If you lose as a necro vs a footie you are just bad or not using all your options. 10 walkers that you can insta pop for 300+ damage, undead pet, undead mount, death hand as you run around and heal from damaging them, take their stam away, and take less damage from your bond... Only way you lose is missing all your spells. I just became a necro and I just ignore divers now and this isn't even their final form of having a death knight yet.
The point is to make mages viable without pets in both pvp and pve 1v1 situations. get on your full mage and clear a graveyard then hop on your footie and do it you will realize really quikly the massive difference in efficiency , speed and damage. your point is moot. stop deviating from the topic of a mechanic for pure intelligence build to have relevance in melee combat.
a new player that wants to play a mage gets face to face with a bandit and
dies .
the suggestions i have made are based on RiskvsReward and Use
PLAYER SKILL to utilize efficiently.
To be effective you must be a necro, even many footies are necro's atm. That's kinda my point too is if a mage can 1v1 a footie then to be effective why would you ever be a footie? Everyone would be a mage. Why just swing a swords when you can be effective enough to swing a sword and heal and cast anything else you want? That also makes you more effective at having pets too. The whole point is that footies are able to kill a mage so mages need to be protected and are the heart of the group. It's how the group content works. Do you play in a big group or mostly solo?
Your clearly not seeing the whole picture here.
Why would anyone ever be a footy? i suggest you start thinking long and hard about the answers you might receive in their simplicity.
-people are playing fantasy characters , if your fantasy character is a warrior then so be it. Others would like to play a simple mage who pick flowers and make poisons and potions every one has a charecter fantasy they wish to fill and that is a large part of what a true sandbox entails.
Alot of people really want the staff magic school over the current elemental one that is in development and I believe similar to what i have heard from others and have listened to the people who feel the same way about "character fantasy" . a large portion of those people want the "gandalf" archtype.
HOWEVER and this is the
important part: It would seem as though the biggest majority have the same complaints and all have the same underlying reasoning. The reason hasto do with people being able to parry attack and cast spells.
Now others would say this is already possible for a Alvarin mage ...... but to remind you like in the first post were not talking about hybrid builds in this thread. The reason being , if your not playing an alvarin you are playing a HIGH STR or Obese ugly short fatty who cannot outrun a bandit NPC and nothing other than an Alvarin guarantees the ability to do so. there you have it melee range where mages become useless unless you make them viable! thee original post in this thread identifies this issue and provides a valid high riskvsreward high playerskill non hitscan way for mages to feel more fluid with the ability to cast spells unarmed in warmode be able to maintain the 10% speed buff melee gets 24/7. if you dont understand where this speed buff comes from you should probably do your research and if you havnt figured it out by now your oblivious and should "remove thyself"- UO .