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PvM Testing: Mage Character Templates
#1
Mage Templates

Summoner

[Image: FsRvJm5.png]

Str: 100
Dex: 50
Int: 75

Magery: 100
Meditation: 100
Spirit Speaking: 100
Herding: 100
Veterinary: 100
Archery: 100
Tactics: 100
Spirit Speaking: +20

Suggested Equipment
  • Weapon: Bow or Crossbow
  • Armor: Leather
Strategy
The Summoner can create powerful elementals and daemons to hold the attention of enemy creatures as well as deal vast amounts of damage. Through the usage of Herding, Summoners can use Focused Aggression to increase the damage their summoned followers deal to a target. The Summoner can make the most of their long-duration summoned followers with the Veterinary skill while dealing damage from afar with ranged weaponry to finish off foes.

Strengths
  • Summoned followers have very long durations and have extra resistance to Auto-Dispel effects from creatures (Spirit Speaking)
  • May sometimes summon Elder versions of creatures, which are greatly increased in capabilities (Spirit Speaking)
  • Summoned followers can deal increased damage to a target through usage of Focused Aggression (Herding)
  • Can heal and maintain summoned followers (Veterinary)
  • Increased chance to have a spell become Charged and its damage increased (Spirit Speaking)
Weaknesses
  • Exceptionally vulnerable to both melee and spell damage when without summoned followers
  • High level creatures may deal massive damage to summons by their Auto-Dispel effects
  • Low base spell damage
Necromancer

[Image: MdOdFbR.png]

Str: 100
Dex: 25
Int: 100

Magery: 100
Meditation: 100
Eval Int: 100
Spirit Speaking: 100
Forensics: 100
Inscription 100
Wrestling: 100
Forensics: +20

Suggested Equipment
  • Weapon: None
  • Armor: Leather
Strategy
The Necromancer incorporates powerful summoned creatures with raw spell damage potential drawn from Spirit Speaking, casting from scrolls with Inscription, and skinning corpses via Forensics to tackle a wide variety of foes. 

With Wrestling and Inscription bonuses to Reactive Armor and Protection, the necromancer can survive brief melee encounters and can also shrug off spellcasters with bonuses to Magic Reflection.

Strengths
  • Summoned followers have very long durations and have extra resistance to Auto-Dispel effects from creatures (Spirit Speaking)
  • May sometimes summon Elder versions of creatures, which are greatly increased in capabilities (Spirit Speaking)
  • Increased chance to have a spell become Charged and its damage increased (Spirit Speaking)
  • Spell damage increased against frequent enemies (Forensics) and damage further increased when casting off scrolls (Inscription)
  • Moderate damage reduction from melee attacks from Protection and Reactive Armor Spells (Inscription-Enhanced Spells)
  • Frequently able to reflect enemy spells [b](Inscription-Enhanced Magic Reflect Spell)[/b]
  • Has increased loot potential from skinning creatures (Forensics)
Weaknesses
  • High level creatures may deal massive damage to summons by their Auto-Dispel effects
  • Requires time to build up damage bonus against creatures with Forensics
Warlock

[Image: k7SrpuC.png]

Str: 100
Dex: 25
Int: 100

Magery: 100
Meditation: 100
Eval Int: 100
Musicianship: 100
Discordance: 100
Poisoning: 100
Wrestling: 100
Poisoning: +20

Suggested Equipment
  • Weapon: None
  • Armor: Leather
Strategy
The Warlock specializes in debilitating foes and exploiting their weakened state to deal massive amounts of damage with enhanced poison spellcasting and raw spellpower. 

Warlocks operating alone should use hit-and-run tactics to Discord targets and then poison them, and then retreat while poison deals its damage. Warlocks operating in a group can be more aggressive and Discord and poison a large number of creatures without fear of retaliation or need to retreat to safety.

Strengths
  • Can Discord multiple enemies simultaneously, reducing their damage output and increasing the damage each target takes from all sources
  • Has chances to improve casted poison spell to Greater or Deadly (Poisoning)
  • Can use the Curse spell to lower target's Melee Attack and Casting speed slightly
  • Can use the Mana Drain spell to lower target's Magic Resist slightly
Weaknesses
  • Somewhat vulnerable to attacks when not in a group
Enchanter

[Image: 6dUX7wM.png]

Str: 100
Dex: 25
Int: 100

Magery: 100
Meditation: 100
Eval Int: 100
Alchemy: 100
Inscription: 100
Musicianship: 100
Provocation: 100
Musicianship: +10
[i]Provocation: +10[/i]

Suggested Equipment
  • Weapon: None
  • Armor: Leather
Strategy
The Enchanter specializes in turning foes against each other, corralling them into a tight radius, and then dealing massive area damage to them through enhanced explosive potions (Alchemy) and area-of-effect spells (Eval Int).

The Enchanter, while not having any defensive skills, is quite adept at survival through enhanced and long-lasting potion effects (Alchemy) and improved defensive spells (Inscription)

Strengths
  • Can Provoke multiple enemies simultaneously, causing them to attack each other
  • Inflicts massive damage against groups of creatures with damage bonuses to Explosive Potions (Alchemy)
  • Duration of potion effects, including Strength, Agility, Magic Resist massively increased, providing an additional safety net if caught off-guard
  • Spell damage increased when casting off scrolls (Inscription)
  • Moderate damage reduction from melee attacks from Protection and Reactive Armor Spells (Inscription-Enhanced Spells)
  • Frequently able to reflect enemy spells (Inscription-Enhanced Magic Reflect Spell)
Weaknesses
  • Frequent potion-use can be somewhat costly and resource intensive
Field Medic

[Image: 4rnTxld.png]

Str: 100
Dex: 25
Int: 100

Magery: 100
Meditation: 100
Healing: 100
Anatomy: 100
Inscription: 100
Wrestling: 100
Parrying: 100
Inscription: +20

Suggested Equipment
  • Weapon: None
  • Shield: Wooden Shield or Buckler
  • Armor: Leather
Strategy
The Field Medic is a purely defensive character, and almost exclusively suited towards ensuring a group's survival when tackling exceptionally difficult creatures. It can cast spells while wielding a shield, and has exceptional survivability through Inscription-Enhanced spells such as Reactive Armor and Magic Reflect.

Duration enhancements to the Protection and Bless spells allow the caster to provide long-lasting improvements to group members.

Strengths
  • Can cast spells while equipped with a shield (Parry)
  • Exceptional healing cababilities (Healing + Anatomy)
  • Spell damage increased when casting off scrolls (Inscription)
  • Greater damage reduction from melee attacks from parrying and from Protection and Reactive Armor Spells (Inscription-Enhanced Spells)
  • Frequently able to reflect enemy spells (Inscription-Enhanced Magic Reflect Spell)
Weaknesses
  • Very limited damage capabilities
  • Susceptible to frequent spell damage
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#2
Overall i think all PvM mage templates feel really solid to play and are perfectly viable. The only real change i would make is add some visual change to the elder summons, somethin small like a different hue color for sure.
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