Mage Partner
Re: Mage Partner
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.
Re: Mage Partner
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.
Re: Mage Partner
6 mages would have a slight edge in kill speed.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.
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.
Re: Mage Partner
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.
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.
Re: Mage Partner
Now if we could only find 6 mages to play at the same time on the same server...
Re: Mage Partner
Can you imagine a 54 person all mage raid?
Re: Mage Partner
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, wizDanille 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.
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