Glorious Alpha Two Testers!
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.
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.
About mages concept in AoC
Zaeru
Member
Hi guys, I'm highly curious about mages in AoC. Is there any concept of how it's going to be?
I have some ideas and wanna share it to you. What if magicians are separated by elements? I mean, when you pick up your subclass, you choose one of the elements to master, such as: earth, water, wind or fire.
Just as an example:
Mage+Guardian = earth mage:
- damage with rocks, sand and earth;
- not as mobile as other mages, but has pretty good resistances;
- can buff others to increase their resistances.
Mage+Mage = fire mage:
- the best damage dealers between mages, obviously damaging with fire and magma;
- not really stoic to damage.
Mage+Cleric = water mage:
- damage with water and ice;
- has pretty good control effects;
- can increase the speed of boats and ships;
- might be stronger if it's raining or snowing, and if he's close to water or snow.
Mage+Rogue (or Ranger) = wind mage:
- damage with wind;
- can increase others' movement and mounting speed;
- the most mobile amongst mages, has a lot of options to avoid damage.
All of the same elements might also work for summoners:
Summoner+Guardian: can summon earth atronachs, Summoner+Ranger can summon wind atronachs and so on.
Also, I have one more idea for mages:
Mage+Summoner = portal master:
- can create different types of portals to teleport his teammates:
a) portal for two players: quick cast, low price, short cooldown (somewhere between 3 or 5 minutes)
b) portal for a group: longer cast, more cooldown
c) portal for a raid: very long cast, needs a lot of magicka to create, has very long cooldown, might be easily interrupted (to prevent its overusing while sieging);
- this type of mages might be pretty rare, because they have to sacrifice their damage or other abilities comparing to other classes, to be able to teleport people between nodes;
- might take advantage of this, for example, taking money to teleport unfamiliar players (I just see how Portal Masters staying at the main square of a node selling their services)
- highly required in big guilds.
I have some ideas and wanna share it to you. What if magicians are separated by elements? I mean, when you pick up your subclass, you choose one of the elements to master, such as: earth, water, wind or fire.
Just as an example:
Mage+Guardian = earth mage:
- damage with rocks, sand and earth;
- not as mobile as other mages, but has pretty good resistances;
- can buff others to increase their resistances.
Mage+Mage = fire mage:
- the best damage dealers between mages, obviously damaging with fire and magma;
- not really stoic to damage.
Mage+Cleric = water mage:
- damage with water and ice;
- has pretty good control effects;
- can increase the speed of boats and ships;
- might be stronger if it's raining or snowing, and if he's close to water or snow.
Mage+Rogue (or Ranger) = wind mage:
- damage with wind;
- can increase others' movement and mounting speed;
- the most mobile amongst mages, has a lot of options to avoid damage.
All of the same elements might also work for summoners:
Summoner+Guardian: can summon earth atronachs, Summoner+Ranger can summon wind atronachs and so on.
Also, I have one more idea for mages:
Mage+Summoner = portal master:
- can create different types of portals to teleport his teammates:
a) portal for two players: quick cast, low price, short cooldown (somewhere between 3 or 5 minutes)
b) portal for a group: longer cast, more cooldown
c) portal for a raid: very long cast, needs a lot of magicka to create, has very long cooldown, might be easily interrupted (to prevent its overusing while sieging);
- this type of mages might be pretty rare, because they have to sacrifice their damage or other abilities comparing to other classes, to be able to teleport people between nodes;
- might take advantage of this, for example, taking money to teleport unfamiliar players (I just see how Portal Masters staying at the main square of a node selling their services)
- highly required in big guilds.
0
Comments
I don't think they plan on making different mage classes control different elements. I believe every mage related class will have elemental abilities/an elemental augment school. This is all speculation though, as we don't have any concrete info.
There is also some info on the official wiki about the class. But mostly we are waiting to see.
I know there is no official information. What I wrote above is my personal vision of a perfect mage in MMO. My dream, if you wish. And I would like to see your point of view. How do you see mages? And what does it mean to be a mage in MMO?
Who knows, maybe some of our ideas would be taken by Intrepid Studios eventually:)
Very interesting! Do you expect it to be a magical-based damage sword?
Something more or less close to this I saw in Aion. There is a support class named Chanter. It wears mail armor (something between medium and heavy) with magical stats and uses staves dealing physical melee damage (only chanters and healers may use a staff there, mages go with spellbooks and orbs). It's primary role is to buff his teammates. Was one of my favorite classes in Aion:)
But, if you want, you can put all your points into only 1 element and become a fire/frost etc mage.
It's not about Avatar. It's kinda classic representaion of magic in fantazy worlds, that has never been presented in MMO (at least I do not know any MMO-game with a system like this).
Fire - AoE and dot
Thunder/Electricity - Single target and stun
Frost - Slow effects and battle field control
Arcane - Teleportation, mobility etc
These are at least available if you choose Mage as your secondary class as augmentation choices.