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Magic vs Melee


evanu1987

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Mages get spells that can freeze you.

Retired High Leader of the Great Titans

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Now that mages can farcast whitout getting pjed, the only real problem is meleers wearing d'hide whitout negative penalties.

 

You can say they hybrid and loose melee defense, but... really? If rangers hybrid with melee armour they get negative bonus ( and they loose the range bonus range armour would give, loosing even more bonus), if mage hybrid with ANY armour they have a big negative bonus ( plus loosing the bonuses... same thing as range but way worse), and while that, melee get most of his stats from weapons and can wear any armour whitout negative bonuses.

 

It's unfair that melee can hybrid whitout the penalties range and mage get >.>

 

 

 

No vengeance and tb on ancients it's quite a problem too, but no big deal.

 

 

 

Mages can hit only up to 30, but have you ever seen a good mage combo? >.<

 

 

 

Where mage truly lacks is Pvm. IMO, they should put TB on ancients and make the normal spellbook a pvm spellbook, adding some good and cost-efficient spells for npcs >.>

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Personal choice. A lot of people prefer melee because you only need the one weapon that unless it's Barrows, you only need to pay for once. Sure Godswords can hit ridiculously high, but most common weapons can with high attack and strength. With magic you can generally hit a spells maximum without 99 Magic or a similar level. Basically when your at the lower levels of that combat type magic hits better, but once you get to the final elite stages melee can do more damage.

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Even if the mage gets the kill, he is still the loser due to the rune costs unless he gets lucky. One shark heals 20 and ice barrage has chance to hit 30. Only 10 damage left if the spell hits max. Result: the mage has to waste all the warrior's food before he can kill.

 

 

 

If the freeze spell fails even once, the mage is dead.

 

If the warrior is the attacker (hits the mage first), the mage is dead (1 hit or 2 hit).

 

If the mage is the attacker, he might have some chance to survive.

 

 

 

Basically, nowadays magic is more a support skill than a primary combat skill. You can use it to help melee or ranged, like with prayer and summoning. Since magic is supposed to be a part of the triangle, it's supposed to be a primary combat skill.

 

 

 

When ancients were released, 30 was relatively big hit. Ranged could hit about 20 (very fast) and melee about 40 (slow).

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The fact that people fear magic = Magic's worst disadvantage >.<

 

 

 

Yea, i cans see magic winning in almost any DM against a non mage of the same level, they simple are superior because of uber farcasting abilities. Its easy to farcast almost anything short of a dark bow, and dark bows have horrid damage per second.

 

 

 

But no one seems to "respect" mage and they tele and run as fast as they can.

 

 

 

If the freeze spell fails even once, the mage is dead.

 

If the warrior is the attacker (hits the mage first), the mage is dead (1 hit or 2 hit).

 

If the mage is the attacker, he might have some chance to survive.

 

 

 

 

If you see the splash, start running as a mage, you will still be 5 steps away and after a few seconds can cast the spell again. AKA NOT DEAD.

O.O

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The fact that people fear magic = Magic's worst disadvantage >.<

 

 

 

Yea, i cans see magic winning in almost any DM against a non mage of the same level, they simple are superior because of uber farcasting abilities. Its easy to farcast almost anything short of a dark bow, and dark bows have horrid damage per second.

 

 

 

But no one seems to "respect" mage and they tele and run as fast as they can.

 

 

 

If the freeze spell fails even once, the mage is dead.

 

If the warrior is the attacker (hits the mage first), the mage is dead (1 hit or 2 hit).

 

If the mage is the attacker, he might have some chance to survive.

 

 

 

 

If you see the splash, start running as a mage, you will still be 5 steps away and after a few seconds can cast the spell again. AKA NOT DEAD.

 

 

 

If the spell splash and the mage run, the enemy will run and mage wasted 2k on Barrage. If the spell doesn't splash, the enemy will turn mage protect on, put on d'hide and wait for mage to splash or he will tele away.

 

 

 

Solution: Create a spellbook with strong and accurate spells but no farcasting ability. Allow mages to use Vengeance and TB on this spellbook.

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If the spell splash and the mage run, the enemy will run and mage wasted 2k on Barrage. If the spell doesn't splash, the enemy will turn mage protect on, put on d'hide and wait for mage to splash or he will tele away.

 

 

 

The 2k is "wasted" but the mage is far from dead.

 

 

 

Also yea, the only place magic seems effective now is in deep wildy, where you CAN'T teleport. Also if they turn mage protect on and d'hide i find i can still hit >.< also i could simply turn melee protect on as well.

 

 

 

Though the anti-teleport update helps, people still arent willing to die.

O.O

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Yeah, the mage don't die, but he will waste 2k on the next enemy he fights. And the next. And the next. And when some meleer don't run and the mage gets a kill, the drop doesn't pay for all money lost.

 

 

 

Then the mage sells his runes and Ahrim and buy a whip.

 

 

 

Teleport update helps, but i think mages should get TB on ancients, and not to make the standard spellbook completely useless for combat ( not that it isn't useless already...) add some nice 1337 Pvm spells there.

 

 

 

What mages could get without overpowering would be robes with better stats ( not in defence though, when you can freeze addy def is more than fine >.<). I mean, a ranger with 61 range a 13k Rune crossbow gets 90+ range bonus, when a mage with 70 mage and 70 defence in a 4,5m full Ahrims with master's wand doesn't get 90+ mage bonus. In fact, not even 80+.

 

 

 

Now, something is wrong with that...

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