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brockstar
10-13-2009, 04:03 PM
I took up Air magic to support my archery because that is what the school does. However, now that I want to use Mage Killer, I lose all my effort with my archery support school... =[

Air is already screwed, the description says it can't be blocked so it does less damage, but you made it blockable and kept the damage low..... Now the second advantage with the school (archery support) is being nullified as well. Can we not forget about advantages / disadvantages to magery schools?? :rolleyes:

lanigav
10-13-2009, 05:08 PM
Good point, AV any remarks?

Sarphus
10-13-2009, 06:57 PM
I think the mage killer restrictions are good as they are.

As an archer, the only thing you gain from AM is arrow shield and arrow ward. Arrow ward adds a little extra dmg per shot, but you can easily overcome that dmg if mage killer gives a substantial buff to dmg. I have arrow ward over 50 and it adds about 5 dmg per shot.

I think letting mage killers have air magic would be overpowered. Some of the high end air nukes are really powerful.

Sttoh
10-13-2009, 06:58 PM
As a player that does primarily air (100 ele and something like 40 intensify atm) I see absolutely no problems with the school. Double stamina drain for 5-10 less damage than fire at equivalent skill levels? The lowest cooldown 100 nuke? Plenty of knockback abilities and arrow shield? Works just fine from what I've seen so far.

HeliosNorlund
10-13-2009, 07:02 PM
I think the mage killer restrictions are good as they are.

As an archer, the only thing you gain from AM is arrow shield and arrow ward. Arrow ward adds a little extra dmg per shot, but you can easily overcome that dmg if mage killer gives a substantial buff to dmg.

im pretty sure magekiller wont add damage
it will be something stronger

like stop spellcasting so he have to retry casting everytime he got hit

and because we know u can shoot arrows faster than u cast spells u could disable a mage unable casting spells

Sttoh
10-13-2009, 07:05 PM
im pretty sure magekiller wont add damage
it will be something stronger

like stop spellcasting so he have to retry casting everytime he got hit

and because we know u can shoot arrows faster than u cast spells u could disable a mage unable casting spells

I'm pretty sure I would flat out quit the game if they did that. There's nothing in this game that does any sort of lockdown or "crowd control" if you will and if they implement it then it'll ruin the game's core design.

brockstar
10-13-2009, 07:11 PM
As a player that does primarily air (100 ele and something like 40 intensify atm) I see absolutely no problems with the school. Double stamina drain for 5-10 less damage than fire at equivalent skill levels? The lowest cooldown 100 nuke? Plenty of knockback abilities and arrow shield? Works just fine from what I've seen so far.

I don't think having 2 useful nukes from air would be OP to a mage killer. The extra stam drain serves no purpose, so either you are delusional that the bonus stam drain with air actually will cause someone to die or you secretly don't want this because you're scared of the possibilities. Extra stam drain is pointless and ineffective with nukes. You're trying to kill them, not take away 5-10 more stam out of the 300-400 they have.

The knockbacks are broken and so are the other neat spells. Stormblast and come hither dont work on moving targets.

There is really no point in using air magic besides if you're cycling through 90/100 nukes, otherwise it is underpowered and inefficient compared to fire or earth, necro or arcane.. Lets give it some purpose and allow mage killers to use it.

Sttoh
10-13-2009, 07:20 PM
I don't think having 2 useful nukes from air would be OP to a mage killer. The extra stam drain serves no purpose, so either you are delusional that the bonus stam drain with air actually will cause someone to die or you secretly don't want this because you're scared of the possibilities. Extra stam drain is pointless and ineffective with nukes. You're trying to kill them, not take away 5-10 more stam out of the 300-400 they have.

The knockbacks are broken and so are the other neat spells. Stormblast and come hither dont work on moving targets.

There is really no point in using air magic besides if you're cycling through 90/100 nukes, otherwise it is underpowered and inefficient compared to fire or earth, necro or arcane.. Lets give it some purpose and allow mage killers to use it.

Lemme ask you something quick, do any of your small scale fights last more than 30 seconds? Didn't think so.

brockstar
10-13-2009, 07:25 PM
Yes. Have duels that last 8 minutes about 4 times a night...

Whats your point anyways? The point of stamina reduction doesnt make a difference in 8 minute duels? Ah thanks that is a good point.

Sorath
10-13-2009, 07:27 PM
I think the mage killer restrictions are good as they are.

As an archer, the only thing you gain from AM is arrow shield and arrow ward. Arrow ward adds a little extra dmg per shot, but you can easily overcome that dmg if mage killer gives a substantial buff to dmg. I have arrow ward over 50 and it adds about 5 dmg per shot.

I think letting mage killers have air magic would be overpowered. Some of the high end air nukes are really powerful.

uhh... You mean agility?

Early Grace
10-13-2009, 07:28 PM
I took up Air magic to support my archery because that is what the school does. However, now that I want to use Mage Killer, I lose all my effort with my archery support school... =[

Air is already screwed, the description says it can't be blocked so it does less damage, but you made it blockable and kept the damage low..... Now the second advantage with the school (archery support) is being nullified as well. Can we not forget about advantages / disadvantages to magery schools?? :rolleyes:

I guess I could make the argument in this case that I spent all the time and money to max every magic to cycle nukes and now they are going to change how works.... That would be fucking stupid though.

Sttoh
10-13-2009, 07:31 PM
Three words: Stamina to Health. In a solid 1v1 with relatively equal player skill and magic/archery I can take people down to almost no stamina. Having the extra latent drain means they have to change up how they're fighting me. I would gladly keep my air magic if I was given the option right now to switch to the same skill level spells and intensify in any other school except necro. Do you think the mana drain on necro's spells is useless too?

brockstar
10-13-2009, 07:35 PM
I guess I could make the argument in this case that I spent all the time and money to max every magic to cycle nukes and now they are going to change how works.... That would be fucking stupid though.

Yes, well games change to make things work for the majority of the population, mechanics and rulesets change as well. They are implementing mage killer so things will be changing just as every other game does. I just think AIR should at least give the advantages the description suggests or perhaps give this idea a go in their decision making. I'm sure they dont want pvp to become who can cycle through their nukes the fastest, we can all agree this is pretty lame. Most of the hardcore pvpers that play df have their trees to 100 now and cycle nukes, if not their probably working on it.

Early Grace
10-13-2009, 07:40 PM
Yes, well games change to make things work for the majority of the population, mechanics and rulesets change as well. They are implementing mage killer so things will be changing just as every other game does. I just think AIR should at least give the advantages the description suggests or perhaps give this idea a go in their decision making. I'm sure they dont want pvp to become who can cycle through their nukes the fastest, we can all agree this is pretty lame. Most of the hardcore pvpers that play df have their trees to 100 now and cycle nukes, if not their probably working on it.

I was not defending nuke cycling, I was making the point that what you said is as dumb as what I said.

brockstar
10-13-2009, 07:40 PM
Three words: Stamina to Health. In a solid 1v1 with relatively equal player skill and magic/archery I can take people down to almost no stamina. Having the extra latent drain means they have to change up how they're fighting me. I would gladly keep my air magic if I was given the option right now to switch to the same skill level spells and intensify in any other school except necro. Do you think the mana drain on necro's spells is useless too?

1 word. Lobster. Maybe add this word too: survivalist. Or maybe these 3: Mana to stam. I use witches brew, stam to health, confusion, heal self, stam to health, witches brew, stam to health in that order and I'm back to full health nuking away or using my Great axe. My mana to stam is not even 50+ yet and I regain 21-30ish stam for 7-12 mana or so. If you are running out of stam in a fight you either need to raise some sub skills which don't allow your stam to drain as much or you need to get your stam/mana regen skills up.

Wyverex
10-13-2009, 07:47 PM
And why do you need to have the debuffs yourself?
Get a mage friend and let him debuff Arrow and Piercing protections while you shoot arrows ;)

MikeJT
10-13-2009, 08:02 PM
I took up Air magic to support my archery because that is what the school does. However, now that I want to use Mage Killer, I lose all my effort with my archery support school... =[

Air is already screwed, the description says it can't be blocked so it does less damage, but you made it blockable and kept the damage low..... Now the second advantage with the school (archery support) is being nullified as well. Can we not forget about advantages / disadvantages to magery schools?? :rolleyes:

You will just have to weigh up which benefits you the most - the buffs and damage spells from Air Magic or the mage-killer benefits which only apply when you're attacking someone with a staff equipped.

You must remember that "mage-killer" is a very narrow benefit. If someone puts their staff away the benefit dissappears.

Compare that with the advantages of Air Magic when using archery, which apply at all times.

brockstar
10-13-2009, 08:21 PM
The problem is i'd definately chose mage-killer if its worth it and toss out my surging EC =[

I wouldnt keep 1 spell tree even if i have 4 surging spells in it already for its mediocracy

Orolt Lifebring
10-13-2009, 08:32 PM
I took up Air magic to support my archery because that is what the school does. However, now that I want to use Mage Killer, I lose all my effort with my archery support school... =[

Air is already screwed, the description says it can't be blocked so it does less damage, but you made it blockable and kept the damage low..... Now the second advantage with the school (archery support) is being nullified as well. Can we not forget about advantages / disadvantages to magery schools?? :rolleyes:

No it's not. Learn to play. Water is screwed. Necro is screwed. Air is different. I have air as my second school apart from arcane and i took it over fire and earth because it has very useful spells like stormblast, come hither or guiding wind(awesome for pve), a very good 100 nuke, a good taoe, a good 50 nuke and that's pretty much everything you need. Air is less offensive and more utility spells. If you just want NUKENUKENUKENUKE then you chose the wrong school.

Also, lightning resistance is lower than all other elemental resistances on armour. That's what i read on "their attacks are harder to defend against". It also drains more stamina.

lanigav
10-13-2009, 08:46 PM
No it's not. Learn to play. Water is screwed. Necro is screwed. Air is different. I have air as my second school apart from arcane and i took it over fire and earth because it has very useful spells like stormblast, come hither or guiding wind(awesome for pve), a very good 100 nuke, a good taoe, a good 50 nuke and that's pretty much everything you need. Air is less offensive and more utility spells. If you just want NUKENUKENUKENUKE then you chose the wrong school.

Also, lightning resistance is lower than all other elemental resistances on armour. That's what i read on "their attacks are harder to defend against". It also drains more stamina.

Exploding charge is arguably the best nuke of its rank.

Water is screwed.

And who said stormblast is broken? Have you seen that spell at 100? It throws people out of cities.

brockstar
10-13-2009, 09:43 PM
No it's not. Learn to play. Water is screwed. Necro is screwed. Air is different. I have air as my second school apart from arcane and i took it over fire and earth because it has very useful spells like stormblast, come hither or guiding wind(awesome for pve), a very good 100 nuke, a good taoe, a good 50 nuke and that's pretty much everything you need. Air is less offensive and more utility spells. If you just want NUKENUKENUKENUKE then you chose the wrong school.

Also, lightning resistance is lower than all other elemental resistances on armour. That's what i read on "their attacks are harder to defend against". It also drains more stamina.

Well lightning may be the highest resistance on armor but it still does the least amount of damage

Captain Kirk
10-13-2009, 09:45 PM
Melee and archery buffs need to be moved to mastery/sharpshooter. Why should you have to use magic to be effective with these skills?

brockstar
10-13-2009, 09:49 PM
its just there for player diversity. Just like earth is the support school for melee. If you want to be the best melee man you need earth as well, same goes with archery, well use to...