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please fix mages dpsFollow

#1 Apr 07 2015 at 7:59 PM Rating: Default
wish you would fix the mages dps our necros are doing about 9million more than us. That is on a burn. either give us some better spells or have our water pets do what we are doing with spell damage and we need a better mana aa. we need something fixed on us.

Edited, Apr 8th 2015 12:25pm by thoward1986
#2 Apr 08 2015 at 4:39 PM Rating: Excellent
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Does anyone actually think that mages are "broken" somehow?
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#3 Apr 08 2015 at 7:32 PM Rating: Excellent
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Mages are OP as it is.

Unlocking all monk discs from each others timers is what they really need to fix.
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#4 Apr 09 2015 at 4:11 AM Rating: Excellent
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Nah, let's "fix" mages by giving them self-heals, roots, snares and cold-based damage spells. Oh, and the ability to feign death. Don't forget mez and slow. And I wouldn't say NO to a few DOTs.

Yeah, that's the ticket.

Yeah...
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#5 Apr 09 2015 at 4:36 AM Rating: Excellent
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EQ circa 2003:

-Least seen class in group play on my server was Mage. Rarely seen soloing as well (when you travelled in a zone). Did have a presence in raiding guilds, but weren't that common in family/casual guilds at the time. Rogues were definately seen more and were probably the next rarest class. Rangers and Druids were everywhere to the point LFG would be loaded with rangers.

EQ the last 5 years: If the zone isn't empty, it's got at least one mage in it. Maybe only mages... unless you aren't playing a mage. Even if the only person in the zone was a boxer it might still only be mages.


Certainly not a broken class. If the Dev team of 1999-2001 was put back in place today mages would be nerf-steamrollered (i.e., summoning named mobs given pet deathtouches, various spell lines removed or more resistable by mobs, pets made way weaker and so on). Original poster should probably smile and enjoy the good times.
#6 Apr 09 2015 at 5:53 AM Rating: Decent
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I just pet pulling worked, there is nothing worse been trying to do heroic adventure solo and get 4 mobs with a pet or spell cast on the mob. Not all of us box, have the money to or want to and trying to find someone at times to team up with is such a pain.
#7 Apr 09 2015 at 6:15 AM Rating: Excellent
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cjguy wrote:
I just pet pulling worked, there is nothing worse been trying to do heroic adventure solo and get 4 mobs with a pet or spell cast on the mob. Not all of us box, have the money to or want to and trying to find someone at times to team up with is such a pain.


If mobs are not too tuff, then mage pet can handle multiple targets too. There is a nice macro for this. It takes some practice, but is doable.
#8 Apr 09 2015 at 7:48 AM Rating: Decent
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Mobs are white to me at level 92. What is the macro will be happy to check it out. Pet might be able to handle two mobs since they are white to me and my pet is yellow to me but doubtful could handle four. Merc is J5 set on balanced for one mob and reactive for two mobs.

Edited, Apr 9th 2015 9:54am by cjguy
#9 Apr 09 2015 at 7:51 AM Rating: Decent
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I do not know if I could start the mission with my 85 ranger then switch over to 92 mage. It probably soon as I log onto mage up the mobs level.
#10 Apr 09 2015 at 8:09 AM Rating: Good
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cjguy wrote:
I do not know if I could start the mission with my 85 ranger then switch over to 92 mage. It probably soon as I log onto mage up the mobs level.



Huh?
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#11 Apr 09 2015 at 9:16 AM Rating: Excellent
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Macro for multiple target pet tanking:

Line 1: /pause 3, /xtarg 5
Line 2: /pause 3, /xtarg 4
Line 3: /pause 3, /xtarg 3
Line 4: /pause 3, /xtarg 2
Line 5: /xtarg 1

Then I would click that hotkey and immediately spam click my /pet attack hotkey while it's cycling through those, taking about 1.2 seconds to do so. Of course, depending on how fast you can spam the pet attack hotkey and your lag, you can maybe decrese the pause number to increase the speed of your total cycling.

I practiced this macro on light blues first to understand how it works. Saved my butt couple of times Smiley: wink

You'll find this thread here: https://forums.station.sony.com/eq/index.php?threads/macro-for-pet-to-attack-all-mobs-in-xtarget-window.199121/
#12 Apr 09 2015 at 12:16 PM Rating: Decent
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Rukkuss:

What I am saying is I get the mission started with my level 85 ranger. I then add my mage then use my mage for the mission but soon as I go inside the mission with my luck instead of still being setup for level 85 it will update it's self to level 92.

Another problem.is I can start the mission with 85 ranger but how do task add mage since it would not be online at same time as ranger since both on same account.

Edited, Apr 9th 2015 2:21pm by cjguy
#13 Apr 09 2015 at 1:01 PM Rating: Excellent
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cjguy wrote:
Rukkuss:

What I am saying is I get the mission started with my level 85 ranger. I then add my mage then use my mage for the mission but soon as I go inside the mission with my luck instead of still being setup for level 85 it will update it's self to level 92.

Another problem.is I can start the mission with 85 ranger but how do task add mage since it would not be online at same time as ranger since both on same account.

Edited, Apr 9th 2015 2:21pm by cjguy



I am fairly sure that toons on the same acct cant share adventures, because both toons have to be online to be added to or shared with the task....
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#14 Apr 09 2015 at 1:31 PM Rating: Excellent
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Friar Bijou wrote:
Mages are OP as it is.

Unlocking all monk discs from each others timers is what they really need to fix.


What's really needed? Paladins Need Pets. Yes. PNP! Think about it. At higher levels, what Knight wouldn't have a squire? He could like hold stuff for me (extra inventory slots), and hold my horse (extra mount slots, and maybe allow for two mount effects at the same time), and help me when fighting. I'm not talking mage pet level fighting (cause that would just be silly), but maybe like just a level or two down. Oh. And he should valiantly step in and take any death effects that I suffer. And of course, he has to handle the coconut sound effects for me.

This is totally what they should do. Smiley: grin


As to monks? They should get a "one at a time" AA ability that forces their opponents to stand around waiting until you have finished the current one before attacking (just like in all the Bruce Lee films, right?). That would be totally awesome! And true to life.

I'm thinking we submit these change requests as soon as possible.


Seriously though, I think just about any class will have difficulty dealing with 4 white con mobs at a time. Admittedly, mages are at/near the bottom in terms of CC abilities (certainly for any spell casters), so that's a bit trickier. But what do you think a warrior does in that situation? They don't even get gate.
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#15 Apr 09 2015 at 5:16 PM Rating: Default
no mages are not op in short term fights we deal a lot of damage im talking about in raids now our rogs and monks and necros kill the wizards and mages, mages need more long term burns
#16 Apr 09 2015 at 5:17 PM Rating: Excellent
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thoward1986 wrote:
wish you would fix the mages dps our necros are doing about 9million more than us. That is on a burn. either give us some better spells or have our water pets do what we are doing with spell damage and we need a better mana aa. we need something fixed on us.


~Hey, but nothing is abnormal for a Necro to out dps a Mage in total damage numbers when fighting a heavy con mob over the long run as sustained damage/dps is the Necro's kettle of fish. And parses on most sites that have or had them in the past support this.

Mages are still excellent burst dps with their DD spell lines and beats the Necro and most classes in burst dps hands down...And the array of pets, incl tanking Air, Earth and Water pets summoned with all the proper level mage geared pre-equipped at hi levels and spells and AA's to enhance them....

I don't think that the Mage is OP'd but well balanced atm.

Our hi level Necro, warrior pets when equipped with mage gear and EM focus are no slouches either though...
#17 Apr 09 2015 at 8:31 PM Rating: Excellent
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I won't call mage overpowered in the current version of the game. I will call them pretty solid at everything they are supposed to be able to do (including being able to do stuff, or better at stuff than was intended the first 4-5 expacs of the game).

If we had reliable census figures for class population above level 95 that somehow could delineate time % in level-appropriate raid zones or not (because there is a significant difference in raiding-main vs. casual alt class choices in my opinion) I think we would have a truer sense of which classes may need some love (as in buffs).

Problematic to buffing classes is the actual roles (melee dps, tank, healer, etc.) that a class is meant to excel at, as well as ability creep that has eroded the uniqueness of many classes (say that around an enchanter and prepare for a conversation...).


As far as parsed DPS... aren't rogue and Necro supposed to be the kings(queens) of sustained long term DPS? (I can never remember how berzerker is supposed to fit in) whereas mages are more like wizards in being a bursty single target class with AOE potential. Considering mage pets can off tank an awful lot of stuff in a pinch I don't think they need more roles/abilities.
#18 Apr 10 2015 at 5:36 AM Rating: Excellent
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To add to the above 2 posts: what do rogues,necros, and zerkers bring to a grp or raid besides dps???? Mages at least are more expendable than just dps. Dps they are great at but they are more than that. I loved having a mage in our raid/group.... emergency food/drink and those mana rods were great. also in group setting a really good DS. Also their air pets are fantastic. And lets not forget about CoH, how many times were you ported right to where the group was after you accepted a group invite you have been spamming the zone for. I mean who wants to get to Frenzy camp(or many other odd places) without or without invis???
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#19 Apr 10 2015 at 8:47 PM Rating: Excellent
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Yeah. I think it's questionable to cherry pick just one aspect of the game and insist that since your class isn't as good at it as the classes who are best at it that this is some kind of flaw to be fixed. Mages were never supposed to be the highest damage dealers in any situation. They have a boatload of other abilities that no one else gets. CoTH being probably the most obvious and significant, but their pets are just silly level amazing in solo/group situations. Do they suffer a bit in terms of raid dps? Sure. But only relative to classes that excel at those things. Let's compare my paladin's raid dps to your mage and see how we stand. Don't see me complaining because I recognize that a paladin brings other abilities to the table that offset (hopefully) the lack of dps.

Unless you actually want all classes to be exactly equal at doing everything (which kinda defeats the purpose of having classes), then we have to accept that our chosen class will not be "the best" at everything. There's nothing wrong with that at all.
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#20 Apr 11 2015 at 1:52 PM Rating: Good
Rukkuss wrote:

I am fairly sure that toons on the same acct cant share adventures, because both toons have to be online to be added to or shared with the task....


Would it work if you had a someone else add one toon, log him off, log the other one on and then task add that one?
#21 Apr 11 2015 at 1:55 PM Rating: Good
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amastropolo wrote:
Rukkuss wrote:

I am fairly sure that toons on the same acct cant share adventures, because both toons have to be online to be added to or shared with the task....


Would it work if you had a someone else add one toon, log him off, log the other one on and then task add that one?



I really dont know, only one way to find out eh?
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#22 Apr 12 2015 at 4:37 PM Rating: Excellent
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Sippin wrote:
Nah, let's "fix" mages by giving them self-heals, roots, snares and cold-based damage spells. Oh, and the ability to feign death. Don't forget mez and slow. And I wouldn't say NO to a few DOTs.

Yeah, that's the ticket.

Yeah...



So...make mages into necros?
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#23 Apr 12 2015 at 6:21 PM Rating: Good
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I play Mage and Necro, I find Necro pets are too under powered to really tank anything of significance. I have tried a Beast Lord they have great healing for their pets but to heal others and themselves lacks. I have tried a Shaman as well they have good dots, good healing and good slows, but pet is stronger than Necro but weaker than Beast Lord or Mage. I believe they do that on purpose to keep the game balanced you have to be good in one weak in another. no one class can do all or nor should they or there would be no balance.

I that is the reason behind boxing well one reason of many. I personally would rather team up and play with somebody else and have to box. Sadly anything under level 85 content wise is pretty much dead. I do not understand why people power lever in such a rush to get to max level. Once you do that then what's left. To me everquest is about teaming with people playing the game and enjoying the adventure. Mercs sadly take away from meeting new potential friends and meeting new people.

Edited, Apr 12th 2015 8:30pm by cjguy

Edited, Apr 12th 2015 8:32pm by cjguy
#24 Apr 13 2015 at 6:14 AM Rating: Excellent
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cjguy wrote:
. I have tried a Shaman as well they have good dots, good healing and good slows, but pet is stronger than Necro but weaker than Beast Lord or Mage. .


I haven't played a necro much lately and I use shaman primarily as a support class. But I'd be shocked to hear that shaman pets are stronger than necro pets. I also think a lot of pet strength has to do with focus, buffs, weapons, caster AA's, etc. I know my mage's pet has progressed dramatically once I started earning enough mage AA's to throw big chunks of them into AA's that boost pet dps and survivability. But still, I'd love to hear from anyone else who seriously plays these two classes about how their pets compare.

I do believe I can say without a doubt druids get the WEAKEST pets! (Familiars don't count!)

Edited, Apr 13th 2015 8:15am by Sippin
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#25 Apr 13 2015 at 7:03 AM Rating: Excellent
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At most if not all levels, there is no way that the Shaman pet is stronger (DPS or survival wise) than either Necro pets (both Warrior or Rogue). Especially at the higher levels and when comparing survivability re a Necro's Warrior pet vs the Shaman pet..the Shammy has the means to heal and buff their pet better but it is still an inferior pet.

Maybe if the Necro has no EM focus and gear on a warrior pet, the damage output between the two may be closer than expected in the Necros favor, but survival wise the Necro warrior pet wins easily. Especially after 85 where they closed the gap with the Beast pet (who is still second to Mage pets).

Other than that the hi level Necro Rogue pets put out better dps than a Shammy pet of similar level range, incl backstabbing, when the pet has the mobs back ie when aggro kiting.


Edited, Apr 13th 2015 5:21pm by hexeez
#26 Apr 13 2015 at 12:34 PM Rating: Excellent
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I liken the shammy pet to the SK pet. It is imo that those 2 pets are way weaker than a necro pet. I have both a shammy and SK and believe me i only attack with them when there is the mobs aggro somewhere else. Necro pets seem to be able to tank dark blue mobs fairly well. and their survivablity seems way greater the aforementioned pets.
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