Mage Spells Explanation

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Re: All Mage spells for release

Postby Rootl » Sun Apr 15, 2012 8:22 am

BodMasta wrote:My Main will be Rogue, then my second (Alt) will be Mage :p

But the amount of things Mage will be able to do for example; Rooting your enemy, and then, Teleport randomly around them (Casting Ricochet, i believe) so no one can hit you while stopping briefly blasting them with your DPS spells, then use root and a Ethereal Hop if you get yourself into trouble. You will be able to Leap to most 'main' destinations including opening rifts so other party members can come with you along with a large range of DPS its going to be a tough 'fight for the best' lol


If they make the cooldowns decent, give warriors a lot of gap closers, give Templar some stuns, it's a rogue nuff said, and don't make confessors too squishy then it should be cool, my main thing though is I hope the cool downs are reasonable
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Re: All Mage spells for release

Postby BodMasta » Sun Apr 15, 2012 8:43 am

Rootl wrote:
BodMasta wrote:My Main will be Rogue, then my second (Alt) will be Mage :p

But the amount of things Mage will be able to do for example; Rooting your enemy, and then, Teleport randomly around them (Casting Ricochet, i believe) so no one can hit you while stopping briefly blasting them with your DPS spells, then use root and a Ethereal Hop if you get yourself into trouble. You will be able to Leap to most 'main' destinations including opening rifts so other party members can come with you along with a large range of DPS its going to be a tough 'fight for the best' lol


If they make the cooldowns decent, give warriors a lot of gap closers, give Templar some stuns, it's a rogue nuff said, and don't make confessors too squishy then it should be cool, my main thing though is I hope the cool downs are reasonable


From my experience I can tell you that CD's are VERY reasonable, and if some have been missed out in Phase I they will be fixed by the end of Phase II :)
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Re: All Mage spells for release

Postby Rootl » Sun Apr 15, 2012 8:58 am

Nice, I don't like how in OnC you use a whole rotation of moves and all the cooldowns are like 15 seconds plus, I mean if we had more abilities then it would work but 6 abilities with 15+ second cooldowns is not cool lol. And it's also good if they arent so short so you can just spam them lol
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Re: All Mage spells for release

Postby BodMasta » Sun Apr 15, 2012 9:05 am

Ouch, never realised that's how they worked in OnC.

There are all sorts of CDs, some wholly spam-able (but still have to wait for cast bar, or otherwise they will not activate) and other can be for 5, 10, 15, 30+ seconds, depending on the impact it would have if these were shortened. Alot of thought and testing has gone into the CDs to make sure they are not OP.
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Re: All Mage spells and traits for release

Postby Chrysis » Thu Apr 26, 2012 9:27 pm

Sounds interesting
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Re: All Mage Spells and Traits for Release

Postby ukeewu » Mon Apr 30, 2012 11:52 am

Good to see you chry.....
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Re: All Mage Spells and Traits for Release

Postby Knockador » Wed May 02, 2012 8:14 am

After reading everything, I still can't choose between Mage/Rouge :? Both arguments make it seem as if they are the same.
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Re: All Mage Spells and Traits for Release

Postby BodMasta » Wed May 02, 2012 8:44 am

They are nowhere near the same. True they both will be a DPS class, but in all are totally different.

Rogue, will be about sneaking attacks, applying A LOT of poison attacks, some stuns etc, being able to hide away in combat for extra sneak attacks. They stand well against damage as their dodging abilities are so far advanced than any other class. If your not in the mood to fight you can hide away in the shadows and attack out of that state when you decide.

Mage, will be about rooting through ice trait, teleporting around player to not take much damage, then blasting with fire/ice/spirit taken an incredible amount of damage from opponent. Other skills allow you to change HP damage to MP reducted. Also able to open Rifts to Teleport self or group from one town to another. Also able to create food and consumables that can be given to other group members. Though will be a squishy class that can die pretty quickly if not played correctly, and also depends on Casts which can be broken by being interrupted by attacks or skills that interrupt/slow down the spells activation.

Do those descriptions sound the same to you? :D
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Re: All Mage Spells and Traits for Release

Postby Theseus » Wed May 02, 2012 8:52 am

Let's take 3 mains :D Mage, Templar and ... (Mystery)
and after a few years I want 5 Mains: Mage, Templar, ..., Necromancer, Runemaster :D
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Re: All Mage Spells and Traits for Release

Postby BodMasta » Wed May 02, 2012 9:16 am

Haha, my 3 main class..

Rogue, Mage, .....

And future 5,

Rogue, Mage, ....., Mystic, RuneMaster.

If my .... doesn't work out I will scrap it for Necromancer.
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