It may be a little overpowered, but if you have the right skills as a warrior you can take out a archer even with there skills, for example I was battling a archer and the first two times he turned invisible so I couldn't target him then locked me in place with some spell and proceeded to kill me. Later I faced him again, activated courage so my character was healing himself and after I got freed I just used charge (pretty much launches you to the enemy knocking him down), then used a really powerful spell, took out most of his health, then used my basic attack and killed him, did this twice. EDIT: Although I don't know how overpowered they are in PvE.
Reading up here on what people have to say... Unfortunately I think Mage is very weak. The health just drops off so quick and kiting is not easy in this game given 1) I'm on iPhone (controls) and 2) Range just isn't enough. So I think I'm gonna switch to ranger. Already trying it out and wow there is so much more health in comparison Anyway I'd love to be on the toucharcade guild with this new character. Please add Talbs1
Haha, well at level 12, I haven't faced a warrior that's had enough time to do any of those yet. I sneak before the battle and use rapid shot immediately for a three second stun. After he's free from the stun, I'll be as far as I can be away from him as the duel zone will allow and continue rapid shots until he's closer. When he's relatively close, I'll use pin feet, which paralyzes him for another few seconds. A few more rapid shots blows him away before he can even attack once. I'm sure it'll even out at later levels. As far as PvE goes, rangers just plain own. Paralyzing everything and killing them before they can hit me once with just about everything so far. You can shoot things that are like a mile away from a huge hill. The enemy never gets the chance to climb up :]. Attack speed, decent health/armor, and killer spells make the archer a very good class to choose as long as you know what you're doing. It's all about dps.
Hi, can anyone tell me what class combination is comparable to the Holy Paladin in WoW? A class that can tank and AoE heal at the same time?
From my own experience (level 30 mage), mages are woefully underpowered PvE (solo, at least) as of now. They have terrible survivability but unlike the rest of the classes, have no way to get out of a sticky situation while having no advantage in dps or anything else. Survivability is bad to the point that, when questing in new locations, I have to actually sneak around to avoid getting the aggro of more then 2 enemies. Invariably, this fails and I either have to do one or two things: 1. Try to fight and get boned. 2. Try to run. Oh wait, the mobs are ranged so you get boned anyway. Either way, you get boned. "But you have the shield!" Oh yeah, I forgot the third option: 3. Run a bit further, pray to whatever gods that Gameloft ripped off from WoW lore to live, and die anyway. The only thing mages seem to have an advantage in is aoe, but the last thing you want to do as a mage is have enemies gang up on you and the horrible flaming deaths that follows. And I'm pretty sure they don't get any better late game because monks and warriors will always be needed in parties for tanking and heals/buffs, while archers and mages should be about even in terms of dps. ...Except archers have better survivability so you might as well just make an archer. As a mage you'd already be sneaking around so much to avoid mobs that you'd probably be pretty good at being an archer already. I'm not saying that mages are a bad class, they just suck. I mean, this game is pretty much a graveyard simulator with rpg elements thrown in. Okay, the above may have been slightly exaggerated but as of now, I see no advantage of going mage over any other class. If I sound bitter, it's probably from all the dying.
I feel the experience(XP) gained is really slow and mundane after a while. Is there a faster way besides spending on runes for more xp? Would it be faster to party? Or To take up all quests? (Takes a long time to travel from one place to another) Or simply to solo all the way?
I think PL really was a pioneer, and it's still fun, BUT this game is a true WoW clone. PL unfortunately feels like it suffers from not knowing how popular it was going to be long term. Quests were an afterthought and don't provide XP IIRC, just money/rewards. PL feels like a bunch of little worlds that aren't really tied together. Order and Chaos feels like a vast world, that geographically flows and fits together. I am confident the creators of PL will make an awesome next game with what they have learned.
I ended up creating a battle monk mainly by accident...im at level 11 with him now...but he seems to be doing ok, looking at the skill tree progression seems rather slow but im hoping it ends up being a good choice. Melee kind of sucks at the moment but thats due to not really finding any decent drops that the character can use. Anyone found any really good drops yet?
I'm disappointed in my Mage, she's weak as heck and her spells just take too long to cast. She keeps dying non stop. I have a monk that's strictly an Auction alt, but I might create a monk to actually play with and delete the Mage OR switch places so my Mage goes to the auction and my monk goes back to silence but would be a big pain 2 characters are hard enough to keep up with! Lol
Anyone familiar with what a Guild Master can do? Is there a way to send out a message to the whole group? How do members invite others? Lastly are there just the three ranks, GM and then the two for members? Any reason to promote someone?
Two questions quickly: 1) Are there any other class trainers aside from those in Silence? Only I haven't seen any and the trip there and back from the swamp of wyrms costs about 90silver. 2) Is there an auction house? I f so, how do I access it? Thanks very much
1) don't take my word for it because I'm only level 8 on one character but I think there's more trainers in greenmont. (though they may just offer the same thing?) 2) definitely an auction house in greenmont. People are leaving alternate characters there so they don't have to travel to and from all the time. (there should be a fast travel without paying but anyway). They then just send money to this alternate character and get the items back via the mail system.
Okay, so I'm currently leveling a hunter (30) and just got to the Whispering Islands. I've noticed over the last couple of levels that I've started to suck considerably: I dropped 5 gold on death within an hour, which is just ridiculous at this point. I can't even kill ONE of the entry-level enemies consistently, and if I get ganged up on I'm finished. And we're on the same levels. I've put all my skill points into assassin skills, and just got the dust that reduces enemy accuracy by 75%, but it doesn't seem to be helping as much as it should. Does anyone who has gotten this far in think it would be worth it to just re-spec as an archer? Or do the skills get better as you go along? Thanks.
Here's something that I was about to post in the Gameloft forums (but they seem to be down). Warning: long read! As of now, mages have pitiful survivability when compared with other classes. They have the lowest armor and hp and while warriors have high armor and a heal, monks have high armor (via their talent that adds armor based on stats) and a heal, rangers have stealth, mages have their shield. Current stats of my skyfire mage: Level 30 1,300 hp 3,600mp 189 total armor (6.2% damage reduction) 3% dodge chance 5% parry chance 0% block chance (+0 to all 3, as mage equips dont add any) Melee critical chance: +0 (5.95%) Spell power: +41 to all Spell hit chance: +0 (95%) Spell critical chance: +24 (5.8%) Questing in whispering islands where mobs do 200ish damage. The problem is that the shield is woefully inadequate. When facing mobs that do 200 damage with a shield that only absorbs 360 damage, it takes only a few hits before the shield disappears and has to be recasted. In the heat of battle, especially when facing mobs and using the cramped iPod controls, it is counterintuitive to have to recast the shield to frequently. Combined with the fact that you cannot cast 2 spells at once, my shield pops mid fireball and the mobs get one or two hits in before I can recast it. And since my hp is only 1300, I find myself dying quite frequently as a result of this. Another problem with mages is that they have no advantage over other classes (or at least at level 1-30 and a bit after that). Monks and warriors both enjoy high survivability and are able to choose between party skills and dps skills. Right now they solo just fine, doing similar burst damage to mages and rangers thanks to their instant cast offensive skills. When instances(if they come out) or party based combat become the norm late game, they will be in heavy demand due to their party buffs (and if they didnt spec them, they can easily respec. 10g should be minimal at level 60 when quests and monsters would give a much more money.). In short, monks and warriors both solo and party better than mages. Rangers are in a similar boat as mages, being low hp dps (damage per second) classes (albeit rangers should have more hp). Like the other classes, they have fast cast time skills that help them do similar damage as high damage/high cast time mages. However they can easily escape tough situations and avoid monsters by using their stealth skill, have higher armor and a longer attack range while doing the same damage. The only thing that mages have over rangers seem to be in AoE spells, but that is negated by the fact that no mage wants to have to deal with multiple mobs at once due to the aforementioned survivability issues. Though mages might have more of an edge late game (i.e. level 50-60), this is unlikely because all the spells do a set amount of damage (which spell power increasing it slightly) while other classes do more and more damage as the damage of weapons increase dramatically. So why pick a mage? Well, considering that the have no unique advantage that other classes cant to the same or better, there really is no reason to pick a mage when battle monks, rangers, and battle warriors are better. Possible improvements to the shield skill that would give mages better survivability: 1. Greatly increase the damage that the shield can take and increase the mana cost aswell if necessary. 2. Make the shield a toggle, draining x mana per every point of damage blocked. (e.g. at level one it could be 1 mana/damage and 50% block, which would mean that a monster that did 20 damage would do 10 damage and drain 10 mana) This works very well to balance out the mages low hp by making their high mana part of their ehp (effective hp). 3. Make the shield also add a good deal of armor to balance out it's low hp. (though the armor increase would need be drastic as the shield in its current incarnation dies very fast) 4. Any combination of the above (though obviously 1 and 2 wont work together) That brings me to my final point. Fire mages, which from their skillset are clearly meant to do damage from spell crits (critical attacks), have very poor synergy between skills. Here are some of the skills I have specced (skills that are related to each other are gouped together): Fireball (175 mana, rank 7): 204-226 damage + 42 total burning damage over 6 sec, 2 sec cast time Improved fireball (passive, rank 5): increases fireball crit damage by 50% Fire Barrage(100 mana, rank 2): 120-190 damage, .2 sec cast time, deals damage in aoe in front of caster and knocks enemies down Flame charge (passive, rank 3): 60% chance to reset cooldown of fire barrage if a spell crits. Cyclone(280 mana, rank 3): disables enemy for 2 secs and does 300 fire damage if enemy is burning and freezes if enemy is slowed (low cast range) Elemental release (passive, rank 3): Cyclone has 100% to crit if target is burning. Blasting flame (passive, rank 3): Increases critical chance of fire magic by 5% Flaming phantom (passive rank 3): increases crit chane by 3% per charge, gains 1 charge everytime fireball crits. Flaming mind (passive, unranked): 5% chance next spell will be cast instantly if previous spell crits My attack cycle (order of skills I use when killing an enemy): Frost bolt -> Fireball ->Cyclone -> Fire barrage, rinse and repeat Here is what I think: 1. The first problem I have is that for a subclass based around crits, fire mages have an embarassingly low crit chance. With +24 spell crit from equips (quite a lot as I wear mainly +crit equips), I still have a lower crit chance than a level 1 warrior, ranger or monk with +0 crit. For some reason those classes start out with 5.9% base crit while mages start out with a whopping 0% base spell crit (though they also have 5.9% melee and ranged crit for some reason). Suggestion to improve on this: Give mages a 5.9% base spell crit like the rest of the classes. 2. To make the problem worse, mages have terrible attack speed. Fireball, the bread and butter attack of all mages (yes, even frost), has a 2 second cast time, compared to the instant cast spells and faster autoattacks other the other classes. This means that fire mages get far less crits than the of classes simply because the other classes get more attacks in at the same time. Rangers and monks, who also are based around crits to a much lower extent, have far better crit rates and attack speed. Suggestion to improve on this: Lower the cooldown, mana cost, cast time and damage of mage skills. 3. Flaming phantom only works on fireball. Fireball rarely crits because of slow cast time and low crit chance. This is compounded by the fact that my attack cycle uses fireball only a few times per fight. See the problem? (i.e. this skill is a waste of points) Suggestion: make flaming phantom work on all skills so that it is activated more than once in a blue moon. Also, fireball/cyclone is a guaranteed crit, so this will synergize greatly with the combo. These suggestions will likely give mages a dps advantage over the other classes but I think that a slight advantage is warranted due to the low survivability. However, if the suggestions are implemented, the damage of the spells should be decreased slightly so that mages are not overpowered. I know this was a lot of time to read, so thanks for sticking with me.