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Farslayer77
08-10-2002, 01:13 PM
Mages asked time and again for a well defined raid roll. What
we got was Mod Rod 2 P. It did not add any need for more
mages all encounters have been done with 2 mages sometimes
even one. Vex thall, Ssra emperor etc ad infinitum.What we wanted was something that created a need for more mages for higher end guilds what we got secured the position of mages already there and they said ok mages are fine we are
moving on now.I hope you as druids get treated better and don't end up like us. IE as long as there are say a 15 to 20
mages willing to play mana factory the raids roll on the other
90% of the mages can /gf . Anyways just my 2cp on this

safe travel good hunting to all

ykel
59 mage
account canceled )

Torinn
08-11-2002, 08:53 AM
not really to add on to the rant, but I'm bored and I want to type something I'll throw in my observations.

y usual job on raids is a member of the Modsquad, after the CH rotation is stable and the mob is slowed (if possible) my primary job shifts to healing our mage. It started out that we needed tons of mages, but now for the moderate encounters (AL, Shei, etc) the Modsquad usually consists of myself, a shaman and one mage. The three of us have no problem keeping a mountain of rods available and after 5 or 6 minutes we can shift into low gear (read: shaman heals the mage who slows down and I pad heal from engrages etc). Of course fights with a short CH rotation more are needed, but in general it's my observation that the high end defined spot given to mages is getting smaller thanks to gear and tactical upgrades.

I'll never ask questions about a new mage though =)

Joklun
08-11-2002, 05:29 PM
Yep mage and dont forget necros, all in same boat.
I have seen a necro on raid 8 months ago I think.
I am seeing a mage on raid each 2 months and last time it was in grieg (non-coh zone).

I remember when it all started, on raids group 6 was whoever we had left, Usually was a druid. a mage and a necro.

Now your lucky to see an active necro on a raid.
You get mage more often, but VI dont like that, so they made more no-CoH zones. They will stop when all are gone.

VI dont like the number of actives druid either, they dont care if 85% are port mule, there is still too much so they try make some go away. Its easy give to melees access to item that cast every single friggin utility spell druid got, SoW, invis, levit, skins, heals, regen, DS, and I have even seen a war/rng item with Bladecoat on, ranger I could have understood they got same line of spell just lower, but war wtf why does war get bladecoat on an item.

/irony on
Why dont druid get triple attack a higher attack cap, 4k more HPs, dual wielding and defensive on items if your going to ruin the game do it equally for all.

Stormhaven
08-12-2002, 12:06 AM
The cool thing is that the need for mages grows inversely with the number of clerics. Most top end mobs have a minimum required number of clerics in order to do the encounter successfully. Usually what makes or breaks these encounters is the "modsquad." Clerics can only hold a 4s CH order so long without outside manafeeds.

On my server, top end mages seem pretty rare, but it seems like the ones that actually take the time to get to 60 have some serious play time, and despite the difficulty of their epic quest, I'd say 98% of them have their epic finished. The raids my guild had been participating in had been severely lacking in the mage area, so when we finally hooked up with a partner guild who had a couple of mages... oh my god...

It was their first high-end Ssra encounter, so the guild was really on their toes. Hopefully all of you can think back to a point where you were doing a raid for the first time and got that cool feeling of nervousness and anxiety which kept you at 120% attention even though you were raiding for 3hrs +. Well we told the mages that their #1 job was to keep the clerics at full mana. These two mages literally carpeted the area with mod rods. By the time the encounter was done, I'd guess that there were at least 20-30 modrods left on the ground, and all seven clerics (including those that were being two-boxed) were full mana. Heck, some of the wizards, shamans and druids started using the rods towards the end.