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Mage Archetype

PostPosted: Wed Aug 04, 2004 12:48 pm
by Guardrail
What is the power of a Mage :

http://everquest2.station.sony.com/#archetypesMage
Mages wield powerful forms of magic to strike down their opponents. Students of all things arcane, mages study spell books and scrolls to gain mystical knowledge. They stand behind the frontlines, casting deadly attacks on enemies while bolstering the capabilities of their allies.
Primary Attribute : Intelligence
Weapons : Staff, Dagger, Sling, Thrown Weapon
Armor : Very Light
Key Knowledges : Incantations, Evocations

http://www.eqii.com/phpbb/viewtopic.php ... ht=#135506
Mages inflict mystical damage, control crowds of opponents, and provide buffs and mana replenishment to their comrades


Stats and Races

INT will be the most important stat for members of the Mage class


http://eq2vault.ign.com/View.php?view=a ... lect_id=23
Wisdom is the stat that skews the priest's power pool, but players should get away from the idea that their character will be useless without 30 in its main stat. We've built our stat system so that all stats will be important to all professions; there is more to being a priest than wisdom alone. Having 20 in a stat (such as the wood elf does in wisdom) is quite sufficient, as races with more balanced stats have fewer disadvantages than less-rounded races.
Also, keep in mind that racial stat numbers may change through beta. Dwarves and halflings have been tweaked already (lowering their wisdom while raising other stats), and more races may follow suit.


http://eqiiforums.station.sony.com/eq2/ ... 96#M159396
Nope. To put it simply, raw hitpoints are based on your profession, your stamina, and your level. Each profession (archetype, class, and subclass) has a hitpoint modifier. That modifier is not dependent upon what kinds of armor you wear; it just happens to work out that way for the priest classes.


http://eqiiforums.station.sony.com/eq2/ ... 39#M160939
What's posted are the base stats for each race. You get an additional ten points at archetype, ten more at class, and ten more at subclass. You have no control over how they are distributed; they are the same for everyone of a particular profession.


Power -
http://www.eqii.com/phpbb/viewtopic.php ... ht=#238754
Power will be the EQ2 equivilant of Mana. Instead of +10 mana items that only mages want, we have +10 power items that all classes will want.

http://www.eqii.com/phpbb/viewtopic.php?t=12720
Power is tied to different statistics for each class; the power of mages is based on intelligence whereas for priests it is based on wisdom. Mage professions receive lines of spells that help restore power faster, both in the form of regenerative buffs and instant replenishment.

Concentration
http://www.eqii.com/phpbb/viewtopic.php?t=12720
Certain spells that are persistent over a given duration have a concentration requirement. Casters have five points of concentration available; that number cannot be increased by gear or other means. Unlike power, concentration doesn't regenerate, nor can it be replenished via spells. You only regain concentration when a spell that consumes it is released or expires.

http://eq2vault.ign.com/View.php?view=a ... elect_id=6
Besides mana, another resource casters will manage is Concentration. Most spells that have a duration-such as buffs, DoTs, etc.-require Concentration to maintain. This will be a finite resource, which limits the number of this type of spells that one caster can have in use at any one time. Spells will vary in their Concentration costs. Group buffs tend to use a significant amount of Concentration, while individual player buffs will have a lower cost.


7/29
http://eq2.gamergod.com/article_display ... icle_id=49
Concentration is primarily used for persistent buffs--spells that augment the effectiveness of the party. A character has five points of concentration, so you can only maintain as many spells as you have concentration points available. Most other types of spells won't require concentration, such as direct damage spells.
There will be certain spells that preclude the use of others at the same time. This is typically done in the case of spells that have similar effects, in cases where stacking those spells would create an imbalance in the game.


Spell foci
http://www.eqii.com/phpbb/viewtopic.php?t=12720
Though not a resource per se, another new aspect of our magic system is spell foci. Foci are enchantments that can be adorned onto a variety of items, but they do not actually enhance spellcasting like focus effects in EverQuest (i.e. decreased casting time, increased damage, or increased range). Instead, a type of foci exists for each casting skill. A caster needs items adorned with the proper foci to use those skills to their full potential. There is a limit that the lack of proper foci can adversely affect a character, because the magic user can still cast spells at a baseline level of effectiveness. The primary goal of this system is to encourage the same desire for gear upgrades in casters that has long existed in non-casters. For example, say a 30th-level wizard has a Disruption rating of 150, but only has a Disruption foci of 120 equipped. His Disruption skill would be capped at 120, regardless of its actual rating above that because his foci is inferior to his rating.

http://www.casteruniversity.com/interview.php
Attributes generally contribute to the resource pools in regards to spell casting, and the emphasis on an increase in power is placed on item acquisition, which not only includes worn or equipped items but upgraded spells via artisans and loot.

Defensive ability :


http://eq2vault.ign.com/View.php?view=a ... lect_id=10
Mages and scouts are not intended to have high defensive capabilities. In groups both archetypes rely upon the fighter to hold the enemy's attention.


Skills and Spell Lists

http://www.eqii.com/phpbb/viewtopic.php?t=12720
There are six skills that impact how the caster functions:

Focus - Offsets the chance of interruption when casting a spell
Spell Avoidance - Determines how well you avoid magical attacks
Ministration - Affects heal and cure spells
Ordination - Affects buffs and debuffs
Disruption - Affects magical damage spells
Subjugation - Affects pets and control spells

The first two skills are given to characters of all archetypes. The other four represent the schools of magic; every spell draws upon one of these four skills according to its classification.

Spellcasting skills increase through use and impact several elements of a spell's success, such as whether the target avoids the spell, fizzle rate, etc. Skill helps determine the caster's chance to land a given spell, similar to the way a melee character's crushing skill determines how well he hits with a club or staff.

Each spell comes from a specific spell list and is associated with a specific school of magic. Character level and skill level work together to determine when the caster learns new spells and how potent those spells are if they actually succeed in affecting the target.

As casters progress in level and their spellcasting skills increase, new spells and abilities are gained several different ways. For spells directly related to the caster's archetypal role, the basic version of these spells will be gained automatically. Players can often obtain upgrades to these spells with the help of artisans or as adventure loot. For secondary spells not related to the character's core abilities, the caster may be required to manually obtain even the basic versions of the spells.

Key points in a young mages life :

(Characters can be created pre-launch via a character creation cd, available as a bonus with pre-orders at many retail outlets.)

Level 1 - Mages start as commoners (level 1) on the ship, and journey to the Isle of Refuge. During this first journey it is possible to attain at least one level.

Level 3 – At this point characters choose their base Archtype. Players must choose at this point which path to follow …. Mage, Priest, Scout, Fighter.

Level 7 – choose a starting city (Qeynos or Freeport)

Level 10 – Class is chosen – for the Mage : Sorcerer, Enchanter, Sumoner
Primary Attribute : Intelligence

Sorcerers are experts of all forms of mystical attacks and spells that weaken the mystical abilities of their opponents. Fearsome in battle, sorcerers wield powerful arcane forces.
Enchanters use mystical forces to beguile and control their enemies. By instilling confusion and misdirection in the minds of their adversaries, enchanters give their comrades the advantage in battle.
Summoners can call forth powerful creatures of Norrath and bend them to their will. Though they command a variety of mystical forces, the summoner's foremost weapons are the monsters they control.

Weapons : Staff, Dagger, Sling, Thrown Weapon - all Mages will use these weapons
Staff -
A long wooden staff with one tapered end, used primarily as a weapon. Category: 2-hand Blunt
A long, elaborate staff with a decorative top and is shod in metal. Category: 2-hand Blunt
Dagger -
A long single-edged blade with an extremely sharp point. Category: 1-hand Piercing
A short edged, blade with a sharp point. Category: 1-hand Piercing
Sling - (No info available at this time)
Thrown Weapn - (No info available at this time)

Armor : Very Light
Key Knowledge : Sorcerer - Thaumaturgy, Sorcery ; Enchanter - Enchantments, Disempowerments ; Summoner - Sortilege, Legerdemain

Level 15 – beginning point of city betrayal quest. Final decision on home city must be made by level 20.

Level 20 – Subclass is chosen – for the Mage Classes :
Sorcerer – Warlock - Warlocks manipulate the destructive forces of poison and disease to obliterate their foes. They are masters of death and decay who deal devastating damage and pain to their opponents.
Key Knowledge - Noctivagance, Sphere of Power
Sorcer - Wizard - Wizards are masters of the arcane arts who tap into the elemental powers of fire and ice. Wielding these powerful forces, wizards can inflict startling devastation upon their enemies.
Key Knowledge - Elemental Mastery, Sphere of Power
Enchanter – Illusionist - Illusionists use arcane power to confound and befuddle their enemies. They also are able to boost the offensive and defensive capabilities of their allies.
Key Knowledge - Hallucinations, Sphere of Power
Enchanter – Coercer - Coercers dominate the minds of the weak and hurl their foes into paralyzing states of confusion and catatonia. They can also enhance the mental abilities and combat prowess of their allies.
Key Knowledge - Protean, Sphere of Power
Summoner – Necromancer - Necromancers summon the dead and imbue them with unnatural life. These pitiful but powerful creatures are slaves to their masters until the grave claims them once more. Lords of death and decay, these powerful mages strike fear into the hearts of their enemies.
Key Knowledge – Sepultures
Summoner – Conjuer - Conjurers summon forth powerful elemental beings that obey their master's every command. Ripped from domains of fire, air, soil and water, these enslaved minions make very powerful servants and bodyguards.
Key Knowledge – Conjurations


Spell casting, and the role of the Mage

http://eqiiforums.station.sony.com/eq2/ ... 701#M65701
But really the key reason that we're showing the power bar is that one of the mage's crucial roles is performing power replenishment--heals, if you will. If the priest begins to run out of power during a crucial fight, it falls to the mage to keep the priest up and running. If the scout needs power to perform a crucial move against the enemy, it behooves the mage to make sure the scout has the juice to be able to do that.
In short, playing a mage isn't just about dealilng damage. Mages are healers of the mystical variety, and they play a huge part in how the other people in the party do their jobs.


http://eq2vault.ign.com/View.php?view=a ... lect_id=12
As players level up, they learn new spells automatically. We believe spells represent the core abilities of casters, just as special attacks do for melee classes. Sages allow you to upgrade those base spells to become more powerful. With the right component, sages can create a higher-tier version of certain spells that increase the strength of that spell. Initial upgrades for many spells will be with components that are fairly easy to obtain; in some cases there may be ways to upgrade spells to an even higher level through rare components that will be challenging to acquire.
There will still be some spells and abilities obtained through quests or other means, but the core abilities of each class will be obtained as players level up.

http://www.eqii.com/phpbb/viewtopic.php?t=12756
At the archetype level, spell lists focus on fulfilling the primary roles of the archetype
At the class level, spell lists are tailored to each class' unique method of filling their role in the party.
At the subclass level, spell lists are designed to markedly differentiate each subclass of a given archetype. Most subclasses receive functionality not generally given to other subclasses of their archetype. This ability is a marked departure from their archetype role.

http://www.eqii.com/phpbb/viewtopic.php ... ht=#160313
Different types of mages may have different ways of restoring mana to their party members, but they all share that core function.



http://vnboards.ign.com/message.asp?top ... t=57293196
Doing magical damage is definitely one of the fundamental roles of the Mage archetype.
How they accomplish that will vary based on class: nukes, DoTs, pets, charmed pets, etc.
Basically, we have the same forms of mystical damage, though not all of them will function the same way they did in EQ. Just as melee classes will have to learn new strategies to be effective, casters will too.

http://vnboards.ign.com/message.asp?top ... t=59834471
Wizards and warlocks have similar lines of spells in terms of raw power, it's just that the source of their magic is different. So the wizard gets spells based mostly around fire and ice, while the warlock gets mostly disease and poison spells. For a hypothetical example: if a wizard gets a fire nuke for 1000 damage at level X, then a warlock is likely to get a nuke of the same strength based on poison.
Both types of sorcerers specialize in all forms of magical damage, including nukes and DoTs. One is not inherently more powerful in one of those categories over the other.

http://boards.stratics.com/php-bin/eq2/ ... v=&vwhich=
All mage classes have nukes and DoTs. The summoner's primary offensive power, though, comes from their pets.

http://vnboards.ign.com/message.asp?top ... t=63724200
Pets are the principal form of damage for the conjuror and necromancer. As such, we don't see the need for an experience penalty regardless of how much damage the pet does.
Keep in mind, though, that pets aren't intended to tank mobs. While pets will be close to the caster in level, they won't have anywhere near the hitpoints of a player character. Mages aren't tanks, so pets won't be able to fulfil that role either.
Summoners get direct damage and AE spells, but they don't have the variety (or efficiency) that sorcerers get of those damage types.

http://www.eqii.com/phpbb/viewtopic.php ... ht=#219806
Necros will still have nukes and DoTs. It's just that their primary (and most efficient) attack will come from their pets.
Wizards and warlocks get the most efficient damage spells because that's their primary form of attack. Wizards draw their powers from fire and ice, warlocks draw it from disease and poison.


http://eq2vault.ign.com/View.php?view=a ... lect_id=22
Buffs within a given archetype (Priests, for example) will not stack with identical spells. Buffs between archetypes (Mage and Priest) will tend to stack.

http://eqiiforums.station.sony.com/eq2/ ... 01#M149201
Since most buffs are group-only, mages and priests would be at a statistical disadvantage compared to melee when soloing. Therefore we have given them self buffs that increase things like mitigation, stat pools, and so forth.
Most buffs that affect your performance in battle require concentration. You have five points of concentration, so we make the cost of these soloing buffs high--say four points of concentration. You wouldn't want to use these buffs in a group if you were the only player of your archetype present, because you'd be depriving your party of concentration-based buffs that could benefit everyone.
Keep in mind that these aren't spells that allow priests and mages to become substitute tanks for a party. They won't give you the hitpoints of a fighter or the high-damage arts of a scout. However, they will help a lot with soloing, and can add some flavor to groups that have two priests or two mages.
Keep in mind that the mana bar is actually the power bar, which is something every player is going to be concerned about. Power is a resource every bit as crucial as hitpoints are to the success of a battle. Fighters and scouts need power to perform their combat arts. For instance, the fighter's job is to hold aggro. Since aggro is managed significantly through the application of certain arts, poor fighters who waste their power unwisely and can't hold aggro will become known for their shortcomings.
But really the key reason that we're showing the power bar is that one of the mage's crucial roles is performing power replenishment--heals, if you will. If the priest begins to run out of power during a crucial fight, it falls to the mage to keep the priest up and running. If the scout needs power to perform a crucial move against the enemy, it behooves the mage to make sure the scout has the juice to be able to do that.
In short, playing a mage isn't just about dealilng damage. Mages are healers of the mystical variety, and they play a huge part in how the other people in the party do their jobs.

Spell components
http://eq2vault.ign.com/View.php?view=a ... lect_id=12
There will likely be some spells that require components to cast.



Crowd Control:

http://www.eqlounge.com/forums/showthre ... #post33701
On the contrary, root spells will be a staple of crowd control. The difference is, doing damage to the mob will immediately break root. It is intended to immobilize an opponent, not create a dartboard that can't fight back.

Pets :
http://eq2vault.ign.com/View.php?view=a ... lect_id=17
Pets will be controlled through commands, much like they are in EQLive.
While maintaining a pet will require concentration, necromancers and conjurors will be able to cast other spells while a pet is active. The benefits of pet ownership have a cost, but we will balance the concentration requirements so that summoners maintain their versatility.

http://eq2vault.ign.com/View.php?view=a ... lect_id=23
Pets are the main form of damage output of summoners and their associated subclasses. There are both melee and caster pet types, depending on which spell is used to summon them. Pets will be the same level as the summoner, but their potency is based on the tier of the spell used to conjure them. As with any spell, summoners will receive basic pet spells automatically. They will need to obtain upgraded versions of these spells from artisans, and higher-tier upgrades can be found through adventuring.


http://www.casteruniversity.com/interview.php
Priests do have access to a limited amount of control in the form of stuns (short duration), interrupts, and immobilization (root). In all cases these are inferior control spells compared to a Mage, but do allow the Priest to exert some measure of crowd control in emergency situations. Relating to damage and control, a Priest spell will generally have a longer re-use time and less potency than a comparable Mage spell.

Known spell list :
ArchType Class SubClass Spell Name Use Effects

Mage
- Lightning Burst –Damage-Spell that calls down a burst of lightning bolts causing Health damage to the target.
-Hungering Essence-Buff -Spell that consumes the caster's Health and returns Power to the caster. -Cryptic Insignia -Buff -Spell that increases Power and shields against Magic and Mental attacks for the entire party.
-Acuity -Buff -Spell that increases a party member's Intelligence and Wisdom.

-Sorcerer
-Conflagration –Damage-spell that brings forth a raging fire which consumes all opponents in the area around the caster.

-Vivid Seal -Buff -Spell that grants Intelligence and shieldsagainst Heat and Cold attacks for the entire party.
-Glacial Wall -Combat Buff - Spell that brings forth an icy wall that prevents Cold, Heat and Physical damage to a party member.

-Wizard
-Volcanic Blast -Damage -Spell that causes a blast of fire and heat, similar to that of an erupting volcano, damaging and removing any protective runes from all opponents within the area of effect.
-Embodiment of the Elements -Combat Buff -Spell that grants the Wizard an elemental form heightening their Intelligence and Power; also adds other various benefits.
-Ice Comet –Damage - Spell that calls down a mass of ice that strikes the target and continues to cause icy destruction for a period of time.

-Warlock
-Flock of Shadow -Damage -Spell that calls forth a number of corrupt shadow minions that attack the Warlock's opponents.
-Malevolent Weaponry -Combat Buff -Spell that imbues a party member's weapons with a poisonous aura that inflicts damage and reduces the victim's damage output. -Devastation - Damage - Spell that brings forth a wave of corruption that devastates the target.

-Enchanter
- Signet of Intuition - Buff -Spell that grants Intelligence and Wisdom to the entire party, and also shields them from Mental and Magic attacks.
-Rippling Ego -Damage -Spell that channels the Enchanter's intellect into a powerful psychic blast that damages all opponents within the area of effect and reduces their resistance to Mental attacks.
-Daze - Control -Spell that renders the target stunned for a period of time.
-Illusionist
-Illusory Terrain -Utility -Spell that teleports the party to a safe area, allowing the party to instantly escape from a dangerous situation.
-Chromatic Shift -Combat Buff -Spell that aids a party member by replenishing Power whenever that member takes magical damage.
-Gloom -Damage -Spell that calls forth a terrifying illusion, doing Mental damage over time and reducing the damage output of all opponents within the area of effect. -Coercer
-Psychic - Damage - Spell that channels the Coercer's intellect into psychic damage over time, disables locomotion on the target, and then spreads to other opponents. - Agonizing Silence –Control-Spell that allows Coercers to exert their intellect, causing damage over time as well as preventing most forms of spell casting or ability use to all opponents within the area of effect.
-Parasitic Thought -Damage -Spell that does damage to the target whenever they expend Power, replenishing the Coercer's power in response.

-Summoner
-Tellurian Recruit -Pet -Spell that summons a powerful Earth minion that battles as a Fighter.
-Earthly Brand - Buff -Spell that grants Stamina and shields against Magic, Heat and Disease attacks to the entire party.
-Sliver of Essence -Heal -Spell that summons forth a shard of power to a party member that can be used to replenish Power. Using such a shard modulates Health into Power. -Conjurer
-Summoned Adherent -Pet -Spell that calls forth a humanoid monster with Monk abilities.
-Pyrotechnic -Damage - Spell that bursts into a brilliant, fiery explosion, causing damage and reducing protection versus Heat and Cold attacks to all opponents in an area around the Conjurer.
-Servant Blades -Damage - Spell that calls forth a number of mystical swords that attack opponents.
-Necromancer
-Grim Champion -Pet - Spell that summons forth a skeletal Shadowknight.1 -Revivify -Cure -Spell that restores a dead being to life. Can only be used in non-combat situations.
-Parasitic Affliction - Damage -Spell that drains the life of a target over time, conferring a portion of this essence to the Necromancer.

PostPosted: Wed Aug 04, 2004 1:06 pm
by Serano
finger wiglers.

damn they sure making EQ2 more and more complicated.

PostPosted: Wed Aug 04, 2004 1:38 pm
by Calthine Faeriesong
I was just thinkinking that the hard part here will be forgetting EVERYTHING we learned in/about EQ.

PostPosted: Thu Aug 05, 2004 1:39 am
by deladriendil
Group: Mage
Primary Attribute: Intelligence
Key Knowledges: Incantations, Evocations
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of : N/A

Sub Class: Sorcerer
Primary Attribute: Intelligence
Key Knowledges: Thaumaturgy, Sorcery
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of : Mage

Final Class: Warlock
Primary Attribute: Intelligence
Key Knowledges: Noctivegance, Sphere of Power
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Sorcerer

Final Class: Wizard
Primary Attribute: Intelligence
Key Knowledges: Elemental Mastery, Sphere of Power
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Sorcerer

Sub Class: Enchanter
Primary Attribute: Intelligence
Key Knowledges: Enchantments, Disempowerments
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Mage

Final Class: Illusionist
Primary Attribute: Intelligence
Key Knowledges: Hallucinations, Sphere of Power
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Enchanter

Final Class: Coercer
Primary Attribute: Intelligence
Key Knowledges: Protean, Sphere of Power
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Enchanter

Sub Class: Summoner
Primary Attribute: Intelligence
Key Knowledges: Sortilege, Legerdemain
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Mage

Final Class: Necromancer
Primary Attribute: Intelligence
Key Knowledges: Sepultures
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Summoner

Final Class: Conjurer
Primary Attribute: Intelligence
Key Knowledges: Conjurations
Weapons: Staff, Dagger, Sling, Thrown Weapons
Armor: Very Light
Sub Class of: Summoner

Advancement
Level 0-2: No Class
Level 3: Pick Group (Mage)
Level 10: Pick Sub-Class (Enchanter)
Level 20: Pick Final Class (Coercer)
Level 50: Level Cap at Launch

PostPosted: Thu Aug 05, 2004 7:40 pm
by Fnord Shoggothslayer
Please, please, please, please, please fix the titles of these sticky threads.

PostPosted: Thu Aug 05, 2004 11:30 pm
by Serano
I believe that Fnord is upset with the mage's posesive instead of mages plural. I mean the only way that it could be possesive is if you are considering that the information in the threads is belonging to mages. Seems like a weak link tho.

PostPosted: Fri Aug 06, 2004 9:34 am
by Guardrail
There....happy now Fnord... :)

PostPosted: Fri Aug 06, 2004 8:22 pm
by Fnord Shoggothslayer
You nailed it on the head Ser. One of my (several) pet peeves is the complete misuse of possessive vs. plural. The other big one is the abominable misuse of they're/their/there and you're/your. I'm not an English teacher, but when I see those things it makes it impossible for me to view anything the author wrote as intelligent. /rant off

PostPosted: Fri Aug 06, 2004 9:04 pm
by Bilnick
Their, I think the title's are fixed now.

no im not an idiot hehe

PostPosted: Mon Aug 09, 2004 10:57 am
by Morgeness
Bilnick, your funny as hell. That gave me a great laugh.

-Morg

PostPosted: Mon Aug 09, 2004 7:27 pm
by Fnord Shoggothslayer
Bilnick, your funny as hell.


Just strike me dead now

PostPosted: Tue Aug 10, 2004 12:25 am
by Trackah
Just strike me dead now


Ahem.

Just strike me dead now.

or

Just strike me dead now!

Jeez, some people.
:spank

PostPosted: Tue Aug 10, 2004 1:07 am
by Fnord Shoggothslayer
It wasn't said with emphasis, just with resignation and a sigh. :)

PostPosted: Tue Aug 10, 2004 9:29 am
by Guest
check out the subject to my post :)

-Morg

PostPosted: Tue Aug 10, 2004 9:41 am
by Serano
how did morg all the sudden become guest?