Results 1 to 17 of 17

Thread: Let's talk about end game casters (wiz, mag, sorc, conj etc)

Hybrid View

  1. #1

    Default Re: Let's talk about end game casters (wiz, mag, sorc, conj etc)

    Scram, friend!
    Pls forgive- but I cant sign your post.

    This thread is not about dragons-
    and I agreed with zachy complaining the loss of power and uselessness of certain biped classes- once indispensible in certain fights.
    Which has nothing to do with COH!.

    But - just to give you a statement from the other point of view:
    Combat Overhaul did NOT harm my dragons they are as strong as before- even a bit stronger-
    cause I tried new things and found out : I still can iimprove:-)))))
    Sure- having lost drain boilt uber weapn is annoying. Annoying- nothing else.
    And now- as I check my dmg output carefully in each fight . *clears throat* satisfying^^.
    Lov (hybride caster and Luna (hybride melee). And ther is still not all done which I think of to keep on improving.
    And I AM NOT strongest, most clever, or even uber drag here. Some of my dragon friends beat my dmg numbers easily.
    So lets do try and error- and uber drain bolt will be a sweet memory soon!!

    Can t talk about if COH nerved bipeds.. but what I hear is more vice versa...
    The nerves I was thinking of and talking about took place long ago.
    Ranger, Sorcerer are 2 which made friends leave the game..years ago.

    I still say- hail devs- this COH was necessary to give the game a future- we all want it to have. So Thank you devs again for all your hard work.

    Long live Istaria
    YOU told me to play a dragon!

  2. #2

    Default Re: Let's talk about end game casters (wiz, mag, sorc, conj etc)

    It's all good Lov. We shall see how this works out for all

    cheers

  3. #3

    Default Re: Let's talk about end game casters (wiz, mag, sorc, conj etc)

    Sounds like a good opportunity for the devs to continue looking at each class, see which ones are under-performing, and give them the love they need. The COH has, hopefully, made adding new abilities, spells, techs, etc, and balancing them, easier and more straightforward than before. I don't have any high-rating bipeds yet, so I don't have any insights on what exactly needs to change, but thus far I've found mage to be quite fun in the early levels. But that's just my two cents, and I wish I had better feedback to offer.

  4. #4

    Default Re: Let's talk about end game casters (wiz, mag, sorc, conj etc)

    I originally built my goat (Woe) specifically to be a Sorc, then switched to Mage because of the lil extra dps, but after playing Knoc, Chaos W, and Battle Mage I have more fun with a sword/maul in his hand easily because I can actually kill stuff in a reasonable amount of time. I miss playing him as a Sorc. But yes, I absolutely do like the combat OH and appreciate all the hard work being done on the game still.

  5. #5

    Default Re: Let's talk about end game casters (Arcane/Mystic)

    Also yes I completely forgot to mention the mystic casters because they've been irrelevant longer than arcane (other than using them as a knock off healer) I forget they exist, thank you for bringing those up Lov. They definitely need some love too.

    For fighting the regular T5 mobs I'm sure they're still fine (probably more so than when I leveled up Sorc as my first lvl 100 omg was that a grind). But this conversation I meant to specifically be about multiclassed Mystic/Arcane characters vs T6/epics... there's a reason we log in and see only 2 handers that wear plate, healers and rangers. The debuffs/dots are mostly useless vs a mob that has 6000+ health.

    Can you imagine soloing Burris' List of Trophies (especially now that the Taskmaster/Ogre/Aegror's run in a group) or fighting Kwellon Zerkers as a bi-ped caster vs one of the meta classes.
    Last edited by Zachyattacky; April 30th, 2024 at 02:15 PM. Reason: typo's, title, etc

  6. #6

    Default Re: Let's talk about end game casters (Arcane/Mystic)

    Part of the problem is casters do not have tier VI equivalent "equipment" that melee does (see priceless weapons) nor do they have as many boosts to damage output. And spell lines need to be fleshed out significantly. The only one that can do a full rotation without needing a bolt spell going off is flame. The rest are very, very bare.
    Cauri BloodBane - Order
    100 DADV / 100 D C R A

  7. #7

    Default Re: Let's talk about end game casters (Arcane/Mystic)

    I've made some notes, thank you all for the feedback. One question, however, have you tried out the Superior Tomes as a caster?
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  8. #8

    Default Re: Let's talk about end game casters (Arcane/Mystic)

    I agree with Zachy at all. Biped casters have gotten very uninteresting.

    My personal view is: they lack personal benefits. It's not only about doing less dps compared to melee/dragons. If each of the casters had their own personal VERY improving benefits on a certain topic, they could rock again. That doesn't need to be all about dps.

    Artifact aimed for this approach from the beginning. They made casters have specific damage types. (Mage = Flame, Wizard = Energy, and so on..). They struggled with it and it has never gotten a reason for a player to switch to those schools. But I think the approach wasn't too wrong at all.

    Currently, Blood Mage is a good example of how it could work out. It's the only biped magical school having abilities and spells which are specific to their topic. They raise effectiveness compared to other magical schools. No others can use them. If devs would change the game's behavior so Blood Mage became even more uniquely uber to specific encounters, the school would get interesting again. This should happen for every magical school.

    Lov mentioned Sorcerers. Basically they were like that. They had good ways to manipulate big encounters to not do their most heavy special attacks (I can't recall, had they stuns? mezes?). Due to changes on the encounters, the skills/spells/abilities have gotten relatively useless and gave no more special benefits to the Sorcerer school. Hence people stopped playing Sorcerer because they lack those.

    Above text shows my point of view from gameplay at all and I am sure the devs are doing their best to get a good strategy. Looking back at my playing time since 2014 always had me assume that the game code has very nasty limits to what they can do and how. Changes will take their time. And feedback like this thread.

    High Five to the devs.

    ------------------
    Istaria Lexica | Istaria Reference

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Similar Threads

  1. more jobs for unemployed casters
    By LOVWYRM in forum Suggestions
    Replies: 10
    Last Post: May 14th, 2015, 03:51 PM
  2. Mage/wizard/Sorc?
    By Baldin Sharpstone in forum Bi-Ped Adventure Schools
    Replies: 11
    Last Post: December 24th, 2005, 11:30 PM
  3. T5 Battlemages and other casters
    By AA0 in forum Game Bugs
    Replies: 0
    Last Post: November 19th, 2005, 10:53 AM
  4. unconventional pets for casters
    By oluviel in forum Suggestions
    Replies: 0
    Last Post: October 10th, 2005, 07:36 PM
  5. Hoard Abilities for Casters
    By Khoal in forum Suggestions
    Replies: 1
    Last Post: February 3rd, 2005, 09:46 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •