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#1 |
Rookie
Join Date: May 2010
Posts: 12
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Mage Help/Tips
I've played warriors mostly so far, and wanted to try a spellcasting class like mages...but they're a bit more difficult to keep alive. I've been using an Elf, should I try some other race? Also, if someone wants to give some tips on how fast to dive, what items and consumables to look for and keep, what dlvl ranges to sit at, what macros might be useful...
Elf mages don't seem as capable of diving fast like a HalfTroll warrior can, and I've been making the mistake of playing the mage as quickly as I ran the warrior, so any tips would help. Thanks! |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I suggest sticking to High-Elves, Dunadan, and Half-Trolls for now. The other races are harder to play, largely due to having worse stats, especially constitution -- but the High-Elf's see invisible, Dunadan's sustain constitution, and Half-Troll's regeneration are all excellent inherent traits, too. I'd also recommend trying one of the hybrid classes instead of a pure mage. Try a ranger, for example. That'll let you try spellcasting without having to rely on it.
Mages (and priests) are much slower to start out than warriors, especially half-troll warriors. Warriors have gobs of hitpoints they can use to soak up punishment, and they have easy access to damage in their melee weapon. Mages have terrible hitpoints and can't deal much damage before having to flee, so they require a totally different playstyle. |
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#3 |
Swordsman
Join Date: Apr 2007
Posts: 441
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I think most of the classic advice still applies.
__________________
One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie. |
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#4 |
Rookie
Join Date: May 2010
Posts: 12
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I've been playing a highelf mage for a while and I don't get this "different playstyle". At what point am I able to kill anything? Or am I supposed to be running away from everyone forever? I'm clvl 20, via cheat_death, and this manapool of 37 doesn't allow me to do any damage. I can't kill any uniques, and consequentially have only found 1 ego item, 0 artifacts, since all I'm doing is running away. I want to play mage instead of a hybrid, since a hybrid like a ranger just seems to be a warrior but hey, I can use spells instead of scrolls to phase and detect. So far mage feels completely underpowered compared to a warrior....
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#5 |
Adept
Join Date: Apr 2010
Location: Zürich, Switzerland
Age: 35
Posts: 156
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Fun starts when you have Raal's and reasonable fail rates for spells in it. Yes, you have to run away most of the times before this. And when you have big spells you have to run away a bit less often.
The full power of the mages is unleashed at 40+ clvls, when you have all magic books up to and including Kelek's and have 0% fail for most spells. That means you have unlimited guaranteed escaping, unlimited banishment etc. Mages can't do as much damage as warriors and rangers, but they're capable of producing considerable amount of unavoidable damage nonetheless. |
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#6 | |
Prophet
Join Date: Mar 2008
Posts: 2,754
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Quote:
You fight snagas and cave orcs and black orcs if you have light beams, but you do not fight hill orcs unless you can kill them all with elec beams, and that is assuming you can line them up in a corridor and you know nothing else will come after you while you sort through the loot. If you want to learn to play a mage, but you can't survive, try diving like a madman with another class, any class you like. The lessons you learn keeping an underpowered diver alive translate quite well to keeping a mage alive. |
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#7 |
Adept
Join Date: Feb 2009
Posts: 243
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Did you start by maximizing your intelligence? With a High Elf mage, you can start with 18/60 which should have plenty of mana by the time you are level 20 to kill most early uniques (with the exception of Smeagol) using a combination of Magic Missile and Phase Door.
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#8 |
Apprentice
Join Date: Jan 2009
Posts: 51
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The early game for mages has definitely gotten easier with recent changes to spell costs in 3.1.2v2 - stinking cloud and the bolt spells are now much more reasonably priced.
I agree with the race advice above. High-elf is probably the easiest race to try a mage, not only due to stats and see invis, but good bow proficiency, which will be your primary weapon for the early game. You must pick your fights very carefully - go for low-risk, high-yield groups of monsters such as light-sensitive orcs. Hounds can be a real boon early if you resist their attack (eg light hounds for high-elf), as they are worth a lot of XP initially. Raal's changes the game entirely - shockwave stuns frequently enough to be useful even on some uniques, and rift becomes your primary weapon once it's available. |
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#9 |
Knight
Join Date: Jul 2009
Posts: 701
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I disagree that you need to use ranged weapons anymore. With 3.1.2 and the new mana costs I played a nearly pure mage (I think shot maybe half a dozen or so branded arrows on a couple of low unique orcs). And I played a half-troll. =P
I'd suggest high elf, max int (yes even the superhighcost point). Abuse rings of escaping for somewhat easier early game (you want rings of escaping or rings of intelligence ASAP). Magic missile is your friend with =RoE. Skip armor if it doesn't bring you useful stuff for ranged stuff. ESCAPE, that means phase door scrolls etc. Some low level uniques will present problems due to clvl and mana max before you can find +int stuff, just escape and skip em until later. Yes it is a totally different playstyle. I'd leave ranger stuff to rangers myself. You have to pick your battles very differently, kill high xp single monsters etc. and avoid packs of things until your mana pool is good enough. Or lure part of the pack away, and ball/beam spells with mana usage considered (sometimes it's better to singletarget spell them anyways to drop a few then evade). After you get your first few int items, and get to over 18/90 int, every little bit of INT gives plenty to mana pool, and it starts to get fun. Before that, careful battle picking... Oh and maybe a little premature hints, but once you get to staff of magi/healing range, first scrounge up 3 or 4 staves, and then you have near-infinte healing and mana. 4 staves of healing and 4 staves of magi means recharge will almost never blow one up. It's all dandy after that. ![]() |
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#10 | |
Prophet
Join Date: Mar 2008
Posts: 2,754
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Quote:
There will always be situations where damage spells are appropriate, but the default should be phase and shoot. |
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