Now I'm skeptical about the rings
basilmarket.com forums : Mage  |  15 posts archived
« prev list next » thread 103 of 1,033  (arrow keys work)
thread starter darklime Jul 02 2010 + PM | QUOTE | PERMALINK | REPORT
I know the magical adventurer ring is the best for mages right now, but in the KMS patch mages will be getting critical. So, now I'm not sure whether to get the critical ring or the magical ring. Discuss.
My Characters: darklime - 145 Windia I/L Arch Mage
SilverFoxR + PM | QUOTE | PERMALINK | REPORT
SilverFoxRJust get what you were planning on getting in the first place - the ring will work in conjunction with the new formula either way. EDIT: It won't kill you to get the ring you prefer... it's just a bonus add-on for your character.
My Characters: SilverFoxR - 143 Bera Hero
Kalemora 07/02/10 + PM | QUOTE | PERMALINK | REPORT
I was going to get the Critical Ring anyways. It's not really a big deal.
My Characters: Kalemora - 150 DemethosGMS I/L Arch Mage
XxSluhsiexX 07/02/10 + PM | QUOTE | PERMALINK | REPORT
I thought the instant kill effect was pretty cool, it seemed useful at times. But now with the new revamp, isn't 5 m.att kinda like having 5 more attack on your work glove? So the extra magic is more useful than it was previously. I don't know much about criticals so I can't really say anything on that.
My Characters: XxSluhsiexX - 72 Bera I/L Mage
Dragonphlu 07/02/10 + PM | QUOTE | PERMALINK | REPORT
5matt = 5 int. Not much boost, and even after it won't be that significant. Criticals, on the other hand, are much more useful, especially since we're probably going to be using Big Bang if the balance patch doesn't change, thats 6 hits a monster, times 6 monsters. Thats a very high percent of critting, offsetting the loss of 4 matt. Crit ring also has 80 more health, waaaaay more useful than 80 mp.
My Characters: Dragonphlu - 121 Bera Bishop
Sumwun 07/02/10 + PM | QUOTE | PERMALINK | REPORT
The new revamp will make matk work like watk. I'd get the magic ring if I were you.
Dragonphlu 07/02/10 + PM | QUOTE | PERMALINK | REPORT
^I doubt this. Proof since I'm too lazy to search.
My Characters: Dragonphlu - 121 Bera Bishop
shagreenheart 07/02/10 + PM | QUOTE | PERMALINK | REPORT
also in the KMST stuff mages can stun by using teleport mastery. i am personally getting a cruel ring for my F/P mage.
My Characters: KooIer - 144 Bera Shadower
AngelxHoly 07/02/10 + PM | QUOTE | PERMALINK | REPORT
[quote] Dragonphlu : ^I doubt this. Proof since I'm too lazy to search. [/quote] If you used 2 minutes of your time, you'd find results. But yes, m.att will function a lot more like w.att in the revamp, which effectively makes mages pretty darn good. In fact, I/L's will become a somewhat bossing mage with the revamp. Above - Teleport also got a new animation! (or maybe thats when you add points into tele mastery..).
My Characters: AngelxHoly - 79 Broa I/L Mage
steveg89 07/02/10 + PM | QUOTE | PERMALINK | REPORT
[quote] AngelxHoly : If you used 2 minutes of your time, you'd find results. But yes, m.att will function a lot more like w.att in the revamp, which effectively makes mages pretty darn good. In fact, I/L's will become a somewhat bossing mage with the revamp. Above - Teleport also got a new animation! (or maybe thats when you add points into tele mastery..). [/quote] Alot? In the new patch m.att is treated exactly the same as weapon attack. formula: WeaponMultiplier* (MainStat+SecondaryStat)*WeaponOrMagicAttack/100
My Characters: steve7799 - 150 Yellonde F/P Arch Mage
yohoho213 07/02/10 + PM | QUOTE | PERMALINK | REPORT
[quote] AngelxHoly : If you used 2 minutes of your time, you'd find results. But yes, m.att will function a lot more like w.att in the revamp, which effectively makes mages pretty darn good. In fact, I/L's will become a somewhat bossing mage with the revamp. Above - Teleport also got a new animation! (or maybe thats when you add points into tele mastery..). [/quote] wouldnt f/ps be a little better at bossing tha i/l's? last time i checked paralyze was stronger and its range was being increased. not saying i support f/ps more than i/ls though. do i/ls have something they're gaining from the patch that i missed?
My Characters: iLuvSaturday - 50 Bera Fighter
rasudoken 07/02/10 + PM | QUOTE | PERMALINK | REPORT
In the new patch, I/Ls will be better 1v1ing and F/Ps will be mobbing CL is also stronger than Paralyze
My Characters: Rasudoken - 108 Mardia I/L Mage
gagger 07/02/10 + PM | QUOTE | PERMALINK | REPORT
gaggerThe man above me speaks the truth
My Characters: xXxvAZNvxXx - 98 Windia F/P Mage
Sp4ceG04t 07/02/10 + PM | QUOTE | PERMALINK | REPORT
the mages inherint crits are rather pitifull from what i hear unles your a cleric you have a 10% crit rate or was it 5% duno but ill probly look it up later just get the magic ring from what i can tell its alot better.
My Characters: SodaGoat - 95 Scania Evan 7th Growth
Kalemora 07/02/10 + PM | QUOTE | PERMALINK | REPORT
[quote] Sp4ceG04t : the mages inherint crits are rather pitifull from what i hear unles your a cleric you have a 10% crit rate or was it 5% duno but ill probly look it up later just get the magic ring from what i can tell its alot better. [/quote] It's 5% base, I think. Bishops get an additional 50?% critical rate and I/L Arch Mages get 15% additional critical when using Chain Lightning.
My Characters: Kalemora - 150 DemethosGMS I/L Arch Mage
« prev list next » thread 103 of 1,033  (arrow keys work)