Celtic Heroes

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Armour, Charms and Weapons (Mage / Druid)

#1
Armour
Common sense tells us that mages and druids are weak with physical damage. They have low strength and hence they are unable to wear medium or heavy armour. This is reflected in CH. Using diamond gear for instance, mage / druid - 55 armour, rogue - 110 armour, warrior 170 armour. This I can understand. (Tho, really 3 times in differences? :shock: )

However, it is also the same common sense that is telling me since mages and druids specialises in magic, their magic/fire/ice resistance should also be much higher than the other classes. This is not reflected in CH where by all classes have the same resistance be it warden, meteor or diamond gear. This I do not understand. The armour for Mages and Druids should be given a boost in magic/ fire / ice resistance compared to other classes. It need not be 3 times the differences like armour but a boost in resistance should be reflected in the meteor upgrade / dragon armour?

Charms
Charms are kind of weird. Slashing / Piercing / Crushing gives direct boost to the stated charm dmg based on strength factor whereas Magic / Poison / Fire / Cold are all set amounts. It kinds of make sense and not. With higher strength, you are able to slash / pierce / crush mobs easier. Shouldnt it also make sense for focus to affect magic / fire / cold? That way, i could see the usefulness for these charms for druids and mages. (Poison charm could be for rogues?)

Weapons
This have been covered by Papi - http://www.onethumbmobile.com/celticher ... f16#p64964

Yes, Wands are magical and I suppose it makes sense that it is magic damage. However, mages are suffering because strength does not affect magic. In terms of druids, yes it is crushing damage but i doubt anyone has read about druids being able to crush mobs with their awesome staff or totem abilities. Druids are not monks. Again, the point I am emphasising is since mage / druids are spell casters, their weapons should be magic damage based on focus rather than strength as per Papi.

What do you guys think?
MorphMarfa has retired from Celtic Heroes and most probably wont be resurfacing. He had a enjoyable time during his druid adventures in Taranis.

Lv 182+ Druid : Taranis

Re: Armour, Charms and Weapons (Mage / Druid)

#2
Damn right mages and deuids are especially hard to lvl and they should have more leverage than classes like warrior and focus should increase magic damage and strength to increase crush slash ect. So I agree.
181 Druid
166 Rouge

Veteran CH Player, playing since December 2011.
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"Patience is bitter, but its fruit is sweet"
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Re: Armour, Charms and Weapons (Mage / Druid)

#4
I'd agree magic damage from wands should be based on focus but this would make little or no differece to me as wand rarely gets used as I'm casting high hitting spells and wand doesn't really get a look in I get off lure incenrate fireball lureof ice shards fireball wand fireball incenrate fireball shards wand sacrice fireball and cycle continues so out of all that damage been spammed out wand gets used twice that's why Mage wep is usually among the last things to be upgraded out of about 2-3 k of damage upgraded meterioc gets to do 80 points max it's almost a useless item and is more for show than anything else
Doing Magic stuff since June 2011

Re: Armour, Charms and Weapons (Mage / Druid)

#5
I agree with this post.

In many things how this game works I have the feeling everything is based on melee classes. And this post is one of the examples, how come casters only get less armor and not more magic resist?
Another example is the luxery shop, yeah they added some stuff since update. But serious why there are only haste gloves that add weapon speed??? If you have this kind of gloves you should also add gloves that increase casting speed for casters...
Next example I did the new guide-quest. And what do I get a ring that adds a point to all attributes and +10 sword damage? Really what do other classes then a warrior need to do with +10 sword ability...

I wanna say to the developers really dont base everything on melee classes, split it up. There are melee and casting classes.. And even then you have huge diffrences between the classes.

Re: Armour, Charms and Weapons (Mage / Druid)

#6
Yeah I agree with the comments. It's a little strange for magical beings (Mage and Druids) having the same tolerance to magical damage as non magical characters. Definitely a rejig of future items needs to be considered. Alternatively, perhaps a boost to magical damage resistance could be based on focus???

On the weapon point, given the Hp and resistance of mages and Druids are lower I would have expected that the damage of these characters should be higher to balance this out. Though when I look at the top damage in my world (Taranis). It is filled with rogues and warriors.

Do you think there should be some kind of adjustment needed?

Re: Armour, Charms and Weapons (Mage / Druid)

#7
Agree with armor. Most games I've played give warriors high armor, spellcasters high spell resistance, and rangers/rogues in between.

As for weapon damage being affected by focus, admin has stated before that it cannot be implemented in the current engine. Hopefully they can do it when they upgrade the engine at the end of the year.
Guardian of Unbreakable on Danu
Solona Level 81 Rogue
Solonara Level 104 Mage
Eryn Level 72 Druid

Re: Armour, Charms and Weapons (Mage / Druid)

#8
Another example; it has been stated that one of the main reasons that the energy formulas were changed was because the heroic amulet was too overpowered an nobody ever ran out of energy. Well that was true unless you were a Mage or Druid. We did run out even tough we had our amulets and offhand items. But now we are struggling and the devs are also struggling to balance it all out.

How about some lux items just for mages and druids. An arch magi amulet of energization +100, that's about a fire bolt.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: Armour, Charms and Weapons (Mage / Druid)

#10
Another example; it has been stated that one of the main reasons that the energy formulas were changed was because the heroic amulet was too overpowered an nobody ever ran out of energy. Well that was true unless you were a Mage or Druid. We did run out even tough we had our amulets and offhand items. But now we are struggling and the devs are also struggling to balance it all out.

How about some lux items just for mages and druids. An arch magi amulet of energization +100, that's about a fire bolt.
Druids with heroic rejuv+rejuv offhand never ran out of energy (I tested it). Cant talk for mages... I ran out bc I was using energy shield in update 2. But yes, some energy based items for druid/mages with a lvl restriction at 110+ or 120+ would be useful. +100 is way too much though imho... that would be +135 in total. if you make a ring with +30 or +50, that is enough (with the restriction of only being able to equip one rejuv ring at a time).

Armor: I completely agree. Druid/Mage need to get a Fire/Ice/Magic resistance boost (that'll be put on ALL armor in game!). That said, I use Shield of Bark on my druid and get a bonus of +200 Armor. :D So I have more armor then a rogue/ranger, if you will... So it would make sense to give mages a higher resistance then druids on class specific gear.

Charms: I also tend to agree. Make Fire/Ice/Magic dmg based on focus. Another option would be that Crush/Slash/Pierce dmg only multiplies if used by Ranger/Rogue/Warrior and Fire/Ice/Magic only multiplies if a Druid or Mage has it equipped. At least that'll make the new magic dmg helm useful :D

Weapons: Again, the magic wand dmg needs to multiply and directly influence the mage skill dmg.
Selene (Mage) 134 | Xellaya (Druid) 110
Clan: Uskoci
World: Arawn
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