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Buff f/p mage skills vs bosses

Discussion in 'Suggestions' started by Eggplant, Nov 14, 2018.

  1. Eggplant
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    Eggplant Horny Mushroom

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    Hey guys. After some thought, I've come to the conclusion that the reason f/p mage is so bad at bossing is not really that our dps is too low. the solution is not to tweak numbers.
    The problem is that none of our skills work. Fire mage skills are so good, that all of our skills are banned. And that's a big feelsbad.

    Here are some thing that don't work against bosses:
    • Poison mist's damage over time
    • Seal
    • Paralyze's freezing effect
    • Fire demon changing the enemy weakness to ice so elquines can dps more

    Like all these skills are just deemed too op and 'don't work against bosses'. Like i understand if 1 skill is too broken, but like. Cmon. I only have fire arrow left.

    Here are a few fixes that come to mind:
    • Make poison mist deal damage depending on your magic attack, rather than the enemy's max hp. Like a flat damage of a few thousand per second. Like post big bang.
    • Make seal work on non-damaging skills. (Dispel, weapon/magic immunity) The boss will still be able to attack you and give you a hard time.
    • After a boss is paralyzed, give it immunity to it for a certain duration, so you don't spam it 24/7. Paralyze is not that broken if you can't lock it in a paralyze loop 24/7.
    • Just let fire demon make the boss weak to ice.

    I'm not saying you gotta fix all of these and make fire mage top of the meta.
    But like. If you just.. pick one? and allow it to be used vs bosses?
    We'll be in a much better spot.

    Like you could allow JUST seal and reject the others -- and we'll be more useful as a support -- denying the enemy dispel so we don't instantly die ourselves, and denying it weapon guard so our teammates have more consistent dps throughout the fight.
    Since none of our status effects stack, people won't break the meta and run 6 fire mages. You'd just have 1 in the team, and it would be healthy meta. I/L has this skill too.

    Or you could allow ONLY poison mist to do flat dmg, while rejecting the seal fix -- and we will have hopefully enough dps to compete with other jobs. Then the weapon immunity / magic immunity tactic isn't a completely redundant mechanic, as we can build teams with both mages and physical attackers to constantly dps it.

    Or you could allow ONLY fire demon to enable the ice weakness on bosses, so that an actual ice mage can spam their best dps skill with boosted damage.
    Inversely, Ice mage would cast ice demon to make them weak to fire, so duo mage supporting each other and boosting each other's primary dps skills would actually become a great combo for bossing.


    Doesn't really matter which skill you choose to fix. Anything would help. but it's so sad that my best (and only) bossing skill at 112 is fire arrow. just holding shift the whole time.
     
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  2. fartsy
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    fartsy Zakum

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    You know damage cap doesn't apply to poison mist right? If you spawn a 2b HP monster it'll literally do 2.5% of its HP

    But yeah you can't really rely on mages to do damage. You'll be doing like 3m dpm even after buffs (which is pitiful)
     
  3. Lidas
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    Lidas Mixed Golem

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    isnt it mages job to kill the monsters that the boss spawn?
    btw i didnt even do zakum yet. so just asking...
     
  4. NatteHond
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    NatteHond Skelosaurus

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    It's viable but you usually bring a Bishop iirc because they can heal, dispel, Holy shield and HS. (talking zakum btw)
     
  5. Fishy
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    Fishy Skelegon Retired Staff

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    during weapon cancels, melee classes go up and kill the flying mobs.
    some of the flying mobs are resistant to fire/ice, but yeah mages could go up and kill them. Mages are GREAT bossers in HT. amazing crowd control and cleaves all body parts. (not trolling btw)
     
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  6. Fishy
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    Fishy Skelegon Retired Staff

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    only bad thing, is risking spamming attacks, and you get dispelled by HT and die, so you have to spam magic guard
     
  7. Lionheart
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    Lionheart Horntail

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    Keep in mind that i/l mages have it hard too, seeing as they also have seal, and half their whole element (ice) has no effect freezing bosses. It's the same deal with ice demon. Won't affect bosses, and so will not make them weak to fire.

    But the buffs are kind of different. Fire demon actually has a poison-like debuff that deals 2.5% of the mob's max HP per second at max level.

    Weirdly enough, Slow actually affects bosses. Unfortunately it doesn't really help in boss fights! Most notable exception is bigfoot.

    Some problems with changing the mechanics of ice/fire demon is that they apply two very specific debfuffs that will very seriously impact the balance of a boss fight. Also, the debuffs literally change ALL THE OTHER weaknesses. For example, try using fire demon on a dreamy ghost, then paralyze. Dreamy ghost will take 100% damage from poison element attacks, when it was previously immune! Now try fire demon on a monster weak to fire. It will no longer be weak to fire (but is now weak to ice)!

    I'd like if the elemental attributes worked differently, to only affect the appropriate weakness as advertised... the whole problem with this and the tweaks specific for bosses is it means they'd have to create a dozen different versions of these debuffs, and I doubt it's possible. :(

    Anyway, as a f/p arch mage, your bossing skills should be fire demon, paralyze, and elquines. Fire arrow is second rate! Also worth mentioning is that I recently made a suggestion to buff mana reflection. I think a buff to this skill is far more doable and may actually be the help you need in bossing.
     
    Last edited: Nov 15, 2018
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  8. DrJason
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    DrJason Windraider

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    It also helps a lot for 2nd body of pap! And Headless Horseman for 3rd job mages.
     
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  9. Lionheart
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    Lionheart Horntail

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    Yeah. Unfortunately the "big" bosses everyone care about are like, stationary blobs.
     
  10. Selquin
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    Selquin Headless Horseman

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    I don't know how this idea of "mages can't boss" got perpetuated, but they actually have very good damage at HT, the main endgame boss on the same. A strong mage can do upwards of 3-3.5m dpm on a single target with meteor/blizzard. If you can hit 2 body parts at any point in time that is 6-7m dpm which is quite respectable even for a strong attacker class. If you can hit 3 parts thats 9-10m dpm, which is comparable to most NLs on apple. If you hit any more than 3, your dpm can only be matched be warriors cleaving multiple body parts, but the advantage mages have over warriors is that they can continue to cleave even after the arm+wings are dead. There are 8 body parts in HT, lets assume you can only start casting meteor/blizzard after the legs+tail die, in which case there are 6 body parts left. 3 of these remaining 6 bodyparts can cast magic cancel, let us make the assumption that at any point in time each of these heads are either magic or weapon canceled (which is not true). Then on average a mage would be able to hit 4.5 body parts during this phase. This means that before the wings/arm dies a mage will be doing ~13-15m dpm. After 1 side is cleared there are 3 body parts left, 2 of which cancel, so effectively 2 body parts to cleave during this phase, ~ 6-7m dpm. It is only during the preheads and the very end of the body that a mage's damage becomes unspectacular, and even then you could prolly spam paralyze/chain lightning for ~4m dpm. If we make the approximation that preheads + final phase of body lasts for about half the run, then we are left with the crude approximation that mages do ~4m dpm for half the run, and 10m+ during the other half, which does not sound like a weak class in the least.

    Now I could try to do more detailed calculations to give a better estimate for a mages mean dpm (use rate of magic/weapon cancel to calculate the probability of any particular head being magic cancelled, collect data on how long each phase of a typical HT run takes), but hopefully the scrambled numbers I gave above gives an lower bound on a mage's dpm that should be enough to convince you that they are not "bad" at HT. I would be curious to see a mage to an @dpm 60 in HT.

    The only 2 major downsides I see are,
    1. The pot burn would be quite bad given that they would need to spam 7k mana spells to do this amount of damage.
    2. The possibility of being dispelled and instakilled.
    For #1, it should be noted that this extra cost somewhat cancels out with the fact that they don't really need apples to do the type of damage I mentioned earlier.
    As for #2, this can be fully overcome with a combination of hp+mp washing and knowledge of dispel timers. With a tier 10 ring, a lvl 18x mage would only need ~800 hp or so to tank a hit from HT.
     
    Last edited: Nov 15, 2018
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  11. Lionheart
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    Lionheart Horntail

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    For one thing, there's issues with the sequence of attacking HT. Last runs I was on (and don't think this has really changed), they only attack one body part at a time if possible, in order to avoid "waking" the other parts up and having like 6 different things spamming attacks all at once. Makes it much more difficult to fight and keep buyers alive. If you go in there and start meteoring the whole HT, you're going to have a very pissed expedition team who loves to rely on their single-target tactics.

    Second issue is the positioning. Generally everyone crowds one side/spot. This makes it easier to buff/heal each other and perhaps save from seduce. If you stand right under HT, right where the wyverns spawn, you're going to be in some big trouble before you even knew what hit you.

    Third: when you are spamming meteor, you are stuck there and vulnerable for quite some time.

    Fourth dispels: I don't think there is a timer, so good luck. Your uber DPS drops to 0 when you can no longer cast spells cause you're dead. A mage will never get enough HP to tank a direct hit from HT when dispelled. I'm talking about the 5.5k damage hits. lol

    Fifth apples: Naturally apples will boost your matk as well, so why not use them too?

    The math sounds good on paper, but honestly ask yourself this: With so many people who have so many freaking mages (all kinds of mages are popular for leveling, especially bishops), and all the years upon years maplestory has been out, don't you think there is a reason everyone relies on nightlords + sharp eyes and heroes with brandish? It's because they've worked and been enormously successful, and I don't think you're the first guy who came up with the bright idea to just spam meteor (like on everything else). Obviously, seeing how unpopular the idea is, it didn't pan out.

    This isn't to say mages can't boss, but they have always had the reputation of being suboptimal. Low single DPS, shafted by dispels, and bringing no desirable party buffs to the table.

    Comparing what a level 18x arch mage can do to 3-4 targets to what a level 14x NL can do on just one is kind of sad...
     
    Last edited: Nov 15, 2018
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  12. fartsy
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    fartsy Zakum

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    Is this with SI and SE? I think you need like ~150k average hits to hit the 3m mark with SI.

    I think there's a timer or something close to it. I don't personally do HT enough but FishyFishy and BonzaiBonzai should know more :p
    And it's just not worth giving mages apples imo since they don't scale as well as other classes. From what I've seen, stews are pretty nice. Either way there's damage cap issues that limits the potency of apples if SE is present.
     
  13. Fishy
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    Fishy Skelegon Retired Staff

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    yeah,theres dispel timers we are aware of. so we know when to starting spamming magic guard.and then once the dispel happens, you a window gap to use ur ultimates.Using ur ultimates on dark wyverns 1shots them,so it kills them before other attackers get dispelled.
     
  14. Bonzai
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    Bonzai King Slime

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    hi as a mage that has HT'ed quite a few times in my life I can say that it is not an easy task. But the more that I HT I get used to the timing of dispels and when I should use my ultimates and when I shouldn't. When in fear of dispel, I tend to use chain lightning instead of ultimates so I'm not stuck between blizzes. Also I disagree that a mage can't get enough HP to tank a hit after dispelled. I am currently working on achieving that ;) having 3.5 hp clean, I would reach 4.1k hp with monster ring and I am planning on washing the rest. :) :)
     
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  15. Fishy
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    Fishy Skelegon Retired Staff

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    I was right all along... just saying \o/
     
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  16. Zala
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    Zala Red Snail

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    What's odd to me is why F/P gets ice summon and vice versa with I/L. F/P should get ifrit and elquine for ice mages. Fire demon should increase fire weakness by 1 stage (ice demons adds ice). And this effect should affect bosses. F/P uses paralyze for single target so fire demon won't make paralyze busted, again same with chain lightning. The added fire weakness will help the mages respective summon do decent passive damage.
     
  17. DrJason
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    DrJason Windraider

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    it's part of the lore if you read the quests that give you those skillbooks. The point of the summons in lore is that in order to use both fire+ice magic, one must use a surrogate i.e. a summon
     
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  18. Krythan
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    Krythan Zakum

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    There's lore in this game?

    I've always found the mechanics of Fire Demon, and Ice Demon to be strange. I can't help to feel there's a missed opportunity there in creating a very interesting mechanic... especially as bossing as an Archmage could be an engaging combination managing summon/buff/de-buff uptime.
     
    Last edited: Jul 24, 2024

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