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MAGES OR NECROS????Follow

#1 Sep 04 2005 at 8:41 PM Rating: Decent

Hi all!

I played EQ1, and was a level 49 magician. I LOVED MY MAGE!!!! He was so powerful, and I loved how he could cannabalize his pet to regerate mana.

I was wondering:

1. Are there any alternate abilities (like in EQ1) that would make the mage a better mana regenerator than the other magi? Or maybe its the other way around in EQ2? (BTW not many people realize that mages were the fastest mana regenerators by far in EQ1 due to their ability to cannabalize pets at higher levels, they could go from zero mana to full mana in under 2 minutes at level 50, and at level 55 they no longer needed malachite, which made them AMAZING.)


2. Has anyone done any extensive experimentation with dueling a skeleton pet and an elemental pet? To see who wins most often? I found that in EQ1, the mage pets would almost always eat the skeleton pets alive....well not alive but you know what I mean. I LOVE pets and I want the class that has the strongest.

3. In EQ1, the necro was more powerful than the mage when it came to crowd control, mostly because of fear and his snare, which mages didnt get. Is this still true?

4. The biggest flaw with the mage in EQ1 was that he had no good defensive absorption spells, as did the other 3 magi classes. Is this still the case in EQ2?

4. PLEASE dont answer my questions based on what you THINK, please give me answers that are based on FACTS. thanks!

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#2 Sep 05 2005 at 11:09 AM Rating: Decent
First of all, EQ1 mages have been renamed conjurors in EQ2. Mage is now the name for the general archetype under which all int casters fall.

1.) No. There is no reclaim energy or pet canni. Pets do not cost mana or a regent to cast, but they do cost 1 concentration slot to maintain. You have 5 concentration slots, and most of your good buffs will take up one or more, which prevents you from having all of your buffs up at once.

As to mana regen, conjurors and necromancers both get a spell which gives them power at the cost of their pet's health. Enchanters and sorcerers (the other types of mages) get a spell which gives them power at the cost of their own health. There's a lot less downtime in EQ2 than in EQ1, so it's not as vital that you have big mana regen types of spells (though they are still nice).

2.) I'm not sure that they've implemented the duel command on regular servers yet...but in any event, I haven't tried it. I would be guessing that the pets would be roughly equal. In EQ2, conjurors have the usual earth/air/fire pets, where earth is more of a tank and air and fire are more damage dealers. (Water pets don't exist like they used to; now you summon a group of water pets which only last a short time.) Necros get an assassin pet, a warlock pet, and some sort of tank pet...in other words, one tank and two DPS, like the conjuror. They also get a "group of pets" type spell.

3.) I don't believe either class gets snare, though they both get root. (Actually, all mages get root, while snare seems to have been given to some priests and scouts.) Not sure on fear.
#3 Sep 06 2005 at 6:27 PM Rating: Decent
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1,885 posts
The upcoming combat changes will change the pets thusly:
Earth: Tank with low DPS
Fire: High DPS but weak defense
Air: Balanced DPS and defense

Testing by the guys on test server show that the Air pet is the best overall.

The crowd control trick in EQ2 is agro, or more correctly, the lack of agro. You pet-attack the mob until the mob turns on the pet. By now they are all running at you. Target and pet-attack the next mob, and repeat until all mobs are on the pet, not you. You then back-up the pet with pet heals or damage spells (careful, they also draw agro). You can easily send the pet to an add for crowd control. If you try to root the mob instead, all agro is on you, which is a bad thing when the root wears off or outright fails. The higher level the monster, the less likely the root will stick or stay for the full duration.

When I pull a group, I do it from a long distance with pet-attack. As soon as the pet lands damage, I pet-attack another mob, repeating that until all mobs are on the pet. Of course I will end up taking a few shots, but I typically survive it unless it's a very tough mob. If I can't shed the agro, I pet attack it and unleash all spells. If it seems like I won't survive, I turn and run in circles, using a 8 second DD wand to kite and land damage, while the pet is chomping it from behind. If all else fails, yell for help (breaks the encounter) and just keep running. They will eventually stop chasing (unlike EQ1).

If the mobs are weak, I just stand there and duke it out, landing my AE DoT's.

We have a few good spells for damage absorbtion, but they don't last very long. It will be long enough to enable you to 1) run, 2) get pet-agro, 3) root and back off, 4) burn it to the ground. One spell, Stone Skin, lasts only 3 hits, no matter how large or small. Good that you can take a massive hit, but bad that a few DoT's will quickly wear it out.

There is an additional spell (Flameshield) that retaliates at the mob when you are hit causing it damage, but the rule of thumb is to cast that on your pet so you get no agro.

We still don't have the biggest DS spells in the game, but we can help in a fight by throwing a small one on the tank while the healer gets spells back up.

If you want a pet, go Conjurer. If you want to nuke, go Wizard/Necro. Mezzer is still a mezzer.

So far, all the spells are primarily combat. Damage, pet, buff, etc. There are very few utility spells like in EQ1. I particularly miss Levitation. The combat upgrade for spells level 50+ are going to be a bit more varied, but still continue most established spell lines.

I played a EQ1 mage to 34 and really enjoyed the task of summooning and equipping the pet...maybe schlepping a buff off a high level player.

As a Conjurer, I'd like to actually...conjure...something.
#4 Sep 07 2005 at 11:16 PM Rating: Decent
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57 posts
1. Both conjuror and necromancer in eq2 has the same mana regen until the necromancer gets Lich spell at higher level. However, unlike eq1's lich spell, the power regen is very minimal. (In EQ1, lich(level 49) passive mana regen is insane. Higher than level 65 echanter's best mana regen plus beastlord crack and bard's mana regen song combined).

2. Both conjuror and necromancer pet are equal. However, conjuror has better pet buffs that make the pet slightly stronger at tanking. For harder mob, conjuror has the edge due to the buffs and also better pet heals.

3. Currently on live necromancer do get snares. However this will be gone in the combat revamp. Necromancer gets fear and undead charm(after 50) too at higher levels. However fear and charm in eq2 is not the same as eq1. Both class gets root and stun spells.

4. Both class gets defensive buff spells. Necromancer also gets lifetap and feign dead and rez at higher level. So has the edge in staying alive longer. Again all these 3 spells are not the same as in eq1.

Overall, both classes are pretty much equal.

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