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Functions of Mage ClassesFollow

#1 Jan 23 2005 at 1:27 AM Rating: Good
42 posts
Hello, posting this beauce i want to get an impression of the functions of each mage class. So far i have come to understand the following:

Sorcerer: High dps against a single target or group using one hit spells.

Summoner: High dps against groups using DOTs, and low melle DPS from the pet.

Enchanter: Utility class, helps control the fight through use of stuns. Not sure about the dps on this one.

Please feel free to enlighten me further.
#2 Jan 23 2005 at 5:44 AM Rating: Decent
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1,463 posts
Sorcs have good AEs (or AoE's, area of effect spells) and good DDs for single target take-down.

Summoners have good buffs, some stuns and roots (minor crowd control - the stun has a long recast I think). They have lesser DD's and area damage spells. Pet can tank if you learn its limitations - nuke or do pet-heal too much, and the target attacks you (if soloing).

Enchanter - dps is okay w/ damage spells. They haste meleers and breeze casters (ups power regen, but has a slow recast and doesn't last long). Yes, they stun. And they can mez. Big controversy atm as to whether or not they should mez much. Suprise adds, definitely. Every fight? It depends. I like it when an enchanter is in the group and is allowed to mez a lot. Others hate this. If the group has sufficient AoE power and isn't in a dicey spot - AoEing works. What is an enchanter's place in such a group? Backup, some dps - stunning etc. Are enchanters really needed then? I truly hate to say it, but perhaps not. A lot of players I know dropped their enchanter - couldn't get groups. There are seriously anti-enchanter players out there - if you team w/ old EQ veterans they tend to want an enchanter. FF and other game veterans tend to hate them. Roll an enchanter at some risk of having a hard time finding groups.
#3 Jan 26 2005 at 7:34 PM Rating: Decent
Illusionists are not really a nukeing class. We have stuns and mezes and some decent dots that drain not only health but mana too. Depending on the group our buffs alone determin our damage out put. With breeze we can keep the other casters nuking longer and with alacrity we can keep the meleers swinging faster. I was just saying in a previous post that I was in a group with with a templar, guardian and three swachbucklers. The healer rarely had to heal. Couple heals a fight and almost never went below two bars of mana. The swashbucklers where kicking out the damage so fast that mobs just melted away.
The only thing I really dont like is the short duration and long recast rate of breeze and alacrity.

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