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wait wait, heavy armour mages?


Kalafai

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Melee armour gives just as much negitice to magic defence as mage attack... and it aint hard to hit a naked player while naked maging so...

 

A mage wearing melee armour should be able to hit melee decently and still be a little more safe vs hits, right? Make it impossible vs dragonhide, and disadvantage vs magickie armoured mages... but decent choice vs melee bassed on actuall hits?

 

or is the difference still too big?

 

I might try whipping out my master wand in castlewars melee fights or such now that I've thunk this over.

 

Certainly a consideration for pure pkers.

 

Thoughts?

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ok it might be just me but until i read that a couple times i had no idea what the [bleep] you where saying :D

 

if you mean using maging in melee armour against melee armour, then yea its possible but you will still hit a hell of alot better in mage gear :D

 

in pvp people rarely mage in melee armour, as it doesnt hit too greatly, how ever in pvm maging in armour is quite common, dks and barrows for example.

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I see what you are saying. Let's say we have two players: Player A and Player B.

 

 

Scenario 1:

 

Player A wears no armor. Player B wears no armor. Player A mage attacks Player B. Since both are wearing nothing usually Player A hits decently, given they have a decent mage level.

 

 

Scenario 2:

 

Player A wears melee armor giving negative bonus to attack and defense of magic. Player B does the same. Since Player A has a negative attack magic bonus he would usually not hit crap, but since Player B is also wearing melee armor he has negative defense magic bonus. Do they cancel out?

 

Let me know if that is what you are talking about..that's what I gathered from the confusing text you gave me.

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It's not too hard to get high defense w/ high magic att power. My usual setup is...

 

Verac helm

Verac brassard or Ahrim top

Ahrim skirt

Infinity boots

Seers ring

Blessed spirit shield or mage's book

Master wand

Fury

God cape

Barrows gloves

 

I remember a time in the fight pits where there were over a dozen people melee'ing me and I was wearing a setup like that, plus melee pray and blood/shadow barrage... I kept healing to full health while they all slowly died lol

 

I imagine w/ that new soul split prayer it'd be nearly impossible to take down a blood barrager

 

Kinda lame that melee'rs can wear d'hides w/o any penalty towards their melee accuracy. but it's ok since none of them bring range w/ them... it's easier to call someone a farcaster than it is to come prepared lol

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  • 2 weeks later...

So long as your magic bonus is positive you can hit on other players fairly well. A big part of your magic attack/defence is your personal magic level actually. I'd guess that ~50% of your magic defence/offense is just based on your magic level. Have a friend mage you while you test it with mystic might on/off for defence. You might be suprised. Many many many times mystic might has saved me when I'm running.

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The triangle is actually perfect at lower levels, but due to higher levels and mixes of higher armours/weapons it becomes unstable.

 

The only way Jagex could ever possibly fix it was to only have 1 set of weapons for each class, which would undoubtedly be a little boring, unless it morphed to your stats when you reached levels/goals.

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The triangle is actually perfect at lower levels, but due to higher levels and mixes of higher armours/weapons it becomes unstable.

 

The only way Jagex could ever possibly fix it was to only have 1 set of weapons for each class, which would undoubtedly be a little boring, unless it morphed to your stats when you reached levels/goals.

 

There are plenty of other ways they could fix it while keeping the numerous armor choices.

 

3 Ways I could thing of right now:

 

1) Cheaper/Longer Holding spells. Holding spells are the point of a mage, however due to their expensive cost/low holding time they are not as widly used as they should be.

 

2) Staff Improvements. Staffs should have their melee stats to 0, more mage bonus, and a hefty melee defense bonus. This way the defense bonus only benefits mages, since the staff gives no other offense other than magic.

 

3) Anti-melee special effect improvements. The standard spellbook (other than godspells) fails at combat due to the fact holding, damage, and stat reducers are all separate. They either need to be combined, or should be used without costing an attack cycle.

 

Special attacks like removing melee weapons from equipment would also help balance the triangle without messing to many things up. That whipper in d'hide annoying you? Just cast it on him and remove his whip. Now he's just a d'hider in d'hide.

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Rsc had tank mages see them alot staking, incredibly annoying to kill were low combat but could rip into most players, when they rebalanced combat triangle in rs2 they died out.

 

The way you said in the topic about Magic and Melee Armour, for me just think of it wearing metal clothing and playing with electricity

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If you look at this way, mages wear cloth. Arrows go through cloth, swords go through cloth. This is bad. Why not release defensive spells which give armour bonus to mages.

 

I always wanted curse spells, not like lower attack I mean proper curse spells, such as unwielding weapon because of it being too hot chaos elemental unequipping when they have free slots, draining stats slowly, confusion so they might hit another player when they attack you if they try to run south might run north, those kind of spells that'd make the mage a real nuisance but only good in teams kind of thing (basically a spellbook that does no hp damage to the player but it just agitates them and could be a fatal thing in a team situation multi areas of wildy etc)

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Mages need more holding time, spells that push opponents back, spells that provide temporary shields, spells that unequipped items, and spells that chain hit. For example: Say a spell that starts out at a low max hit, but casting that spell consecutively raises the max hit by a certain percentage every time.

 

We can dream.

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To put it bluntly, [bleep] off.

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Mages need more holding time, spells that push opponents back, spells that provide temporary shields, spells that unequipped items, and spells that chain hit. For example: Say a spell that starts out at a low max hit, but casting that spell consecutively raises the max hit by a certain percentage every time.

 

We can dream.

Why push-back? I see that adding nothing. Know how useful the Zammy/D Spears special is? Yeah I though so. When you freeze then just walk back a few steps. No push-back necessary.

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Would it be bad to have Mage Armor with high melee defense, even if it only has a slight mage attack bonus?

Splitbark was a start, but wasn't successful.

 

How about armor with melee defense along the lines of rune, with a mage attack bonus like Skeletal or Splitbark. Still the armor would fail because then it's just Rune with mage bonuses, so it would need a melee AND ranged attack negative bonus; like Armadyl does with melee (somewhere around -10 to -25). Negative bonuses would take away the ability to effectively use Ranged or Melee with the armor on, yet be successful with close-combat mage vs melee (like the combat triangle supposedly suggests).

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I did not know nudity was in the game now :wall: Man i have been gone for a long time now :twss:

My private chat is always ON.

Winner of The Tip.It Teamcape Outfit Contest!

6 years. 1 dragon CS drop and some barrows, bad luck?

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Mages can't hybrid well because they don't have that many equipment choices. Attack bonuses for a mage comes from armor, not weapon. Makes you wonder why mystic staves have melee attack bonuses, no ones really gonna pound anyone with them. It would be nice if the staves had melee defense bonuses on them instead. You could say its enchanted and moves on its own to defend the wielder.

 

When jagex added the Magic Damage % bonus to stats, the first thing that came to mind was the "end" of the magic damage cap. A while back, in the QnA with the content developers on RSOF, a player asked if they were gonna create mage armor with melee defenses on it to balance the triangle. The developers said no. Maybe they're planning to make mages high damage, low defense class. Can you imagine a 132M staff with a 50% magic damage bonus on it?

 

Or maybe not. They said something about "spell effects to soak up damage". Defensive spells, perhaps?

 

But if I had a say in adding something to mages, I'd want a short ranged controllable teleport that you could use to warp around the battle field. Distance is a mage's best defense and a spell like this can warp you quickly out of harms way. You can also use it to confuse your attacker.

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Mages need more holding time, spells that push opponents back, spells that provide temporary shields, spells that unequipped items, and spells that chain hit. For example: Say a spell that starts out at a low max hit, but casting that spell consecutively raises the max hit by a certain percentage every time.

 

We can dream.

Why push-back? I see that adding nothing. Know how useful the Zammy/D Spears special is? Yeah I though so. When you freeze then just walk back a few steps. No push-back necessary.

 

Both spears have extremely useful applications, but that's an argument for another day. I don't mean a one square push, I mean a significant shove backwards. Couple that with binding spells, and a warrior wont be able to hit a mage. As far as I'm aware, mages in other MMOs use spells that push opponents back (known as kiting) and they do just fine. I really don't mind mages having low defense, but they need to compensate by keeping their opponents away from them. Binding spells work okay, but I think they could use a little more.

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To put it bluntly, [bleep] off.

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