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| | #151 (permalink) | ||
| Registered User Join Date: May 2005
Posts: 776
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There is this continuing myth that Melee damage scales better than spell damage, but no actual math shows that at all. Quote:
Another issue is strategy. Depending on what job you use each class to do, it can largely effect their ability to do damage. For example, if the rogues have a responsibility to deal with small eye tentacles on p1, then their melee damage will hurt a lot. However, if they are expected only to pour on the damage on the Eye of C'thun itself, and the rest of their groups are supposed to deal with the eye tentacles, then their damage will be much greater. We allow Rogues basically free reign in p1 to focus on damaging the Eye, so their damage tends to be extremely high, much higher than Mages(unless flasked, then Mages outdamage rogues easily, and sure you can say "but that's flasked", however, there IS NO FLASK in the game that can improve rogue damage this way. The ability to use a consumable to massively boost your damage is an inherent advantage).
__________________ Sancus - 80 Mage, Ropetown, Executus. Last edited by Sancus; 05-29-2006 at 10:19 PM.. | ||
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| | #152 (permalink) | |
| Sons of the Storm Heal Bitch Join Date: May 2003
Posts: 771
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| | #153 (permalink) | |
| Registered User Join Date: Aug 2005 Location: Russia
Posts: 712
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The problem is that in raids sheep is useless on all but 3 encounters (domo, hakkar and skeram). And "aoe capability" is grossly overestimated. Mages has 4 aoe spells, one is utterly useless (flamestrike), one used to require 15 pt in arcane and is point blank, one is point blank conus and has cd, and the last is channeled. Plus the whole issue with aoe spells scaling horribly. This resulsts that mages feel underpowered in raid, because they trade damage for things with very limited raid usage. If we to follow this logic, than hunters should deal way less damage because they have tranq (that is usable in more encounters than sheep and aoe combined)
__________________ God to Earth: “Cry more, noobs!” | |
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| | #154 (permalink) | |||
| Registered User Join Date: Dec 2002
Posts: 983
+45 Internets | Quote:
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Those totals don't even take into account ZG or AQ20, or trash pulls, and guess which gets used more on trash pulls between AoE spells and Tranq Shot? Do you even raid?
__________________ Sebudai - Juggernaut - Mal'Ganis | |||
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| | #157 (permalink) |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 7,169
| I was just about to post a link: http://www.curse-gaming.com/en/news-...materials.html |
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| | #159 (permalink) | ||||
| Registered User Join Date: Aug 2005 Location: Russia
Posts: 712
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I didnt say i want mages to be end-of-all kings of damage or something like that. I just said that an answer we are "officialy" given to our issues (that is more than just damage) isnt really relevant is raid settings. And Blizzard futher proves that by changing their opinon on certain issues complelty (see rank 7 water, -threat talents)
__________________ God to Earth: “Cry more, noobs!” Last edited by Drauk; 05-30-2006 at 01:33 PM.. | ||||
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| | #160 (permalink) | ||
| Registered User Join Date: May 2005
Posts: 776
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Do you know WHY Warlocks have dots? It's not so they can "blatantly outdamage mages". It's because they NEED them to do good dps, because they have major mana issues that mages don't have. Once a Warlock uses up his whole mana pool, he needs to start casting Life Tap. Each time he casts Life Tap, he's using up 1.5s that the Mage next to him is using to cast a nuke. Even with Improved Lifetap, you only get enough mana to cast 1.3 Shadowbolts. So basically, after your initial mana pool is exhausted, the casting time of Shadowbolt is increased by about 1.15 seconds(plus latency). This is why Warlocks who have a brain and expect to be competing with Mages at all(straight Shadowbolt spamming ones certainly do NOT compete with Mages on the majority of raid fights) use dots. A dot adds a high amount of damage for a short casting time, but most importantly, it's very mana efficient, which reduces the amount of Life Tapping you need to do. Of course, the main problem with this is debuff slots. There are not enough debuff slots for more than one truly optimized dotting Warlock, on one target anyway. Such Warlocks vastly increase their damage when they have multiple targets, though, since DoTs are so powerful relative to their casting time, the only barrier to using them is how long it takes for them to deal all their damage. Essentially, they have a cooldown "on the target". Mages, on the other hand, have mana gems, which increase their mana pool at no cost of casting time. Mage Armor + Arcane Meditation give you 45% regeneration in combat, also at no cost to casting time. Evocation can nearly refill your whole mana pool in 8 seconds, less than half the time it takes to Life Tap that much.The primary distinguishing factor that makes Mages the best PvE nukers in the game is their mana regen abilities. Quote:
__________________ Sancus - 80 Mage, Ropetown, Executus. Last edited by Sancus; 05-30-2006 at 03:45 PM.. | ||
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| | #161 (permalink) |
| Registered User Join Date: Apr 2002 Location: Pullman WA
Posts: 354
| Sancus is right. With the talented agro reduction in fire and frost tree, and each subsequently addressing issues with each(fire getting help with mana consumption, frost getting a major boost in crit%), mages will be top of the DamageMeters again. |
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| | #162 (permalink) | ||
| Registered User Join Date: Aug 2005 Location: Russia
Posts: 712
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Thus, we are back to emperical data. On easy, "classical" enctounters mage combat is only so much complicated, if there is no need to eat gem or use evoc, only thing i can do better is to mash buttons faster . And if i see that hunter or rogue is higher than me, that means that he can do better dps. Quote:
__________________ God to Earth: “Cry more, noobs!” | ||
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| | #163 (permalink) | |
| Registered User Join Date: Jan 2003
Posts: 3,392
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Yeah, let's just ignore the abilities that melee have to get close / keep you close: because then you have a point. Let me guess, you only meant PVE? | |
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| | #164 (permalink) | |
| h8 Join Date: Aug 2002
Posts: 3,365
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| | #165 (permalink) |
| Really iTunes? Free downloads while supplies last? Join Date: Jul 2002 Location: pirate kansas
Posts: 2,560
| Mages should beat all melee in pvp? Wait.. what? Rogues own mages. If any of my cooldowns, especially vanish or pvp trinket, are up, the mage is dead. Sprint or blind can often work too if I'm on the ball. Have to get the jump on them, but that's true for 9/10 fights for a rogue in PVP. Assuming a good mage, Cheap shot open, SS maybe once but save some energy, do a 3-4 pt kidney shot with some energy left over as they will blink out of the kidney shot. If they poly me, that's fine. PVP trinket and/or sprint after it wears off. Gouge and re-stealth if possible. If not, like against a fire mage, you can often kill them through good footwork, kicks and another low 3-4 pt kidney shot. If they blink then don't poly and frost nova me when I get close, vanish and pwn. If vanish is not up, when they frost nova, you are often still in range to blind right then. Especially if they nova-ed then ran parallel to you instead of directly away. Need to be anticipating the nova though. Should be able to gouge them in the 2 seconds before they can do anything after your free, as blind lasts 10 sec to nova's 8, run away and re-stealth to start a new cheap shot stun combo. They used blink, so this time you do a 5pt kidney shot and should finish them before they get out of it. Especially with the damage done earlier. Now, if I don't get a jump on them, they own me all over the place. But, that's also true for a lot of classes that we're supposed to be good against. A good rogue learns how to pick their battles. |
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