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Magic appears weak


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AuthorMagic appears weak
Lolz! In Gb, DE magic will be a first target a.k.a Dead before use less half of his mana!
depends, if he has an elf aswell in team it might be stupid to go for the slow and seldom casting darkelf.
If so many people think darkelves are better for might build (obvious that they are) AND magic build, why not give wizards a good faction speciality: exchange the magic mirror for "mark of the wizard" (the wizard can mark a unit and each spell, despite mass effect/area, will affect the marked unit aswell, costs 50% ini to cast like spirit link)
Wizards are definately better in min art battles. Miniarts do not improved by the arts you wear.. Thus your units have the approx same, or even better stats when you still have 10, 12 spell power at your dispose.
What use are better stats on units that are useless?
0*100 still is 0.
30+ atk Genies and 25+ atk E gargoyles and still some free spell power rape all..
hmm,well i guess Shagan is somehow correct about several things.
there should be some changes for the wiz.
The bad of being in magic path is the Cost of Art!!
Dude. Magic Casters are the worst in this game--overall. Having been most of the 'awesome' factions this server has to offer, I can say this.

Even worse are wizards versus barbarians. I mean, really, ZERO chance. I was barely able to defeat a barb with a racial faction of 8 who had MINIMUM AP. I had full arts (the best available) with AWESOME enchanted magic enhancing jewels(maybe even the best set on server).

It was comical. If I had been a DE with just an Amulet of Luck, a 4x10 Enchanted Sword of might....I would of killed him a lot easier (and cheaper too).

Wizards are only good for NPC battles. For everything else, they are only as good as their team mates. Therefore, Magic Casters are probably one of the best support groups on the server for 3v3 gbs, but overall, weak as heck--and too expensive to play.

Cheers,
LS
https://www.lordswm.com/warlog.php?lt=-1&warid=16019965

no comments ;o
64: I cannot agree with you. Min ap battles are not very good for wizards. Reasons ?

- in min ap battles "might" factions mostly need only one stat -> attack, especialy if they are faction with high ini like de and elves

- wizards need more stats. Spell power for spells -> main damage, knowledge for mana and little defense, because wizard is slow faction and have to survive damage from enemy units until hero will burn them with spells

- min ap battles are not very balanced. Slow factions like wizard and knight suffer there, because almost everyone go for weapon + neck, rings, ... and usually who will hit first (especialy with luck), he often win. Damage from 18+ attack really hurts to 2-3 defense. Miniarts help here little, but they are not enough. Wizard with 2 or 3 basic defense will die very quickly

- wizard have to use for pvp different talents -> as high sorcery as he can. But with "pvp talents" he has lower spell power and mana than with talents for hunt = lower damage per spell and lower total number of spells. Is not possible reach 12 spell power with pvp talents in min ap battle, without gimp your defense and use only arts with spell power, or use no pvp talents. Wizard with 12 spell power is nice, but with very low defense and very slow spell casting he is usualy dead after few first turns with more then half of mana. And if someone in pvp (group battles) will not attack wizard with low defense and hunter talents, he fails in pvp ...

- number of units for min ap battles and full arts battles is the same. So wizards have to kill the same amount of hp in min ap battle like in full arts battle. Most wizards damage comes from spells, few from units. Gargoyles usualy stay in defense, genies in first 3 turns cast spells and after 3 turns they are usually dead, or in so low number, that they cannot do serious damage. Only one unit who can do any damage is magi, but not always. If enemy archers go first, magi are very often their target, especially for liches and sometimes are magi better for dispel buffs and debuffs

- so only serious damage in pvp comes from hero spells. Damage from lighting in min ap battle is usually around 120, if enemy dont have any resist. This is really not very much. Most of "might units" on battlefield can do much more, especially with luck (spells cannot crit). If enemy takes magic resist talents (resist arts are not common in min ap battles) and a lot of people have taken resist talents if they know than they will fight against wizard, then damage from spells can be lower than 100 ... With this damage you cannot take do any serious role on battlefield

- in full arts battles with balanced defense and spell power your lighting will do more then 200 damage to target without magic resist. This is 100% more than in min ap battles, but enemy has the same amount of hp like in min app battle. Enemy can takes any resist arts, like mithrill set (15%) and resist cloak (another 15%) or resist talents too, but wizards damage from spells is still nice and much more than in min app battles. But more important thing is, that wizard can survive much longer. Opponents have better attack (around 30 on my level), but with balanced arts wiz can have around 18 defense and 30 attack vs 18 defense is still better than 20 attack vs 3 defense

- and one more important thing. PvP on high levels is usually not duels, where wizards opponents will take max resist arts and resist talents, but much more is pvp about group battles. And gb are usually mix of factions. I have never seen 3 wizards on one side. So if any opponent will take max possible resist against wizard on other side, he will be weaker in physical combat, what is advantage for my teammates

I did a lot of group battles (and few duel) with min ap and full arts too, and wizard is definitelly stronger in full arts battles.
wiz need attack defend power knowledge 4 kinds

meanwhile other faction only need attack defend 2 kinds and 2 no need

so wiz full arts
Mh I see I am not totally incorrect with my observations so far.
Logical way to make wizards competetive for min-art fights would be reducing AP-costs of wisdom and spellpower to normal level. 1 AP, like defence and attack, not 2 AP (I don't know whose "glorious" idea that was!)
I think they made the 2 AP per Spellpower rule because those arts are so damn expensive for hunts and merc quests and this way you can hunt cheaper.
Shagan,

So far I'm totally fine with wizard faction and can't share your concerns. Maybe it gets harder in higher levels, but I did quite much PvP and I am quite successfull yet.
Nutella

I never said I had a problem being successful with wizards, I have a problem seeing that especially in the top 100 there are close to 0 magic builds and that wizards success in hunts does not hinge upon magic or his troups or his tactics but mainly that he gets his faction level maxed so he deals for extreme high damage values in hunts and mercs.

Same cannot be said about any other faction.
Even though other factions could be played as magic builds close to none does and I ask 'Why'? My answer so far is that outside of PvP magic is weak in comparison.
Additionally as some1 has pointed out it's very expensive.
At higher levels magic and might artifacts cost roughly the same.

The cost problem exists at middle levels - items like staff of power are too expensive compared to their might counterparts.
Or have sucky stats. The Combat Staff is simply bad. Who the hell had the idea putting Attack Power on it? You cannot get a high Attack Power / Spellpower build anyway since nearly all other items you can get have Spellpower/ Defence on them.

If it would give 1 Knowledge or 1 Defence it would be ok but 1 Attack Power? Worthless.
@ Shagan:
maybe, but I hunt with might arts (reprisal sword, def shield, steel helmet (118 per fight)) cuz thats around 1/4 as expensive as 9 AP magic arts. Sometimes when i want to achieve hunt records i wear full magic arts (1674 per fight). I seldom wear the staff only for hunts.

But mainly these 2 AP, instead of normally 1, make AP-restricted fights for wizards nearly unbeatable cuz you can't wear the appropriate amount of arts.

Best way to deal with that imbalance is to put all stat-points of levels/mercer-guild/... into spellpower and wisdom and fill the defence with the arts :)
This topic is long since last update and considered obsolete for further discussions.
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