can kill non-stop for an entire buff round.
Mana POTION. There are mana elixirs... there are health elixirs. There are maan herbs, there are health herbs. There are no mana potions, but there are health potions. I think everyone would agree that melee can't solo (unbuffed without support, for those of you just now joining the discussion) non-stop with just herbs and elixirs, and I know mages can't, because I've tried it. With health potions melee can though... I know because I've done it.
Yep, you will see me leveling chain-clicking Elixirs like DDs chain click GHP/QHP.
And you are not guaranteed herbs. You can go a full buffround and only get a few "Herb of Mana" which is about 3 Mob Kills worth of mana each. Herb of Health drop off of 95% of the mobs you kill.
Mana POTION. There are mana elixirs... there are health elixirs. There are maan herbs, there are health herbs. There are no mana potions, but there are health potions. I think everyone would agree that melee can't solo (unbuffed without support, for those of you just now joining the discussion) non-stop with just herbs and elixirs, and I know mages can't, because I've tried it. With health potions melee can though... I know because I've done it.
I have done it also and mages do solo better unbuffed then melee. Mages only have to worry about killing the mob before it reaches him. A melee has to go toe to toe with it. Going toe to toe means getting those crazy debuffs these mobs do. The more time it takes to kill a mob the more u will get debuffed.
Like I said before VoS was a piece of cake on my mage. When I went back there on my pally I realized how easy ranged chars have for 2 shotting these mobs. I was cdling there on my SH with just store acu pots and what ever elixir I could get. No way in hell are you going to xp savely there unbuffed on a melee class let alone a paladin.
Melee as a general term does not apply when you are using a tank as an example. Can't make the general = the specific. Tanks are not damage dealers, that is why solo sucks for your paladin. Adding to that, Paladin is worse off than pretty much every other tank when it comes to soloing. No Cubics or Servitor.
Have you seen a Tyrant on Bison, for example?
This unbuffed crap makes no sense, NCSoft puts enough events in the game to make anyone who grinds regularly rich with so many L2Day/Event scrolls that it doesn't matter, and the melee buff scrolls are so cheap that you can actually afford to level off them if you aren't in the most horrible place to be.
I see DAs, SKs, and Dwarves soloing all the time. I seen a BH soloing at Hot Springs Tents unbuffed.
Herbs are hardly reliable enough to call it the clutch of nuker soloing.
Can solo MoS, WoA, IT Entrance, TOI, etc., but where are the herbs?
VoS is a level 52-73 XP zone. I don't think anyone in those levels really should be complaining about leveling speed. And there are places that are quite optimal for tanks leveling, like outside of Goddard on the 1/2 HP mobs.
The only spell you should be getting hit with on a regular basis in Valley of Saints is Curse Poison, if you avoid the group mobs. Paladins have stun for a reason, it lands on those mobs alot. Everything they cast other than Curse Poison takes like 5+ seconds to cast.
You can cure the curse poison before it even takes HP off if you pay attention: Greater Antidote.
The only mobs at the Entrance that are agro are Flash. In the middle, Flash and Fang. In the back, Signet and Group mobs. Be smart about what/how you pull and you can mow through them quite efficiently.
Nobody cares about leveling speed, and that's not what this thread is about. Deal with it or [Censored]. Nukes failing will nto change the speed of nuker leveling. I did 71% of level 62 on my roomate's Necro in 1 sitting and only had 5 skill failures. We are talking about the insane rate of failures other players seem to be getting on higher level toons. Like 77+ high'ish.
(P.S. Feel free to throw my words back at me! Fail more due to cluelessness and lack of reading comprehension skills.)
Uhhh my pally can handle his own. It soloes pretty well thank you.
My post was not about kill speed or whining about it doesnt do damage at all buffed/unbuffed. It doesnt matter what melee class you have in VoS, they are going to see how bad those mobs engaging them in melee are compared to what nukers do there. If u cant 2 shot them u gonna get debuffed like hell. Poison can be cured but be my guest to cure that fire DoT they do. Or when u get stunned and get canceled by those kitties. There is a major difference being a mage and being a melee class in VoS, this holds true for most places as well.
You give all these advise about a pally yet you somehow fail to realize how to make your mage survive this socalled " nerf"? Suck it up mage boy, because in the end you still have it better. So yea I really do care you might fail a nuke now and then, I really do. Here is my care face :(
Aldemir is clearly angry right now. I bet he smashed his face into his keyboard several times before typing that. He's very angry, cause his pally is not strong. Angry I tell ya, ANGRY!
Guess that makes me super bored at work, huh? ... :(
I seen a BH soloing at Hot Springs Tents unbuffed.
LOL
I bet that BH had clan hall buffs or was buffed before porting out.
Unbuffed I have no chance soloing more than 2-3 mobs at HS tents before I have to sit to regen HP and eating HP pots + my summon need to regen HP and it can't eat HP pots.
The dwarfs you see soloing are usualy fully buffed or hunt light blue/green while being called bot by 1/6 players that goes by.
Aldemir is clearly angry right now. I bet he smashed his face into his keyboard several times before typing that. He's very angry, cause his pally is not strong. Angry I tell ya, ANGRY!
Guess that makes me super bored at work, huh? ... :(
Mana POTION. There are mana elixirs... there are health elixirs. There are maan herbs, there are health herbs. There are no mana potions, but there are health potions. I think everyone would agree that melee can't solo (unbuffed without support, for those of you just now joining the discussion) non-stop with just herbs and elixirs, and I know mages can't, because I've tried it. With health potions melee can though... I know because I've done it.
I don't know about you, but my 76 Necro was getting hit for like 700 a shot in VoS off dark blues. Going there unbuffed would be a nightmare for any class. By the way, at high levels most mages can't kill monsters before they get to them unbuffed.... if I remember correctly, the stuff in FoD was about 4 shots with surrender, and 5 without. With an unbuffed casting time... I get a surrender and two, or maybe 3 shots off before they get to me. Again, we do kill the monster almost before it gets to use, but we wear cloth and most melee wear plate, or have high dodge... there is the equalizing factor.
I was CDLing with self buffs in VoS, only matk buff I had was from the herbs that dropped. Even then my death rate was considerable low. When I died I simply click and came back, cause the xp was recovered so fast compared to my melee char who I would wait for a decent rez.
I also did solo FoD on my mage. The mobs near the bridge were also 2 shot for me. I could 2 shot the mob with the gladi ranged skill with the overhit spell else it was 3 shot. This is also unbuffed with just using herbs, with them they were 2 shot all the time. Only mobs that were hard to kill were some of the vampires that spawned at night who indeed needed more the 2 shots. The others were 2 shot also.
I felt more save CDLing in robes with my mage then killing mobs in heavy armor on my pally.
there are mana pots, but they don't do much, at least not for mages ( fighters get better use from them ). and no im not talking about the herb drops. the potions are called potion of mental strength, and they are availible for the differant grades and are common craft items.
there are mana pots, but they don't do much, at least not for mages ( fighters get better use from them ). and no im not talking about the herb drops. the potions are called potion of mental strength, and they are availible for the differant grades and are common craft items.
I tried one of those last night for the first time. Gah... it really wasn't worth it for the cost in my opinion. I figured it would fill my mana up and then be unusable for an hour or so.. but it did barely a seventh of my mana and was reusable in five minutes. Maybe there are circumstances where this would be useful, but I won't be spending adena on them.
there are mana pots, but they don't do much, at least not for mages ( fighters get better use from them ). and no im not talking about the herb drops. the potions are called potion of mental strength, and they are availible for the differant grades and are common craft items.
I tried one of those last night for the first time. Gah... it really wasn't worth it for the cost in my opinion. I figured it would fill my mana up and then be unusable for an hour or so.. but it did barely a seventh of my mana and was reusable in five minutes. Maybe there are circumstances where this would be useful, but I won't be spending adena on them.
They are nice to have for an healer. I sometimes use them to help keep my MP up if I need to heal and recharge alot in a group + it is great to have 1 as a backup just in case I have to do party recal or return and I don't have enough MP for it.
I was CDLing with self buffs in VoS, only matk buff I had was from the herbs that dropped. Even then my death rate was considerable low. When I died I simply click and came back, cause the xp was recovered so fast compared to my melee char who I would wait for a decent rez.
My roomate clicks back too. That's why he had 11M SP at level 62 (9% in BTW) and that goes without saying.
I also did solo FoD on my mage. The mobs near the bridge were also 2 shot for me. I could 2 shot the mob with the gladi ranged skill with the overhit spell else it was 3 shot. This is also unbuffed with just using herbs, with them they were 2 shot all the time. Only mobs that were hard to kill were some of the vampires that spawned at night who indeed needed more the 2 shots. The others were 2 shot also.
Those are among the lowest-level mobs in the area. I wouldn't doubt since I believe an SH at level 64 or so can 2 shot alot of thos mobs. Most nukers won't bother going there until level 72/3 (cause the quest in VoS is too profitable to leave behind until after you've exhausted the area) and many of the mobs will be 3 shot to a Necro/SPS and even Sorc wit a level 72 Skill and +3 SoM with DC Robes.
They're 3 +1 Hydroblasts to a 77 MM with that gear, so I can assume that it will be 3 to a 72-74. Sorc and Necro is basically the same since only vamps have Dark Resist and the other mobs have high-ish M.Def. Only Atrox are Fire-weak IIRC. SH is the only class that can 2 shot almost everything outside of Vamp Circle at that level, unless you have a very good weapon (OE'd good, I mean).
I felt more save CDLing in robes with my mage then killing mobs in heavy armor on my pally.
And this is a problem with Mages how? I know many tanks and dwarves who feel perfectly safe soloing mobs on their toons.
Please show me screenshots of you two shotting the high level FoD stuff unbuffed, because I can barely do it fully buffed. However, this is besides the point. I don't care if it takes plate wearers 3 hits and mages 2, at the end of it, we will be sitting, and they will keep going.
And for the people still saying there are mana potions... for the last time:
There are health herbs, and there are also mana herbs. These only have a chance to drop off some monsters.
There are health elixirs, and there are also mana elixirs. These have a long cooldown.. which is much longer than you need to level with them
There are health potions, but there are NO mana potions. Health potions only have a cooldown of a couple seconds. It's too expensive you say? I pay for blessed shots, archers pay for arrows, and buffers pay for reagents... so get over it. People pay lots of money all the time to help them level faster (shots for example) so it's not like this is anything new.
Good try, but when you can only refute one of my many points, my overall message is still valid. Should I have said spirit ore for my mana regeneration buff instead? It isn't much, but then again, it doesn't help much either... in fact I almost never use it, even though I can afford it easily. You can sit here and argue all you want, but until you show me mana potions you can spam like healing ones, I don't care, because you will never have a valid point against me.
Edit: Not a post directed at you really, but to everyone, so don't take it personal, or it will come off as rude to you!
I've never said there is MP potions ingame, duh. Stop being so butthurt about your nuker and play that tyrant of yours if you think nukers are such weaklings now.
So then you are in agreement with me. I do play my Tyrant mostly now. The only reason I got my mage to 80 and worked on it so much was to try to get hero. I NEVER play my Necro
Melee chars has to do the same to help them keep the HP up.
btw don't even mention OOP buffs for the melee as an argument that a melee don't need to party one...you can also have an OOP recharger alt running around.
and if you say that the EE/SE MP don't last for long then try playing a BH and see how long you have MP for spoiling (spoils are the main reason to play a BH and many party a BH only because of spoils).
one last thing...since when didn't you have problems with your MP? SpS has never been good at MP managment (the same can be said about Sorc). SH/Necro on the other hand can keep their MP up for a long time thanks to BtM (been partying with a StS and we was exping nonstop for hours with only 2-3 minutes brake for buffing)
The resist change wasa double edged sword. Yes it means that the maximum resistance now has a floor of 50%, but this was also met with the vortexes and surrenders also having a greatly reduced effect. Since surrenders knocked off specific resistances anyways, you would only have expected enemies to have at most an effective resistance against water/fire/wind of 50% , so in that case it wasn't a boost at all for sps and sor who don't have a primary nuke of a different element.
Since we can show it wasn't a boost as sps and sorc opponents still only had atmost 50% resistances after surrender, then it must certainly be a nerf seeing as surrender and vortexes each increase damage by at most 10% now. This coupled with spells now fully and half failing frequently is demonstrative of a very large pvp and pve nerf.
CT1 boosted mages, and I feel really sorry for you that you are so deluded that you cant see this. Check your damage now and check what it was in Interlude, dare to tell me you are gimped in terms of damage.
I have yet to speak to a mage in game who believes himself to be boosted. Generally, everyone that doesn't play a nuker says it's another mage chronicle, and people that do say that they are nerfed.
It is a common occurrence for me to have to 4 shot a mob I can actually one shot (using my overhit spell.) The mob shield blocks the first, partial resist the second, normal damage the third, and take it's last sliver of health with the fourth.
As far as cancel, that takes a maximum of 5 buffs. So if you're facing a fully buffed nuker in pvp, the chances of getting the important buffs are pretty low. :(
It is a common occurrence for me to have to 4 shot a mob I can actually one shot (using my overhit spell.) The mob shield blocks the first, partial resist the second, normal damage the third, and take it's last sliver of health with the fourth.
maybe try a new spot where the mobs don't have shields?
As far as cancel, that takes a maximum of 5 buffs. So if you're facing a fully buffed nuker in pvp, the chances of getting the important buffs are pretty low. :(
If it's nuker vs nuker then you will both have the same advantages/disavantages. You will both have resist buffs so the damage output will be equal.
I'm doing no more damage than I was in C5. Conversely, my spells fail more often. Sorcs and SpS have sucked balls for 3 chronicles now, and CT1 is just continuing the trend. If you have a lowbie SpS or Sorc, you probwbly won't notice the difference much. If you've suffered with the toons long enough to have a high level, CT1 is just another log on the fire.
I believe that the people who are speaking of a nerf are talking about PvE, and those who are speaking of a boost are talking about PvP, where the revised system has made the probably biggest difference.
Husje you obviously don't play a high level mm or am and come across as just another mindless fool (can fools be anything but mindless?).
I feel really sorry for you that you cannot do simple math and make note that 1 and 1000 are both less than 2000, and that 10% is less than both 20% and 30%. Since the magic defense and buffs/abilities that raised magic defense were not nerfed, and neither spell power nor magic attack was increased, I therefore fail to see how you can come here and say that mages were boosted instead of nerfed.
hehe maybe ALL the mob's HPs' got nerfed hahahahahahah
try playing D&D sometime and see what happens when you roll a 1 durring an attack (critical failure your attack misses and damages you, or your friends, or both)
How much were u hitting people who had EP+ Water resist + Aqua guard in Interlude
How much are u hitting people who have EP+ Water resist + Aqua guard in CT1
Use surrender and vortex in both cases.
What you fail to realize because of your constant crying is that they indeed changed how the resist system works. Even with the "nerfed" surrenders/vortex effect your damage is better then what it was in Interlude. Add the fact that Sorcs+Spellsingers can enchance their element easier then others by element stones, you are definatly better off in CT1.
I stopped playing my lvl 75 SH sub once I reached noble. However I do constantly face high lvl nukers everyday to notice the damage difference between Interlude and CT1 I get from Mages. So yea cry more pls.
DC Robe Set +0/3/0/0, +3 SoM/Acumen, and +3 Majestic Jewel Set Unsealed - Crappy gear for a 77 Nuker, by many people's standards.
I didn't bother to get all buffs, just mostly the ones I needed to up my Cast Speed.
Gladiators and Tyrants don't even get in range to use their skills unless they get the jump on me. Dwarves and Destroyers, same. I kill tanks with Aura Flash alone, and laugh at them. I killed a group of 3 daggers once because Sleeping Cloud casts in like 2 seconds and Sleep in about 1 second. I fail to see why they are chiming in bringing up PvP prowess in a discussion about PvE skill failures. NCSoft is more than capable to make skills fail in PvP, but not in PvE.
Take our your agenda in another discussion, please.
DC Robe Set +0/3/0/0, +3 SoM/Acumen, and +3 Majestic Jewel Set Unsealed - Crappy gear for a 77 Nuker, by many people's standards.
I didn't bother to get all buffs, just mostly the ones I needed to up my Cast Speed.
Gladiators and Tyrants don't even get in range to use their skills unless they get the jump on me. Dwarves and Destroyers, same. I kill tanks with Aura Flash alone, and laugh at them. I killed a group of 3 daggers once because Sleeping Cloud casts in like 2 seconds and Sleep in about 1 second. I fail to see why they are chiming in bringing up PvP prowess in a discussion about PvE skill failures. NCSoft is more than capable to make skills fail in PvP, but not in PvE.
Take our your agenda in another discussion, please.
P.S. Yes, I know the PvP score sucks. I am busy rolling and leveling alts :P
I PvP on my Necromancer, not the Spellsinger, so it's nothing of worth whether or not it has 84 PvPs or 800 PvPs or whatever number of PvPs suits your interest. Doesn't change the fact that it can own level 79/80 toons with A Grade gear on trivially in PvP. Are you the only one in the thread that doesn't know that I PvP mainly (pretty much only) on Necromancer?
And I'm rolling more alts (soon I should have an Arcana Lord if I don't get too bored, maybe a month or so). It will probably only have 2 PvPs so you'll have more to laugh at :)
I made a signature with the stats in it, and decided to use the smaller picture instead of the larger one for bandwidth reasons.
Ciao, Mage Einstein.
Next time I'll farm some PvPs off a 5x/6x alt so that you aren't let down by the PvP score ...
DC Robe Set +0/3/0/0, +3 SoM/Acumen, and +3 Majestic Jewel Set Unsealed - Crappy gear for a 77 Nuker, by many people's standards.
I didn't bother to get all buffs, just mostly the ones I needed to up my Cast Speed.
Gladiators and Tyrants don't even get in range to use their skills unless they get the jump on me. Dwarves and Destroyers, same. I kill tanks with Aura Flash alone, and laugh at them. I killed a group of 3 daggers once because Sleeping Cloud casts in like 2 seconds and Sleep in about 1 second. I fail to see why they are chiming in bringing up PvP prowess in a discussion about PvE skill failures. NCSoft is more than capable to make skills fail in PvP, but not in PvE.
Take our your agenda in another discussion, please.
I don't want to be a glass semi-automatic peashooter, and quite frankly, that is all that mage in the link is. Sure they may cast fast, but those spells are gonna be pretty weak. I would much much rather have a slow cast speed and high damage per nuke. And when it comes to pveing, all that cast speed is gonna mean nothing if you are only hitting for 1500/750/1 per spell on a mob which has 4000-30,000 hp(500-700/250/1 on a player). I also am rather doubting how valid this screenshot is, I have my own equal level mm, and with arcana robes, +5 int, +3 som and same buffs + empower I am barely scratching the same m attack, there is no way you in dc are gonna have the same as me in arcana.
How much were u hitting people who had EP+ Water resist + Aqua guard in Interlude
How much are u hitting people who have EP+ Water resist + Aqua guard in CT1
Use surrender and vortex in both cases.
What you fail to realize because of your constant crying is that they indeed changed how the resist system works. Even with the "nerfed" surrenders/vortex effect your damage is better then what it was in Interlude. Add the fact that Sorcs+Spellsingers can enchance their element easier then others by element stones, you are definatly better off in CT1.
I stopped playing my lvl 75 SH sub once I reached noble. However I do constantly face high lvl nukers everyday to notice the damage difference between Interlude and CT1 I get from Mages. So yea cry more pls.
have a nice day,
Mindless Fool
Husje maybe you should try taking some basic math classes. I told you already, 10% surrender today is less than 30% yesterday. 10% vortex today is less than 20% vortex yesterday.
1.2*1.3=1.56>1.1*1.1=1.21
I was doing more damage in C6 than I am doing in C7 by as much as 1.56 is greater than 1.21. Guess only mathematicians play magicians.
Although me and Aldemir do not agree, I will say he was able to refute your post fairly well. If you kill 3 daggers at once, and Tyrants before they get to you.... then you must be fighting some unbuffed 6x characters.
Husje maybe you should try taking some basic math classes. I told you already, 10% surrender today is less than 30% yesterday. 10% vortex today is less than 20% vortex yesterday.
1.2*1.3=1.56>1.1*1.1=1.21
I was doing more damage in C6 than I am doing in C7 by as much as 1.56 is greater than 1.21. Guess only mathematicians play magicians.
did you ever faced fully resist buffed opponents in c6? If not magical mathematician [censored]. People were getting nuked for 500ish damage back then.
Now they changed the how resist adds. 30% resist from interlude its like 10% ish now. stacked resist dont work as good as they did in interlude, hence why I said you deal more damage vs buffed opponents. And some do even say there is a cap on how much resist u have in PvP.
Go cry more because u need use a bit more mp to kill in PvE, fact is YOU are still good in PvP and PvE.
Although me and Aldemir do not agree, I will say he was able to refute your post fairly well. If you kill 3 daggers at once, and Tyrants before they get to you.... then you must be fighting some unbuffed 6x characters.
Vortex and Frost Bolt from 900 Range and it's basically over. I have Frost Bolt at +8 @ 77, it hasn't failed me yet (knock on wood) in the couple dozens of times that I've used it.
With Full Buffs SPS will crit about 1 in 6 and at that cast speed it doesn't take long to get to them. At 1900 cast speed I can nuke a Tyrant or Gladiator about 7-8 times before they close in the range (with at least 1 Slow on them). Of course, I was talking about ganking, since things are different if they catch you while you're XPing (esp given you most probably won't have that buff setup anyways, ro even be wearing a DC Set for PvE).
Ellisande: Lol, you're delusional. Yes, I doctor screenshots to add cast speed to an SPS. Goto L2Calc and see for youself. Also, like I said in the post, that MM has crappy gear. It's all A Grade, and the robe set only has 1 piece at +3 (the rest +0). It was done primarily to show that you can get a really fast cast speed at even level 70'ish without any boss jewels and with fairly low-grade gear.
I do not hit players for 500 damage, more like 900-1100. Not everyone fights the uberest-geared players on the server.
Yea, you definitely are a whiner - and quite delusional.
I just checked L2Calc and the only difference between Arcana Robes and NM Robes is cast speed. Arcana with same Weapon and Buffs is only 214 C. Spd and 85 M.Atk better than NM, disregarding the other (much better) bonuses in the Arcana Set bonus.
But if you are barely pushing 2.3k M.Atk in Arcana I dunno what to tell you.
With a +3 Arcana Mace the M.Atk of that Muse in DC would be almost 2.7k in DC, and ~3.2k in NM/Arcana.
Although me and Aldemir do not agree, I will say he was able to refute your post fairly well. If you kill 3 daggers at once, and Tyrants before they get to you.... then you must be fighting some unbuffed 6x characters.
Vortex and Frost Bolt from 900 Range and it's basically over. I have Frost Bolt at +8 @ 77, it hasn't failed me yet (knock on wood) in the couple dozens of times that I've used it.
With Full Buffs SPS will crit about 1 in 6 and at that cast speed it doesn't take long to get to them. At 1900 cast speed I can nuke a Tyrant or Gladiator about 7-8 times before they close in the range (with at least 1 Slow on them). Of course, I was talking about ganking, since things are different if they catch you while you're XPing (esp given you most probably won't have that buff setup anyways, ro even be wearing a DC Set for PvE).
Ellisande: Lol, you're delusional. Yes, I doctor screenshots to add cast speed to an SPS. Goto L2Calc and see for youself. Also, like I said in the post, that MM has crappy gear. It's all A Grade, and the robe set only has 1 piece at +3 (the rest +0). It was done primarily to show that you can get a really fast cast speed at even level 70'ish without any boss jewels and with fairly low-grade gear.
I do not hit players for 500 damage, more like 900-1100. Not everyone fights the uberest-geared players on the server.
Yea, you definitely are a whiner - and quite delusional.
Husje maybe you should try taking some basic math classes. I told you already, 10% surrender today is less than 30% yesterday. 10% vortex today is less than 20% vortex yesterday.
1.2*1.3=1.56>1.1*1.1=1.21
I was doing more damage in C6 than I am doing in C7 by as much as 1.56 is greater than 1.21. Guess only mathematicians play magicians.
did you ever faced fully resist buffed opponents in c6? If not magical mathematician [censored]. People were getting nuked for 500ish damage back then.
Now they changed the how resist adds. 30% resist from interlude its like 10% ish now. stacked resist dont work as good as they did in interlude, hence why I said you deal more damage vs buffed opponents. And some do even say there is a cap on how much resist u have in PvP.
Go cry more because u need use a bit more mp to kill in PvE, fact is YOU are still good in PvP and PvE.
Never did I say that the resist buffs weren't changed. My statement was specifically that both vortex and surrender were both significantly nerfed, and at the same time the fail and half fail casting system returned with a vengeance.
Because of those 2 large negatives, it is impossible to say this chronicle is a huge mage boost.
pvp-wise - it's a significant boost (if you don't have wm-augment etc)
pve-wise - it's more or less even (vortex or surrender isn't really common to xp)
pvp-wise - it's a significant boost (if you don't have wm-augment etc)
pve-wise - it's more or less even (vortex or surrender isn't really common to xp)
A few forget about the new high-level-bonus...
I use my vortexes (well used to use when the still increased damage by 30% for light and 20% for ice) all the time during the same time that surrender increased damage by 30%. I still use light vortex when I am manoring desert cobas in fotd, though I am on the wall about whether or not ice vortex has any value at only a 10% damage increase considering that it has no other useful benefit, takes a while to cast and a longer time to recharge. If I were 79 and had the finisher, I would once again think it was worthwhile to use all the time.
On 2x and up mobs (particularly high level mobs that I need 6 or more spells to kill), using even surrender alone used to result in a large damage increase, with a vortex on top I used to kill a 2x mob in 4 spells total. In C7, the same mob I was killing in 4 spells during c6 now requires 5 spells. In the middle of Ketra outpost where I used to do ok and could do 1 or 2 groups without much of a problem, attacking even one group now could cause me to have to bsoe or get brezed because the number of spells needed per mob rose so drastically due to the reduction in the effectiveness of surrenders, vortexes and the reintroduction of failires. Having to use 10-14 spells to kill a single 2x hp Ketra Orc is flat out unnacceptible, yet that is actually how many it now takes. This was a pretty good indication to me that mages were nerfed in pve. This is all of course barring a fail or half fail, which raises the number of spells per mob by even more, especially on an unlucky day when I'll get 2 or 3 full failures on a single mob and often times this is because they are 2 full failures in a row, which seems stupid considering I can count the number of double criticals I've gotten on 0 hands.