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wait wait, heavy armour mages?


Kalafai

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Being able to teleport around in a small area would also be nice, and when they do, they people attacking them won't just continue like they did nothing, but have to click on them again would be nice. A nice touch would be 'slow teleports' where disappear for 2 seconds before appearing at the tele location.

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I think the real question here is:

 

Why the HELL don't we have lightning spells yet?

 

I agree with the people wanting defensive spells. It would make a great addition to the game. But, how would they be implemented? The standard spellbook would be too crowded don't you think? Unless they add it to the Ancient Magicks book.

 

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.

Are you suggesting... a Force Push maybe? :razz: Push them right off a cliff/into lava/into the spikes around the castles in Castle Wars. :twisted:

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I think the real question here is:

 

Why the HELL don't we have lightning spells yet?

 

I agree with the people wanting defensive spells. It would make a great addition to the game. But, how would they be implemented? The standard spellbook would be too crowded don't you think? Unless they add it to the Ancient Magicks book.

 

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.

Are you suggesting... a Force Push maybe? :razz: Push them right off a cliff/into lava/into the spikes around the castles in Castle Wars. :twisted:

Lightning is Saradomin Strike.

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How about a blink spell, that makes you teleport a small distance like abyssal demon and stop your opponent from fighting, so he must press att on you again? And spell that does damage over time, like poison.

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How about a blink spell, that makes you teleport a small distance like abyssal demon and stop your opponent from fighting, so he must press att on you again? And spell that does damage over time, like poison.

Something like the smoke spells ?

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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.

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.

This is how it should be. Wands that give high magic attack and staffs that give high melee defence.

And i hope they scrap the attack requirement for staffs too.

yaay_1_def.png

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How about a blink spell, that makes you teleport a small distance like abyssal demon and stop your opponent from fighting, so he must press att on you again? And spell that does damage over time, like poison.

Something like the smoke spells ?

 

Not like smoke spells, because smoke is a pathetic use of runes, and the only spells which do not have instant activation of their special attacks. The Unique special ability of magic is that all special attacks are activated instantly the first time the spell is cast. It may take up to 10+ hits for smoke to actually poison its opponent a whopping +4 poison that hits once every 30 seconds.

 

The damage over time would need to be more like a Morrigan's Javelin.

Something like a repeating low hit, so it can be stacked with future attacks. For example:

Hitting 5-5-4-4-3-3-2-2-1-1 at dragon dagger speed. The total damage is only 30, however in terms of "ko" the previous attack will be hitting at the same time as your next attack allowing them to be bunched together giving mages the much needed "stacking for ko" factor.

 

As per example in the original magic extreme potion update, magic is way to powerful when it hits at such a high static rate due to spells amazing accuracy. So raising the max hits to higher levels isnt really the solution. The solution to balancing magic is in the special effects.

 

Melee should not be able to touch magic even for a second, and if they can then the triangle is still broken.

 

EDIT: One thing I would like to see changed is that holding spells can be re-cast even if the opponent is currently frozen. Every time you cast entangle on an opponent, it should hold them for 15 seconds from the time it was cast regardless if he is currently frozen or not. Same concept with ice spells; Every cast should freeze for 20 seconds if it hits. That is not overpowered because magic is supposed to [cabbage] melee. I know a lot of players don't want that, because it decimates melee. But isn't melee supposed to be decimated by magic like how magic is decimated by range?

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I keep hearing calls for armor that's as good as addy/rune but has no negatives to mage. There is. Wear agile with an amulet, a hood/helm, a bss/arcane and a wand and you've got about 80 mage attack and as good defence as black hides with a shield and fury and such.

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I keep hearing calls for armor that's as good as addy/rune but has no negatives to mage. There is. Wear agile with an amulet, a hood/helm, a bss/arcane and a wand and you've got about 80 mage attack and as good defence as black hides with a shield and fury and such.

 

On top of that, Ahrim's has higher slash defense than Karil's. A hybrid mage (Ahrim's + whip) should always be able to beat a hybrid warrior (standard warrior with Karil's in inventory).

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To put it bluntly, [bleep] off.

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I keep hearing calls for armor that's as good as addy/rune but has no negatives to mage. There is. Wear agile with an amulet, a hood/helm, a bss/arcane and a wand and you've got about 80 mage attack and as good defence as black hides with a shield and fury and such.

I don't see how agile is usefull, it requires 90 agility and ahrims gives more defence and magic attack.

yaay_1_def.png

siggy2.png

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