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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Fighter/ Mage :: Mage/ Fighter :: How should these 2 Differ ?
In every Archetype-Blend, I've always wondered how these two differ.
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A mage would primarily use long distance attacks, so in the same thought process, their strength would be staying out of the fight and hurling spells from a distance. Let's say in this example a mage uses a staff. With this staff, they can throw endless amounts of fireballs and lots of nasty things. However, if you manage to get up close to a normal mage then you could give them a 'good doing'. A Mage/Fighter, however, could use his staff better than expected, imbuing it with elemental properties and using physical (Fighter) strength if necessary to bop you in the face and all other areas. Perhaps some sort of spell that would knock you back that would tire him out but would still suit his Mage/Fighter style. This class would be useful in other scenarios, perhaps, when facing an enemy with great mobility but low health.
Does that make my opinion of the two clear or is that still... Foggy?
We won't know exactly how a they might augment a each other until Intrepid gives us some information about the fighter's abilities.
But, we can speculate on the 4 classes they have told us some about
ICE PRISM: A long casting ROOT SPELL. Lay down shards of ice that fully root a target. Currently does not do damage. Pure CC Fighter Augment : long cast removed, root applied instantly on close range attack.
MIRROR IMAGE: BUFF SKILL *Mage casts and creates a shimmer around them* if mage is attacked - buff increases evasion. Mirror breaks after so many attacks fighter augment : mirror reflects some damage back onto attacker
I don't normally play melee type characters so bad examples but the point is - augments apply flavours of the secondary archetype to your main skills ^^
Fighter/Mage will be the same but perhaps applying elemental buffs to your weapon and what not but hard to imagine because we don't know how fighter will work xD
I forgot the fireball skill xD I'll get in morning xD
- Tank/ Fighter vs Fighter/ Tank
- Mage/ Ranger vs Ranger/ Mage
- Bard/ Cleric vs Cleric/ Bard
- Summoner/ Rogue vs Rogue/ Summoner
- Including the other 64 Combinations ( Etc ... )
I'd personally imagine the Fighter/ Mage to be " Sword wielding Magician " .- being able to wield a Sword in the Right-hand & Cast Magic in the Left. In addition being able to alternate to Left-Handed Swordsmanship. Thus now having the Magic to be in the Right-hand now.
The Mage/ Fighter ... so far i think " Magic-Materialization into Weapons "- this
- Turning into .. this (below)
... Or any other Weapon ?... Almost like how the Green Lantern from DC / Marvel can materialize Weapons from their Rings. . Can't think of anything else atm
EDIT: I suppose having the Grimoire ( the book ) in the Right or Left hand ?
And the " Materialized-{Insert Magical-Element} Weapon " being distinctly different than a potential in-game Weapon-item too
- Fighter / Mage would be melee range
- Mage / Fighter would be long range
Fighter / Mage uses fighters attacks buffed by magic, extra magic damage is added to fighters attacks, like burning effect added to target on hit, or magic forcefield added to fighter upon using some defensive skill...
Mage / Fighter is a Mage whose long range magic attacks are buffed by some of fighter attributes. For example Mage / Fighters fireball gets extra armor penetration effect, or Mage / Fighter after teleporting to a certain spot, knocks down nearby targets (depending on secondary class this can be knockback, fear, blind, confuse etc.).
Primary class always stays primary class, its skills just get buffed by secondary class flavor.
Mage / Fighter after teleportation would knock back nearby targets, while Mage / Mage would do a small AoE attack after teleportation. Mage / Archer would get temporarily increased movement speed after teleportation. Mage / Tank would get small magic barrier on himself after teleportation.
Mage / Archer fireball would remain the same but get a bit increased range. Mage / Summoner fireball would have a small chance to fear the target shortly.
Main spells remain the same, only subclass flavor / utility is added to them.
At least that's how I would do it.
Mechanics / " Aftermath ".
i think was referring to different PlayStyles / Combat-Styles - Not just the
" End-Result " , but rather more than just that.
Fighter/Mage - This class is going to be of course focusing on using magic to augment their physical prowess and should be apparent in their skills they'll probably be staying in the front line and powering through their enemies
Mage/Fighter - Now with mage being the primary class you have to think how martial prowess could augment your magic, now of course it can't directly so you have to see how it can aid it. I can see this taking a more roguish route of more hit and run attacks with your martial side and maybe additional speed to maneuver combine this with your magical attacks at range and I could see this being quite annoying
(Additional armor would be nice if that is class restricted but I'm unsure how things like that will be treated)
(For those of you who are worried about the Mage/Rogue being overshadowed I was thinking that it could pertain to more illusions and stealth combined with powerful spells with a speed boost as well)
If you want an example you could look at D&D 5es (Fighter) Eldritch Knight vs the (Wizard) Bladesinger. Both have aspects of the other while still being quite distinct.
melm melm melm melm melm melm melm melm ~
Well we have melee and range slots for every build.
So I dont think mage would necessarily be range focused unless there was a melee range class too.
Which begs the question of...if you can have close range and far range DPS classes, why not close range and far range tanking and healing classes..as well as magical melee/ranged to go with physical melee/ranged. Perhaps melee/ranged should be a physical slider and tank/healing should be magical slider. But then you have physical and magical tanks, so why not physical and magical healers.
I'll wait and see what Inprepid come up with and hope there is symmetry and preferably duality among the class types.
Never having to get close to anything or Anyone .... just Shooting the ...
" Arrow of Life " at everyone >~>
I thought that they'll be a set of " Basic-Primary Abilties ". Then, when a Secondary is selected, then all of them will have after-effects that'll visually show whats happening
Even during the Ability-Animation
Something about a tank or fighter (can't remember which it was) class having a Rush skill where the melee character dashes towards an enemy..
But then if it's augmented with tank/mage skill, the Dash instantly teleports to the enemy.
Then if you're a mage/fighter I'd imagine it'd be your Teleport skill could be augmented as instant teleport, with small melee damage or stun up close.
Whereas mage/mage would just teleport, maybe at a father distance or quicker rate than others. Depends on what they come up with for augments.