Mage Partner

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Jedis
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Re: Mage Partner

Post by Jedis »

Trying to find six mages is the hard part!
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Mastiphal
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Re: Mage Partner

Post by Mastiphal »

but..but, I know this is theoretical and all, but what about a 6th mage, opposed to a necro, makes the group more efficient/effective? Also, how does a mage only group not need a puller? P.P.S. Why would 6 mages never run out of mana when you are burning mobs? O.o Just don't get the difference in efficiency.
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Sillaen
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Re: Mage Partner

Post by Sillaen »

Back when I could find mages to group with, I used to make groups of 5 mages and my boxed cleric (just in case). The most I can dig up these days is maybe 3 mages max, which still makes a heck of a dps group.
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Sillaen
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Re: Mage Partner

Post by Sillaen »

Mastiphal wrote:but..but, I know this is theoretical and all, but what about a 6th mage, opposed to a necro, makes the group more efficient/effective? Also, how does a mage only group not need a puller? P.P.S. Why would 6 mages never run out of mana when you are burning mobs? O.o Just don't get the difference in efficiency.
6 mages would have a slight edge in kill speed.
You wouldn't need a puller because having 2 or 3 mobs in camp at once is not detrimental to a coordinated mage group. Yes, a puller would be beneficial if say every time you pull you'd get 8 mobs, but I doubt that's the case anywhere.
Never needing mana is dependent on where you are. However, often times with 6 mages, you can outregen spent mana per mob and if you are going really hard, then often times your kill speed will allow you med time between pops.
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Danille
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Re: Mage Partner

Post by Danille »

6 mages would never need a puller because you can coth pull anything in the game. - stick a fork in that need, it is done

6 mages would never need a slower because with 6 air pets stunning the mob would be perma slowed. keep in mind that a pet uses NPC stun not player stun so almost every mob in the game is stunnable, unlike pally stun. - stick a fork in that need, it is done.

6 mages would never need to med, because the mobs die so fast there is no need to do alot of casting - stick a fork in that need, it is done

6 mages would never need heals, (with the exception of an aoe mob) but could get away with using pots, because the mobs die so friggen fast. - stick a fork in that need, it is done

the dynamic goes like this...

1 air pet takes a whole lot of damage, needs lots and lots of heals, mage has to cast tons of nukes, a race against running out of mana or mob dying.
2 air pets take damage, mob is somewhat slowed but still needs heals, still have to nuke often, still a race against mana/hit points.
3 air pets take damage, mob is slowed a bit more, heals still necessary but barely, still have to nuke to kill mob.
4 air pets take slight damage, mob hits slightly, heals may be necessary for hard hitting mobs, nukes needed to kill mob.
5 air pets take negligable damage, perma stun begins to take effect, mob not swinging at all just bouncing all over the place, heals not really necessary, nukes barely needed.
6 mage pets take no damage at all, mob in constant perma stun mode, it is bouncing all over the place doing nothing but dying, heals and nukes not needed.
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svenalo
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Re: Mage Partner

Post by svenalo »

Now if we could only find 6 mages to play at the same time on the same server...
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Danille
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Re: Mage Partner

Post by Danille »

I guess they are all on bristlebane
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svenalo
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Re: Mage Partner

Post by svenalo »

Can you imagine a 54 person all mage raid?
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Danille
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Re: Mage Partner

Post by Danille »

we had 3-1/2 groups on Test once. We raided CoA. It was amazing
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Mastiphal
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Re: Mage Partner

Post by Mastiphal »

Danille wrote:6 mages would never need a puller because you can coth pull anything in the game. - stick a fork in that need, it is done

6 mages would never need a slower because with 6 air pets stunning the mob would be perma slowed. keep in mind that a pet uses NPC stun not player stun so almost every mob in the game is stunnable, unlike pally stun. - stick a fork in that need, it is done.

6 mages would never need to med, because the mobs die so fast there is no need to do alot of casting - stick a fork in that need, it is done

6 mages would never need heals, (with the exception of an aoe mob) but could get away with using pots, because the mobs die so friggen fast. - stick a fork in that need, it is done

the dynamic goes like this...

1 air pet takes a whole lot of damage, needs lots and lots of heals, mage has to cast tons of nukes, a race against running out of mana or mob dying.
2 air pets take damage, mob is somewhat slowed but still needs heals, still have to nuke often, still a race against mana/hit points.
3 air pets take damage, mob is slowed a bit more, heals still necessary but barely, still have to nuke to kill mob.
4 air pets take slight damage, mob hits slightly, heals may be necessary for hard hitting mobs, nukes needed to kill mob.
5 air pets take negligable damage, perma stun begins to take effect, mob not swinging at all just bouncing all over the place, heals not really necessary, nukes barely needed.
6 mage pets take no damage at all, mob in constant perma stun mode, it is bouncing all over the place doing nothing but dying, heals and nukes not needed.
Ahh, thanks for clarifying. So the difference between 5 mages + 1 or 6 mages is negligable damage. If the 6th member does more dps than an air pet alone, it's a plus without regard to any utility gained. Just trying to figure out what a group of us are going to be playing on new progression. We were looking at a mage group, but probably going with 3 mages, shaman, necro, wiz
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