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Dsoma mages - improvement ideas

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I feel as one of the most active devils /mages I may as well raise some suggestions.

1 - Quests levels -120-125 melle characters got multiple quests from DD and tarks whilst mages didn't have any quests from ferals or wizards.

2- levelled spells - so annoying how easily any human can get level 3 weaken but a pure capped mage dsoma has to suffer through level 1 weaken, i spend half my time at bosses weakening. (even if the quests are challenging it'd help mages both at bosses and levelling.

3 - mage mob drop files - all melle mobs drop staffs and all melle weapons whilst mage mobs only drop staffs, surely they should have all weapons added to the drop files. it would add mages with actual items that melle chars may want as it stands mages have very little to trade with other classes.

4 - mage drop file continued slightly different to above, removing the trash that will never be used in so many top end mobs such as Anthracite, Saurus plate, Snow stone, Decaying tooth which will never be used as the same mobs actually drop the vials.

5 - shiro weaken - currently there are 4 mages? that are killing shiro the minute it spawns if online ( me included) it doesn't seem the fairest way to get weaken for a new character - in comparison to hsoma collecting a few items.

6 - int cap compared to str Hsoma keep wanting the int cap (230) and str caps (239) to be the same which i fully support but believe it should be looked at on dsoma whatever the axe str cap is (300?) the int cap (259) should surely match?

At the end of the day all devil classes have an equal amount of points, so surely the pure mage should have the same max int as the pure melle has str? - this won't effect being killed by mages on hsoma as wisdom is MD

funny fact i found out a capped archer can have 261 int? a capped mage 259..

I probably haven't covered everything so any dsoma mages feel free to add / debate any of the points but i don't feel like any of the suggestions are massively game changing

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[quote="MAGEY"]I feel as one of the most active devils /mages I may as well raise some suggestions. 1 - [b]Quests levels [/b] -120-125 melle characters got multiple quests from DD and tarks whilst mages didn't have any quests from ferals or wizards. 2- [b]levelled spells[/b] - so annoying how easily any human can get level 3 weaken but a pure capped mage dsoma has to suffer through level 1 weaken, i spend half my time at bosses weakening. (even if the quests are challenging it'd help mages both at bosses and levelling. 3 - [b]mage mob drop files [/b] - all melle mobs drop staffs and all melle weapons whilst mage mobs only drop staffs, surely they should have all weapons added to the drop files. it would add mages with actual items that melle chars may want as it stands mages have very little to trade with other classes. 4 - [b]mage drop file continued[/b] slightly different to above, removing the trash that will never be used in so many top end mobs such as Anthracite, Saurus plate, Snow stone, Decaying tooth which will never be used as the same mobs actually drop the vials. 5 - [b]shiro weaken[/b] - currently there are 4 mages? that are killing shiro the minute it spawns if online ( me included) it doesn't seem the fairest way to get weaken for a new character - in comparison to hsoma collecting a few items. 6 - [b]int cap compared to str[/b] Hsoma keep wanting the int cap (230) and str caps (239) to be the same which i fully support but believe it should be looked at on dsoma whatever the axe str cap is (300?) the int cap (259) should surely match? At the end of the day all devil classes have an equal amount of points, so surely the pure mage should have the same max int as the pure melle has str? - this won't effect being killed by mages on hsoma as wisdom is MD funny fact i found out a capped archer can have 261 int? a capped mage 259.. I probably haven't covered everything so any dsoma mages feel free to add / debate any of the points but i don't feel like any of the suggestions are massively game changing [/quote]
Good post
1. I spoke to isylver in game about this, it was a mistake and 2 of them were supposed to be mage quests( I seem to remember coming to the same conclusion by the reward it gives)
He was going to fix it but it must have slipped his mind
2. Levels for spells have been asked for time and again to no avail so I'm assuming they don't want us having it for one reason or another
3&4 = +1 from me, we don't do much trading until we farm mags as makes cause we get nothing useful on warrior side
Used to make a loss each hunt but this was changed and the latest change to mess wizard hp was a good step forward
5. Agree, other than asking for the last hit with the promise of leaving the drops for the other person it is near impossible to get weaken, its because it used to be a near end game spell but the game has evolved since then and it really is needed to even compete on leveling speeds, much like hsoma
6. I don't know about, but would always welcome an increase lol, but this won't get approved and will get shot down massively by warrior chars

7. (New one) I would love to see a new spell that is faster cast lower mana lower power, much like spiritsword/lightsword compared to dB
Mainly for hunting purposes
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[quote="MERLIN"]Good post 1. I spoke to isylver in game about this, it was a mistake and 2 of them were supposed to be mage quests( I seem to remember coming to the same conclusion by the reward it gives) He was going to fix it but it must have slipped his mind 2. Levels for spells have been asked for time and again to no avail so I'm assuming they don't want us having it for one reason or another 3&4 = +1 from me, we don't do much trading until we farm mags as makes cause we get nothing useful on warrior side Used to make a loss each hunt but this was changed and the latest change to mess wizard hp was a good step forward 5. Agree, other than asking for the last hit with the promise of leaving the drops for the other person it is near impossible to get weaken, its because it used to be a near end game spell but the game has evolved since then and it really is needed to even compete on leveling speeds, much like hsoma 6. I don't know about, but would always welcome an increase lol, but this won't get approved and will get shot down massively by warrior chars 7. (New one) I would love to see a new spell that is faster cast lower mana lower power, much like spiritsword/lightsword compared to dB Mainly for hunting purposes [/quote]
7. +1 find it bizarre that its faster to farm with a bow on a mage due to spell cast time (could add abit of range to this aswell)

8. id like to see devils blood used more, currently its just for zombie, it could possibly be req to rank up all spells and remove the 1mill+ bar cost as this is alot for any new mages(will need adding to more mobs)

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[quote="KAZOKU"]7. +1 find it bizarre that its faster to farm with a bow on a mage due to spell cast time (could add abit of range to this aswell) 8. id like to see devils blood used more, currently its just for zombie, it could possibly be req to rank up all spells and remove the 1mill+ bar cost as this is alot for any new mages(will need adding to more mobs) [/quote]
1-5 and 8 sounds good
6-7 sounds terrible

faster hit, more int is not what mages need - one thing mages overlook when requesting for a boost is the ridiculous proc mix they can wear and a lot is super cheap.

Mages already one bang capped players without even the need of weak so we don't need them to cast faster =o

What needs looking at in terms of dsoma classes are not mage or archers is how the fk can we make sword, knux and spear viable in pks.
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[quote="AFRO"]1-5 and 8 sounds good 6-7 sounds terrible faster hit, more int is not what mages need - one thing mages overlook when requesting for a boost is the ridiculous proc mix they can wear and a lot is super cheap. Mages already one bang capped players without even the need of weak so we don't need them to cast faster =o What needs looking at in terms of dsoma classes are not mage or archers is how the fk can we make sword, knux and spear viable in pks.[/quote]
7 would be lower power, just somthing to aid farming is how i see it, if its alot less power then exp-× then ppl aint going to use it in pvp other than the cheeky hits out of range(which would be over procs range so proc wouldnt fire)
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[quote="KAZOKU"]7 would be lower power, just somthing to aid farming is how i see it, if its alot less power then exp-× then ppl aint going to use it in pvp other than the cheeky hits out of range(which would be over procs range so proc wouldnt fire)[/quote]
i agree with weak tbh, took me a few times to get i had to use brain to tank and randomly 4th every now and then, and then kill on mage to get + with the EGF your dura can go in like seconds

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[quote="BRAINSTORM"]i agree with weak tbh, took me a few times to get i had to use brain to tank and randomly 4th every now and then, and then kill on mage to get + with the EGF your dura can go in like seconds [/quote]
Hell id happily accept 7 and pve only if that allowed it to be implemented,
Its intended purely as a low mana levelling spell
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[quote="MERLIN"]Hell id happily accept 7 and pve only if that allowed it to be implemented, Its intended purely as a low mana levelling spell[/quote]
"MERLIN"Hell id happily accept 7 and pve only if that allowed it to be implemented,
Its intended purely as a low mana levelling spell


yeah exp-x does drain MP even with MP saver lol
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[quote="BRAINSTORM"][quote="MERLIN"]Hell id happily accept 7 and pve only if that allowed it to be implemented, Its intended purely as a low mana levelling spell[/quote] yeah exp-x does drain MP even with MP saver lol[/quote]

 

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