Yep there is direct mana food. Even just moon sponge works. So your point is null."Direct mana food"
Insert moon sponge here.
Yep there is direct mana food. Even just moon sponge works. So your point is null."Direct mana food"
Insert moon sponge here.
Show me direct mana food.Yep there is direct mana food. Even just moon sponge works. So your point is null.
Show me direct mana food.
If you don't know about it I am not going to teach you.
I think the problem with Elementalism is that most (all?) AoEs hit through walls and trees, which is just bad honestly. I always liked being a pyromancer in games like Dark Souls but in Mortal it's just a point and click adventure. But i agree Magic schools need to get some love. And with love i mean projectiles. Hitscan with the ping normalization feels really, really clunky and bad. Maybe some Lightning-spells could stay hitscan ( would make sense) but id love something that promotes skill over distance to server.hopefully this is looked further into when the team decides to take a relook at ecumenical. allowing it to be the "generic" magic school that encompasses all type of "legal" magic schools. ecumenical being "generic and broad" where as elementalism would be quite specific and narrow expertise.
It's probably likely that Animism's 'Grow Claws' spell will be based on brawling. Starvault doesn't make updates to help any builds if they feel a future system or school will take care of it, even if that future system or school is 1-2 years off. It's just sorry, suck it up.This still needs to be addressed. Currently strength based charecters get Speed , melee and ranged damage while mages just get ranged damage.
well thanks for your opinion!It's probably likely that Animism's 'Grow Claws' spell will be based on brawling. Starvault doesn't make updates to help any builds if they feel a future system or school will take care of it, even if that future system or school is 1-2 years off. It's just sorry, suck it up.
And this isn't even good enough. I can parry melee attacks, and watch as the damage bleeds through. Because it's not enough to equip a melee weapon as a mage and go purely on defense, but to make it work you have to invest in blocking and all that and hopefully stop the bleed.I disagree , the problem with current melee weapons is i hafto equip it then cannot cast spells so the literal action of equiping it defeats an intelligence build. staffs being spellchanneling will fix the combat for mages if somthing like this isnt implemented.
investing 100 points into daggers is exactly the same as putting 100 skill into axes. it still makes no sense as both weapons are based off of strength to do damage. keep in mind while not holding either in your hand and not being able to cast you also lose 10% movement speed for putting a weapon away to cast.Mages can use daggers with minimal point/stats investment. Its not as strong as other melee weapons but it does give the mage a way to parry and deal damage in melee range.
Pretty sure thats where SV wants to keep mages.relative weak in melee range. Close quarters engagements will always suck for mages.
picture this. your a human mage on foot in the jungle alone. when all of a sudden you see a footy 30 feet away from you. he notices you and starts running at you with his sword out with an obvious attempt to kill you. you go to cast spurt on him to break his bubble then start casting a damage spell. now hes on you. you pull out a dagger because its all you have , you cant escape he has much more speed then you although hes fully armored , he starts slashing at you. so you pary. he keeps attacking so you parry.he keeps attacking so you parry.he keeps attacking so you parry.he keeps attacking so you parry.he keeps attacking so you parry.he keeps attacking so you parry.he keeps attacking so you parry. eventually you realize there is no much you can do so you attempt to heal because he has almost kill you with chip damage. so you take 3 seconds to disarm the dagger all while running slower then him while hes hitting you becasue he gains 10% speed just for being in combat. you cant match his speed because youve just put your dagger away. now youve tried a last ditch effort to get a heal off. you move even slower while casting. you get hit one last time into mercy. then he kills you. thats the end of the scenario.@Midas you've spent much of the post describing a solution to a problem I still don't understand from the post? Whats the problem here? Is it that mages can't 1v1 foot fighters? Maybe neither of those?n6 Youre first line of your post states that there is a disparity between mages and foot fighters and you don't even state what the disparity is. please clarify.