Back to Home

Myth of Soma Account Management

By clicking GO to login you are agreeing to the terms and conditions and privacy policy. > Register an Account > Forgot your password?

The Forum

Devil mage spells,drops and ideas

Author Content Date
im gonna sum up how i feel about dsoma mage and what needs looking into in my eyes.

i will start off with spells:

Heal - It currently heals but it can use a boost in range and amount. I barly use it as it just dosnt heal enough.

Flame bolt - First spell for a mage. enough said

Spirit sword - Second spell for mage. its a good boost from your first spell and its used much untill we hit explosion

Cristal arrow and -X - its a decent spell but i never used. it also the amount for -X is to much for a new player to get so they rather skip it and save up for explosion -X instead.
Also it shoots cristal arrows to freeze the enemy it sais in the manual, but it never slows anyone down.

Crawling chaos - this is the spell a mage would get as its cheap and huge dmg increase compared to spirit sword.

Death blow - In line attacking spell so if you hit mobs that are lined up next to eachother and you attack it from the side they all receive dmg up to range 5 in that line.

Black lightning and -X - the little brother of chain lightning.

Meteor storm - it has a nice animation. thats all

Explosion and -X - The most used spell out of dsoma. has most attack but lacks of range.

Lightning - this spell has the farrest range just like meteor storm but a huge boost in dmg compared to it. but still dosnt go anywhere near hsoma range.


Fire storm and -X - this spell is used a lot it attacks all foes around the foe you click.

Chain lightning and -X - This spell replaced fire storm for me but it uses a lot more MP but also a huge dmg increase.

Blind and Confuse - The name off these spells sais it all, they are curses they take away some ability from your foe, also a bit underused on dsoma.

Poison - It poisons your target it also makes your target only make use of 50% of each HP potion

Weakening - This spell makes all your other spells double their dmg on the foe that is weakened. First, this spell is verry hard to get for any mage without any help. then when you get used of using it for a while you will get annoyed about the short duration.

Zombie - Makes all hp poitions deal dmg instead of heal. Best support spell there is.


Now for the spells there are only 6 spells that are used for me : flame bolt, Spirit sword, Explosion-X, weakening, fire storm-X and chain lightning-X all other spells you can forget to lvl a mage and be good at it.
my request is to over look all of those unused spells and do somthing with it as there are animations that some ppl never seen.


I will start off with: Drazil druids as i think all mobs below them are fine as they are.
They the first mage mob that drop upgrades like pills of dread and tablet of wisdom wich are fine.
they also drop diamonds but what are they used for? they add speed when you craft a weapon.
maybe add a few lower tear melee weapons that can be sold to add to your hunting barr.
and boost %

Fallen trolls - They are a nightmare to hunt in my eyes. Drop rate on EVRYTHING is just to low.
also they are a exact copy of drazil druids but add a devils blood to it (req for zombie).
This drop file needs a complete overhaul and % needs boosting big time.

Feral walkers - endgame mage monster at this point.
Remove Enchanted flower, decaying tooth, immorta eye, slow stone, emerald, jove vial, and whole diablo set (should have enough diablo by the time you hit feral walkers).
Add Venom vial, Sedate vial, visionless vial, bewildered vial, Hellish vial, Burning vial, take it slow ring, jade and tablet of macabre to their drop file.
up barr drops as we barly brake even on hunts at this point.
Also % seems low compared to Tarkhili knights.


->Magma beasts and molten magus - For a mage it takes ages to kill 1 the MD on them both is just to high.

Also there is only 1 mage mob on conti and that is Drazil druid Please give mages some love on conti :D

There is a lot more that needs changing for mages but i think these are the "breaking points" for most mages atm.


No matter what ppl tell you, Words and ideas can change the world. / robin williams

Much love
Wezzek
PM Reply Quote
[quote="KEKKET"]im gonna sum up how i feel about dsoma mage and what needs looking into in my eyes. i will start off with spells: Heal - It currently heals but it can use a boost in range and amount. I barly use it as it just dosnt heal enough. Flame bolt - First spell for a mage. enough said Spirit sword - Second spell for mage. its a good boost from your first spell and its used much untill we hit explosion Cristal arrow and -X - its a decent spell but i never used. it also the amount for -X is to much for a new player to get so they rather skip it and save up for explosion -X instead. Also it shoots cristal arrows to freeze the enemy it sais in the manual, but it never slows anyone down. Crawling chaos - this is the spell a mage would get as its cheap and huge dmg increase compared to spirit sword. Death blow - In line attacking spell so if you hit mobs that are lined up next to eachother and you attack it from the side they all receive dmg up to range 5 in that line. Black lightning and -X - the little brother of chain lightning. Meteor storm - it has a nice animation. thats all Explosion and -X - The most used spell out of dsoma. has most attack but lacks of range. Lightning - this spell has the farrest range just like meteor storm but a huge boost in dmg compared to it. but still dosnt go anywhere near hsoma range. Fire storm and -X - this spell is used a lot it attacks all foes around the foe you click. Chain lightning and -X - This spell replaced fire storm for me but it uses a lot more MP but also a huge dmg increase. Blind and Confuse - The name off these spells sais it all, they are curses they take away some ability from your foe, also a bit underused on dsoma. Poison - It poisons your target it also makes your target only make use of 50% of each HP potion Weakening - This spell makes all your other spells double their dmg on the foe that is weakened. First, this spell is verry hard to get for any mage without any help. then when you get used of using it for a while you will get annoyed about the short duration. Zombie - Makes all hp poitions deal dmg instead of heal. Best support spell there is. Now for the spells there are only 6 spells that are used for me : flame bolt, Spirit sword, Explosion-X, weakening, fire storm-X and chain lightning-X all other spells you can forget to lvl a mage and be good at it. my request is to over look all of those unused spells and do somthing with it as there are animations that some ppl never seen. I will start off with: Drazil druids as i think all mobs below them are fine as they are. They the first mage mob that drop upgrades like pills of dread and tablet of wisdom wich are fine. they also drop diamonds but what are they used for? they add speed when you craft a weapon. maybe add a few lower tear melee weapons that can be sold to add to your hunting barr. and boost % Fallen trolls - They are a nightmare to hunt in my eyes. Drop rate on EVRYTHING is just to low. also they are a exact copy of drazil druids but add a devils blood to it (req for zombie). This drop file needs a complete overhaul and % needs boosting big time. Feral walkers - endgame mage monster at this point. Remove Enchanted flower, decaying tooth, immorta eye, slow stone, emerald, jove vial, and whole diablo set (should have enough diablo by the time you hit feral walkers). Add Venom vial, Sedate vial, visionless vial, bewildered vial, Hellish vial, Burning vial, take it slow ring, jade and tablet of macabre to their drop file. up barr drops as we barly brake even on hunts at this point. Also % seems low compared to Tarkhili knights. ->Magma beasts and molten magus - For a mage it takes ages to kill 1 the MD on them both is just to high. Also there is only 1 mage mob on conti and that is Drazil druid Please give mages some love on conti :D There is a lot more that needs changing for mages but i think these are the "breaking points" for most mages atm. No matter what ppl tell you, Words and ideas can change the world. / robin williams Much love Wezzek[/quote]
Hellstorm/fire storm buged for me anyhows, delay in its cast for some reason

Agreed with all above

Crawling chaos and lightning have some amazing animations, just never rly used
PM Reply Quote
[quote="JAHEIRA"]Hellstorm/fire storm buged for me anyhows, delay in its cast for some reason Agreed with all above Crawling chaos and lightning have some amazing animations, just never rly used[/quote]
+1 to all above points, its been previously mentioned also to have omni drop from endgame mage mobs. Even if it was a bit harder to obtain would give those mages something to trade for upgrades/barr
Sam
PM Reply Quote
[quote="IBEX"]+1 to all above points, its been previously mentioned also to have omni drop from endgame mage mobs. Even if it was a bit harder to obtain would give those mages something to trade for upgrades/barr Sam[/quote]
Yea totally agree the truth is mage is more work to level than melee classes. Melee mobs swarm to you begging to be killed and as mage from shaman onwards it's painful. I can see why people downtune their int to aoe lower mobs for experience now.

Personally I think it would be better to give us a second endgame option with similar mechanics to EGF but limit it to Barr drops only. This way people have the option to level quicker or drop hunt/level slower. To argue against people saying they will level quicker, they already are by lowering into to 115 and aoe lower mobs. At least this way it stops that and lets people participate in wars without tweaking the char stats.
PM Reply Quote
[quote="ADATH"]Yea totally agree the truth is mage is more work to level than melee classes. Melee mobs swarm to you begging to be killed and as mage from shaman onwards it's painful. I can see why people downtune their int to aoe lower mobs for experience now. Personally I think it would be better to give us a second endgame option with similar mechanics to EGF but limit it to Barr drops only. This way people have the option to level quicker or drop hunt/level slower. To argue against people saying they will level quicker, they already are by lowering into to 115 and aoe lower mobs. At least this way it stops that and lets people participate in wars without tweaking the char stats. [/quote]
"ADATH"Yea totally agree the truth is mage is more work to level than melee classes. Melee mobs swarm to you begging to be killed and as mage from shaman onwards it's painful. I can see why people downtune their int to aoe lower mobs for experience now.

Personally I think it would be better to give us a second endgame option with similar mechanics to EGF but limit it to Barr drops only. This way people have the option to level quicker or drop hunt/level slower. To argue against people saying they will level quicker, they already are by lowering into to 115 and aoe lower mobs. At least this way it stops that and lets people participate in wars without tweaking the char stats.


Don't think it's needed

The mobs should be designed to be hunt 1 at a time or to aoe them

If there ment to be 1 at a time then drop rates need increasing and exp increasing (mob has bigger range so can't lure togeather)

If there ment to be aoe the low drop rates and low exp as you will be killing multiple mobs at once (mob has shorter range so they gather togeather)
PM Reply Quote
[quote="JAHEIRA"][quote="ADATH"]Yea totally agree the truth is mage is more work to level than melee classes. Melee mobs swarm to you begging to be killed and as mage from shaman onwards it's painful. I can see why people downtune their int to aoe lower mobs for experience now. Personally I think it would be better to give us a second endgame option with similar mechanics to EGF but limit it to Barr drops only. This way people have the option to level quicker or drop hunt/level slower. To argue against people saying they will level quicker, they already are by lowering into to 115 and aoe lower mobs. At least this way it stops that and lets people participate in wars without tweaking the char stats. [/quote] Don't think it's needed The mobs should be designed to be hunt 1 at a time or to aoe them If there ment to be 1 at a time then drop rates need increasing and exp increasing (mob has bigger range so can't lure togeather) If there ment to be aoe the low drop rates and low exp as you will be killing multiple mobs at once (mob has shorter range so they gather togeather)[/quote]
i agree with everything kekket said the spells worth too much for a player who his main is a mage
weaken q needs to be removed
As for X there are dias in the mix why not allow us make X version of weaken and some other spells thats not used with.

make int mobs worth to lvl this is big Quality of Life change for the mage class, hsoma mages dont have to suffer the int mobs there give huge % compare to ours.
PM Reply Quote
[quote="MANTICORE"]i agree with everything kekket said the spells worth too much for a player who his main is a mage weaken q needs to be removed As for X there are dias in the mix why not allow us make X version of weaken and some other spells thats not used with. make int mobs worth to lvl this is big Quality of Life change for the mage class, hsoma mages dont have to suffer the int mobs there give huge % compare to ours.[/quote]
i think he means a new mob with lower % rate then ferals but the option to aoe that makes it slightly faster then 1v1 ferals but with only barr drops and npcable items?

i think thats a fair request tbh. that way there is a option to take and not a force.
PM Reply Quote
[quote="KEKKET"]i think he means a new mob with lower % rate then ferals but the option to aoe that makes it slightly faster then 1v1 ferals but with only barr drops and npcable items? i think thats a fair request tbh. that way there is a option to take and not a force.[/quote]
"KEKKET"i think he means a new mob with lower % rate then ferals but the option to aoe that makes it slightly faster then 1v1 ferals but with only barr drops and npcable items?

i think thats a fair request tbh. that way there is a option to take and not a force.



Yes exactly kekk
PM Reply Quote
[quote="ADATH"][quote="KEKKET"]i think he means a new mob with lower % rate then ferals but the option to aoe that makes it slightly faster then 1v1 ferals but with only barr drops and npcable items? i think thats a fair request tbh. that way there is a option to take and not a force.[/quote] Yes exactly kekk[/quote]
would be cool if cristal arrow freezes target for a second or 2 with a frozen sprite to it
And for confuse to swap hp and mp pool around
PM Reply Quote
[quote="KEKKET"]would be cool if cristal arrow freezes target for a second or 2 with a frozen sprite to it And for confuse to swap hp and mp pool around[/quote]
+1
PM Reply Quote
[quote="ARYA_"]+1[/quote]
if confuse moved your f1-f4 bar around that would be the most epic thing in the world
PM Reply Quote
[quote="NEXTGEN"]if confuse moved your f1-f4 bar around that would be the most epic thing in the world [/quote]
That might be easyer to code then swam hp or mp pool.
So ye +1 to that
PM Reply Quote
[quote="KEKKET"]That might be easyer to code then swam hp or mp pool. So ye +1 to that[/quote]
Something does need to change for mages as we are very much a minority end game and the few that are still in action are struggling. I have turned my attention more to my melee char due to ferals being agony to level on, especially after finally getting past fallen trolls.

I feel like kekket is spot on with the loot and can you not just reduce the cast range on ferals so they group a little more? I appreciate you guys have a million things thrown at you but devil mages are a rare breed right now and it would be a shame for them to die out.
PM Reply Quote
[quote="ADATH"]Something does need to change for mages as we are very much a minority end game and the few that are still in action are struggling. I have turned my attention more to my melee char due to ferals being agony to level on, especially after finally getting past fallen trolls. I feel like kekket is spot on with the loot and can you not just reduce the cast range on ferals so they group a little more? I appreciate you guys have a million things thrown at you but devil mages are a rare breed right now and it would be a shame for them to die out.[/quote]
give improvements to weaken for dsoma mages availability and duration
PM Reply Quote
[quote="TYPHIN"]give improvements to weaken for dsoma mages availability and duration[/quote]
.
PM Reply Quote
[quote="NEXTGEN"]. [/quote]

 

Please sign in with one of your characters to reply