I feel lure with the big distance is making mages over powered I kill stuff quicker than a warrior who was using tams sword I think it should be the sort if spell that is used for bosses maybe reduce it a bit so that there's a chance the mob can interupt but still effective when using in groups against the bosses when it was shorter distance I used it less on the little guys as most mages can deal enough damge to get rid of them fairly quickly and lure really is needed against bosses to take down the huge number of hitpoints that they have and a shorter distance would not effect the castabilty of doing it against a boss as he is normally to busy hitting the guy who is tanking
But not reduce it quite as much as it was before cause if you did need to use like on a blood grove master you had no chance of getting it off
Had some further thoughts on this how about varying aggro distances so 3 and 4 stars let you get close enough to cast lure but the rest don't and you could leave lure as it is
Re: Lure is making mages overpowered
#2I would disagree. I have been playing the mage class for a few months now, through many minor and major changes. Currently, to make a proper kill against a challenging foe, the mage like the rogue, sometimes needs to prepare a series of skill casts in order to be effective. For the mage, those can include (depending on build), but are not limited to, cloak of fire, then fire/ice lure, then the corresponding fire/ice attack. All this takes time and periods free from interruption. In an area such as Stonevale, some random spawning mob can mess with this example set of skill launch. The resulting fight may not go as planned and may not be a victory for the mage.I feel lure with the big distance is making mages over powered I kill stuff quicker than a warrior who was using tams sword I think it should be the sort if spell that is used for bosses maybe reduce it a bit so that there's a chance the mob can interupt but still effective when using in groups against the bosses when it was shorter distance I used it less on the little guys as most mages can deal enough damge to get rid of them fairly quickly and lure really is needed against bosses to take down the huge number of hitpoints that they have and a shorter distance would not effect the castabilty of doing it against a boss as he is normally to busy hitting the guy who is tanking
But not reduce it quite as much as it was before cause if you did need to use like on a blood grove master you had no chance of getting it off
Had some further thoughts on this how about varying aggro distances so 3 and 4 stars let you get close enough to cast lure but the rest don't and you could leave lure as it is
In comparison, I have witnessed a ranger using a decent build, quickly destroy foes while I was paired with them. They did have the advantage of an energy regeneration amulet and used bolas quite a bit. While in the group, the ranger would usually attack first. By the time I got off my renewal of cloak of fire, lure of fire, and finally fire bolt, the Druid master (for instance) was down to 1/4th HP. Cloak is not completely necessary, but I do find it advantageous. I am not saying that rangers are over powered right now, but nor do I think the mage is. Character balance seems in check currently.
If an adjustment to the current mage skills is going to happen, please try to make it very slight.
Tog
Togarth Lvl 150 Mage World Sulis General of Clan Retribution 3rd Place in Marshall's Crystal Armor Event (ChuckNorris)
Re: Lure is making mages overpowered
#3"Amg you nerfed the mage omfg fix it blalalalaalal"
"Omfg im too overpowered wtf admin why are you so bad -crys-"
Seriously? Just stfu.
"Omfg im too overpowered wtf admin why are you so bad -crys-"
Seriously? Just stfu.
--Jonas
Server: Taranis
"TMNT" Level 37 DexDruid
"Twink" Level 37 PvP Rogue (Soon as it comes out
)
Server: Taranis
"TMNT" Level 37 DexDruid
"Twink" Level 37 PvP Rogue (Soon as it comes out

Sleep really makes one feel rested...
Re: Lure is making mages overpowered
#4The mages are PERFECT now, because before the patch on order to cast lure you would have to get into the mobs aggro circle to cast it, which made it impossible. Anyhow, by the time I cast both lures, or even one, the other person in the group has taken more than half of the mobs health so I feel useless with my mag sometimes.
Wizard.
Wizard.
Server: Arawn
Player: Phyzem:216Rogue
Player: Krypto:187-Rogue
Clan: Unit
http://www.youtube.com/mrappbee
Player: Phyzem:216Rogue
Player: Krypto:187-Rogue
Clan: Unit
http://www.youtube.com/mrappbee
Re: Lure is making mages overpowered
#5Having played mages-and all classes for that matter, since before update 1, I can say with great confidence that mages are finally playing how they should be. Yes, they hit hard but are supposed to-why you ask? They don't survive long if they have full aggro-which is easy to get with the spell damage. I can argue #'s all day long but what it boils down to is a balance between survivability vs damage output. Mages have the lowest survivability of all the classes, so it makes sense that they would do the most damage. And as for the damage, as stated above, it is combo of spells that makes us powerful, just a lvl 15 firebolt by itself won't do too much against an opponent, we need to cast lure first, and possibly fire cloak/energy shield-depending on the build. All of which takes time. I've seen rogues get off 3 quick strikes in the time it takes a mage to get off one firebolt-but that's because that's how rogues are supposed to play, fast and furious.
Classes are finally balanced in my opinion.
Classes are finally balanced in my opinion.
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“A man only becomes wise when he begins to calculate the approximate depth of his ignorance.” -Gian Carlo Menotti
“A man only becomes wise when he begins to calculate the approximate depth of his ignorance.” -Gian Carlo Menotti