General

Mage

Easiest Explorer Archmage to play?

Long story short, my alliance kind of died so I'm playing online on my own sporadically from time to time; not planning on getting a lot of help from friends and whatnot.

As a returning player who will most likely be soloing the game for a very long time I'm trying to pick between I/L and Bishop (haven't played F/P in a while, word is they're going to get nerfed and was never quite a fan of cooldowns but feel free to convince me otherwise) for bossing.

I'm looking to be able to solo Gollux and obviously the two things I'll have to balance is survivability and damage and I'm hoping to find a decent compromise between the two. Additionally I'm looking to be able to blitz through the Commerci runs so I can get my hands on some decent equips, as I'm kind of building my way up from scratch.

So fellow mages, what do you feel is the most self-supporting class that fits this criteria? And please provide reasoning/numbers. Everybody loves data.

April 9, 2016

8 Comments • Newest first

hangwithhung

@firebolt it's the worst, isn't it? ugh. infinity... it honestly wouldn't be that bad if i didn't have to keep watching for the cooldown to reset and all.

Reply April 15, 2016
Firebolt

@hangwithhung: Yeah while infinity should be giving me big damage boosts I rarely get to use it as I keep it on a key where I can't see if the cooldown if finished. I know that I should put it on a correct key but as a F/P mage I have enough cooldowns to track as it is. Trying to time the 5 sec ME cooldown while keeping up my 5 DOTs while avoiding bosses takes a lot of my focus while I am ensuring that meteor and megiddo flame is being used and the right time.

Reply April 14, 2016
hangwithhung

@hopelessworld that's true. but mages naturally have far higher multipliers with their skills. almost all mages have damage increased naturally by 30% with native skills in 2/3rd job, and the base damage on our weapons is higher than most weapons except spears and polearms? +50% from Ele Magic, +20% from Storm/Burning Magic, +40% from Arcane Aim, etc, and those are the only ones I can think of at the moment.

Anyway the one thing that really bothers me the most about arch-mages is how difficult it is to use Infinity. The massive cooldown makes it difficult to time and despite its powerful buff I rarely use it because I feel that it goes to waste if I can't get the timing right to where I'm knocking crazy amounts of damage onto a boss right before it expires. I'm sure I can't be the only player who feels using it is too situational and inconsistent that the skill goes unused and ignored for the most part... I'd rather have a longer lasting, more consistent but less powerful boost, something like Body Boost for BaMs all that time ago.

Reply April 13, 2016 - edited
HopelessWorld

@hangwithhung: except other classes have way higher damage multiplier than mages. Most mages are stuck at 1.0x and 1.2x at best, which is lowest in the game. Non-mages have at least 1.3/1.5 and classes like NL sitting at whopping 1.7x multiplier. Honestly mages doesnt deserve to have ele reset nerfed. At least not from 100 to 10% that is way too much of a nerf.

Reply April 11, 2016 - edited
hangwithhung

@sweetbanana what's lightning spear? keep thinking of thunder spear from forever ago. i think lightning orb is only 8 seconds atm. kind of sucks with ele reset being pooped on but i guess mages had it coming. bishops never had it and no other class really could avoid ele def/physical def to that degree either.

interested in seeing how tele-mast range is going to change. kind of like the added distance.

thanks for your input!

Reply April 10, 2016 - edited
SweetBanana

@hangwithhung: The skill changes will negatively affect the I/L against elemental-resistant bosses(82.5% to 86.25% of original damage, depending on Insight level). However, I/L will experience an increase of damage against non-elemental resistant bosses. I would have to test it out once the patch hits to see the effects of the changes. So far, the following will be applied(taken from Orange Mushroom):

Extreme Magic(I/L): instant kill chance has been removed

Elemental Reset: elemental property reduction has been decreased from 100% to 10%, now has a new passive effect that increases final damage by 50%

Chain Lightning: number of monsters hit has been increased from 5 to 6

Lightning Spear: damage has been decreased from 300% to 250%

Ice Aura: cast animation has been removed, MP consumption has been changed to 60 MP per second

Blizzard: delay before you can use Teleport after using this skill has been decreased

Teleport Mastery - Add Range: has been changed into an on/off skill

Not really sure how Frozen Orb functions though I suspect the damage increase is a reference to total damage(could be wrong though). I also suspect the 20% final damage from Extreme magic applies to frozen stack as I observed the first stack made a lot larger jump than the 2nd one.

The 170 hyper 'Lightning Orb' is going to be changed from 300% to 250%. As of now, it is a incredibly powerful hyper as it hits like ~25-30/sec during use alone?(don't quote me on that one). It will still be viable even with the changes, just not going to do as extreme as before.

Overall, I have a rather mixed feeling about the patch. On one hand, I would no longer cap against late game bosses(I hit around 52-55mil against most bosses? so I guess ~43-47mil). On the other hand, I do have a rather large interest to do Dojo post-patch.

Reply April 10, 2016 - edited
hangwithhung

@sweetbanana thank you for your input. I'm just wondering what the bossing prospects are in the long run, given that I/Ls are apparently going to be nerfed... but we do get +40% from FO if we keep it on (not to mention that FO procs FA like no tomorrow). Any input on the lv 170 hyper? I hear it's a godsend, hitting 300 for 7 lines. My only wish is that CL had a bit more distance and hit a few more mobs but I guess I'd turn to a Lumi for that huh

Reply April 10, 2016 - edited
SweetBanana

As an I/L main, I will explain what an I/L mage would fare in the situation you have inscribed.

In terms of damage, when concerning about Gollux, I have only tested out one type of Gollux which is Hellux. From what I've seen from my minimum damage testing, an I/L mage would need ~18-20mil average damage with Chain Lightning(w/o Infinity active) in order to have a successful run(it's possible to do it lower atm, but the skill changes may impact the average damage). I will upload a video of a Hellux minimum damage run soon as a reference.

Video: https://www.youtube.com/watch?v=2n33ZRepB5Y

As for survivability, there is only one skill that will allow an I/L mage to avoid a fatal situation. The skill 'Freezing Breath', grants invincibility while in use. However, you must cast it around a second prior to the event. It's probably better to put it with only one point as the CD is based on the skill level(Level 1 is 62 seconds, while Level 30 is 120 seconds). Bind does not allow the I/L mage from attacking, so as a solo player it is useless to max it as it is extremely rare to be stuck in a particular situation for more than 10 seconds.

In the case of Gollux, I say the I/L mage are fairly easy as Chain Lightning will bounce from Gollux to the bottom mob from the side the I/L character is facing. Commerci runs are a breeze for an I/L, though you may want to get a Mihile for Livy in order to avoid the super knock back.

Do note that I cannot explain the side of the Bishop as I have never extensively played them so I would think an expert from the Bishop side should cover it.

*Edit: got the level for freezing breath wrong, max level is 30
*Edit #2: added Video

Reply April 10, 2016 - edited