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Warmess Wizard - Alterations

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Hi,

Hunting properly (as in without nerfing your stats) on a mage is proving to be very difficult...as I'm sure other mages would agree.

Could we please have our mobs reviewed? In particular Warmess Wizard - Seem to lose about 80k per pot run and each run is extremely brief. They deal that much damage in full md gear, that when taking taking 250 +100 hp pots and 90 +100mp pots with me still I still have around 40 mp pots left, this was with grouping and using aoe...and of course wearing the best MD gear I have available.

Dropping their MA and HP would be a big help, drops from them also seem very poor, barr (can go upto 5 mobs without a single bar drop) and item wise, so if these could be improved that would be appreciated.

Thanks.
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[quote="SLAYER"]Hi, Hunting properly (as in without nerfing your stats) on a mage is proving to be very difficult...as I'm sure other mages would agree. Could we please have our mobs reviewed? In particular Warmess Wizard - Seem to lose about 80k per pot run and each run is extremely brief. They deal that much damage in full md gear, that when taking taking 250 +100 hp pots and 90 +100mp pots with me still I still have around 40 mp pots left, this was with grouping and using aoe...and of course wearing the best MD gear I have available. Dropping their MA and HP would be a big help, drops from them also seem very poor, barr (can go upto 5 mobs without a single bar drop) and item wise, so if these could be improved that would be appreciated. Thanks.[/quote]
If these changes happened I would definitely level my mage again. Sadly the levelling route for mages and mobs passed egf have been terrible. So bad infact I don't know 1 mage who capped the normal route, everyone ends up gimping their int to 115 and going enslaved beast, which is so boring to be sat at one mob for 60+ levels with no drops and unable to pvp due to lack of int. We had the same problems with feral which got upped 20% but 20% of very little is still very little. Imo d soma mage needs looking at because they've been broken since I joined the server. We just always get over looked.
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[quote="RAIGEXI"]If these changes happened I would definitely level my mage again. Sadly the levelling route for mages and mobs passed egf have been terrible. So bad infact I don't know 1 mage who capped the normal route, everyone ends up gimping their int to 115 and going enslaved beast, which is so boring to be sat at one mob for 60+ levels with no drops and unable to pvp due to lack of int. We had the same problems with feral which got upped 20% but 20% of very little is still very little. Imo d soma mage needs looking at because they've been broken since I joined the server. We just always get over looked. [/quote]
The whole mage path needs to be updated in Devil Soma.
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[quote="FOXTRCK"]The whole mage path needs to be updated in Devil Soma.[/quote]
"FOXTRCK"The whole mage path needs to be updated in Devil Soma.


Agreed, could someone lay out what they think needs changing and by how much for each mob?
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[quote="SLAYER"][quote="FOXTRCK"]The whole mage path needs to be updated in Devil Soma.[/quote] Agreed, could someone lay out what they think needs changing and by how much for each mob?[/quote]
You made the thread, why don’t you do it? Lol.
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[quote="DR_EVIL"]You made the thread, why don’t you do it? Lol.[/quote]
have you seen the news posted on the 20th

Finally there was a bug where the tweaks for Devil Deity, Valk Shaman and Necro Wasp HP didnt take effect. This should now be resolved.



then again warmess wis wasn't mentioned so duno if they had theres tweaked
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[quote="MAZOKU"]have you seen the news posted on the 20th [quote=]Finally there was a bug where the tweaks for Devil Deity, Valk Shaman and Necro Wasp HP didnt take effect. This should now be resolved.[/quote] then again warmess wis wasn't mentioned so duno if they had theres tweaked[/quote]
As a mage stands now, if you have no friends.
You start off hitting what you like to you hit level 12ish and get explosion, then hit and run some fireworms, and other mobs throughout hwan. take the 500k the nice guy in town gave you and get explosion-x. should let you solo cyclopes. cyclopes to about 70int then egf once you learn hellfire. as a pro you can stack these bad boys up perma and hit 6/7 every time making levelling very quick(This spawn should never of existed) they run out around 120int so you can go to either garg shamen or drazil druid solo with the occasional group of 2/3 to bump %. once DD cap at maybe 180ish you can either go trolls or go straight to ferals. Ferals are a new age mob and have been editted alot to give increased XP. Once you can hunt these without MD and have decent MA gear (+5 everything) you can average around 9% an hour but your hunt will finish before the hour is up from dura rape or pots. At around level 95+ you start breaking even on each hunt. Next step is the final mob the warmess wizard. i am only 105 so some may so im not high enough to hunt them but boo to you.
Pros and cons of Warmess;
pros
Awesome spawn, tight, packed, can pull 1 at a time also if needed
Drop file is great
No trash spawns near it really so pretty peaceful

cons
May only be the length of a map but that run is discusting,longest run to any mob bar hwan boar
They hurt( full omni+3 set
the dropfile maybe good but im yet to see anything other than 1 new necklace
barr is rare
only 1 spawn
6% an hour if you can hunt for an entire hour without warping

As it stands i think i am one of the most unnerf levelled mages and Dan has done a lot personally to try and keep me on this path. I think if someone had time to do Actual timings and % gains into a nice chart like each lvl etc him and fin could maybe understand at what points the tweaks need to happen rather than most saying "xp boost plz" more barr plz drops shit m8 mobs broke lul etcetc.

Hope this helps
King
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[quote="SAM"]As a mage stands now, if you have no friends. You start off hitting what you like to you hit level 12ish and get explosion, then hit and run some fireworms, and other mobs throughout hwan. take the 500k the nice guy in town gave you and get explosion-x. should let you solo cyclopes. cyclopes to about 70int then egf once you learn hellfire. as a pro you can stack these bad boys up perma and hit 6/7 every time making levelling very quick(This spawn should never of existed) they run out around 120int so you can go to either garg shamen or drazil druid solo with the occasional group of 2/3 to bump %. once DD cap at maybe 180ish you can either go trolls or go straight to ferals. Ferals are a new age mob and have been editted alot to give increased XP. Once you can hunt these without MD and have decent MA gear (+5 everything) you can average around 9% an hour but your hunt will finish before the hour is up from dura rape or pots. At around level 95+ you start breaking even on each hunt. Next step is the final mob the warmess wizard. i am only 105 so some may so im not high enough to hunt them but boo to you. Pros and cons of Warmess; pros Awesome spawn, tight, packed, can pull 1 at a time also if needed Drop file is great No trash spawns near it really so pretty peaceful cons May only be the length of a map but that run is discusting,longest run to any mob bar hwan boar They hurt( full omni+3 set the dropfile maybe good but im yet to see anything other than 1 new necklace barr is rare only 1 spawn 6% an hour if you can hunt for an entire hour without warping As it stands i think i am one of the most unnerf levelled mages and Dan has done a lot personally to try and keep me on this path. I think if someone had time to do Actual timings and % gains into a nice chart like each lvl etc him and fin could maybe understand at what points the tweaks need to happen rather than most saying "xp boost plz" more barr plz drops shit m8 mobs broke lul etcetc. Hope this helps King[/quote]
"SAM"

cons
May only be the length of a map but that run is discusting,longest run to any mob bar hwan boar
They hurt( full omni+3 set
the dropfile maybe good but im yet to see anything other than 1 new necklace
barr is rare
only 1 spawn
6% an hour if you can hunt for an entire hour without warping



I think lowering their HP and upping their drops (barr at least) would be a good start. Having spoken to other mages, once you hit lvl 110 the exp per hour is awful compared to other classes and after everything is considered, including what you mention above.
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[quote="SLAYER"][quote="SAM"] cons May only be the length of a map but that run is discusting,longest run to any mob bar hwan boar They hurt( full omni+3 set the dropfile maybe good but im yet to see anything other than 1 new necklace barr is rare only 1 spawn 6% an hour if you can hunt for an entire hour without warping [/quote] I think lowering their HP and upping their drops (barr at least) would be a good start. Having spoken to other mages, once you hit lvl 110 the exp per hour is awful compared to other classes and after everything is considered, including what you mention above. [/quote]
Keep this bad boy at the top ^^

A few suggestive changes for warmess wizard and ferals

Ferals:
Weaken removed as i dont believe any hsoma mobs use it?
Drop all vials and mats only (no tabs)
tighter spawn in IC and double mob spawn
range reduced by 1
pull sight increased by 2/3
hp reduced by 40%
variable damage reduced to maybe 1-2 once max MD achieved

Warmess:
Drop tabs and omni only no vials or mats
Damage reduced by 10% or variable damage reduced to maybe 1-3 once max MD achieved
Hp reduced by 25% to match other new mobs

This is purely quality of life and to keep inline with the nerf AOE methods of levelling. Have never understood the variable min damage thing and why it was put in place? Achieving the MD required to me was the milestone to which your hunts would last longer and you then earn the right to AOE mobs as they all do 1 but im sure there is a reason.

Many thanks
Sam

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[quote="IBEX"]Keep this bad boy at the top ^^ A few suggestive changes for warmess wizard and ferals Ferals: Weaken removed as i dont believe any hsoma mobs use it? Drop all vials and mats only (no tabs) tighter spawn in IC and double mob spawn range reduced by 1 pull sight increased by 2/3 hp reduced by 40% variable damage reduced to maybe 1-2 once max MD achieved Warmess: Drop tabs and omni only no vials or mats Damage reduced by 10% or variable damage reduced to maybe 1-3 once max MD achieved Hp reduced by 25% to match other new mobs This is purely quality of life and to keep inline with the nerf AOE methods of levelling. Have never understood the variable min damage thing and why it was put in place? Achieving the MD required to me was the milestone to which your hunts would last longer and you then earn the right to AOE mobs as they all do 1 but im sure there is a reason. Many thanks Sam [/quote]
On minge I hunted to lvl 88 and I capped drazil druid the normal way its just much more economical to nerf int at 115 and go to enslaved beast I know someone who got to lvl 109 at enslaved this way and it shouldn't have to be like that
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[quote="CYA"]On minge I hunted to lvl 88 and I capped drazil druid the normal way its just much more economical to nerf int at 115 and go to enslaved beast I know someone who got to lvl 109 at enslaved this way and it shouldn't have to be like that [/quote]
"IBEX"Keep this bad boy at the top ^^

A few suggestive changes for warmess wizard and ferals

Ferals:
Weaken removed as i dont believe any hsoma mobs use it?
Drop all vials and mats only (no tabs)
tighter spawn in IC and double mob spawn
range reduced by 1
pull sight increased by 2/3
hp reduced by 40%
variable damage reduced to maybe 1-2 once max MD achieved

Warmess:
Drop tabs and omni only no vials or mats
Damage reduced by 10% or variable damage reduced to maybe 1-3 once max MD achieved
Hp reduced by 25% to match other new mobs

This is purely quality of life and to keep inline with the nerf AOE methods of levelling. Have never understood the variable min damage thing and why it was put in place? Achieving the MD required to me was the milestone to which your hunts would last longer and you then earn the right to AOE mobs as they all do 1 but im sure there is a reason.

Many thanks
Sam



Good ideas. As you say, we need to keep this visible.
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[quote="SLAYER"][quote="IBEX"]Keep this bad boy at the top ^^ A few suggestive changes for warmess wizard and ferals Ferals: Weaken removed as i dont believe any hsoma mobs use it? Drop all vials and mats only (no tabs) tighter spawn in IC and double mob spawn range reduced by 1 pull sight increased by 2/3 hp reduced by 40% variable damage reduced to maybe 1-2 once max MD achieved Warmess: Drop tabs and omni only no vials or mats Damage reduced by 10% or variable damage reduced to maybe 1-3 once max MD achieved Hp reduced by 25% to match other new mobs This is purely quality of life and to keep inline with the nerf AOE methods of levelling. Have never understood the variable min damage thing and why it was put in place? Achieving the MD required to me was the milestone to which your hunts would last longer and you then earn the right to AOE mobs as they all do 1 but im sure there is a reason. Many thanks Sam [/quote] Good ideas. As you say, we need to keep this visible. [/quote]
+1 to ibexs post
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[quote="RAIG3XI"]+1 to ibexs post[/quote]
bump
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[quote="IBEX"]bump[/quote]
bump for mages.
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[quote="SLAYER"]bump for mages.[/quote]
bumpers
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[quote="IBEX"]bumpers[/quote]

 

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