So I've been back in Achaea for a little while now, somewhat unsure what to do with my character. One of the things I've been considering is becoming a magi, and although I know I'm straying a little close to flamebait here, I'd really like to hear a little bit about the state of the magi class in Achaea at the moment. The Matsuhama Arena category here is not entirely correct as I'm also interested in the state of Enchanting and how it interacts with the current economy, but it seemed at least more appropriate than just sticking it in NoT.
So these are simplifications and I'd be happy to hear more, but my primary questions boil down to:
- How do magi fare in 1v1 combat these days? I've always simultaneously loved and hated Crystalism, and the sheer setup time and so on does bother me, but nevertheless in my day magi were at least capable combatants. I have heard that Svo just perfected curing in Retardation, though, so perhaps that's not so true anymore.
- Same question but for group combat - obviously Cataclysm is likely still strong, though do correct me if I'm wrong on that, but I'm also interested in hearing about them more generally since raids seem to be a pretty regular occurrence these days.
- Where's their utility at? I may well have been spoiled by being a monk, but if the class just sucks at bashing or can't get around very well these days or has no non-combat abilities that are worthwhile, I'd like to hear it.
- How is Enchantment as a trade skill at the moment? Can you actually make genuine money as a magi? Is a Medallion of Enchantment realistically required?
- Whatever question I didn't ask but should have.
Oh also if there are big classlead changes scheduled for them or something that I haven't noticed, that'd be nice to know!
One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Also, a medallion is needed for the bulk sigils and meteors market, but of little value for other things.
Magi are great for bashing - staffcast is effective, and stormhammer is excellent for multiple targets. Reflections and adduction vibe can help with difficult situations.
I don't really share Mishgul's view on 1v1 combat though. I find I struggle against the two afflictions per action type classes, and vibes take time to establish and are difficult to bring to bear on a moving target.
In group combat, Magi are highly sought after for Cataclysm, (Staffcasts and Transfix become area-wide, outdoor attacks, but you need 3 Magi to spin the vibration) and they can really hurt in a melee, but I have a suspicion that they're kind of one-trick ponies outside of that. This could just be because most Magi I see in Cyrene are largely non-combatants, so a more experienced combatant Magi can correct me.
Class hunts pretty well, has travel skills, and a smattering of other utilities.
I don't think Enchantment is much of a money-maker, at the moment, but I don't understand why. Perhaps there's just an abundance of selfless Magi in the world, because no one really seems to charge anything for it. As Ognog mentioned, I try to tip reasonably, because most Magi seem willing to do it for peanuts. If you're trying to make money, though, I would say a Medallion would be necessary.
Crystalism means needing a House with a master crystal, (Unless you're going to buy them from Tasur'ke) and I don't know of any other than the Kindred, Warlocks, Congregation, and Merchants that have them. It's my opinion that Magi have some of the fewest options of any class when choosing your desired House atmosphere. (Which is ironic, since they were one of the few classes with a guild in every city) The Congregation and Merchants have pretty specific lines of RP that just happen to be the "Magi Houses" in their respective cities. The Kindred have great Magi flavor, but I find them cliquish and their requirements unreasonable in practice. The Warlocks are pretty open, I think, but I've also never heard anything from/about them that really impressed me.
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This might be the only time I ever got a kill with holo:
Was totally worth it.
If you plan to have artefacts, holocausts can be pretty insane, as well. Cain basically oneshotted me from full health with holo/stormhammer. They're also used in some group situations to get a lot of kills.
Between Fog, Flood, walls, and reflections, you always have something to do in a raid. Cata is still one of THE raid skills, if you can get it up.
Mage utility = strong resistances, reflections, portals, crystalhome. You're in a House with an MC right?
Enchantment's problem is idiotic nice-guy tendency of people in general to not value their work, and enchant for free in exchange for comms. Its benefit as a tradeskill is marginal at best. If you own a shop, or can supply one, slightly better. If you're Trans Enchanting and around on a reliable basis it could actually be worth approaching some shop owners and asking if they're interested in you supplying Enchantments - most will say "no" or "who are you" but who knows.
Velociraptors controlled by hyperintelligent brain-leech cephalopods.
Party right, party hard,
Sing and dance, perfect bard.Prefarar loop, accentato whore,
Buy a new rapier, get nerfed some more.
I would bet that my count for that quadruples his easily. Magi is so fun. FK there's that class change itch.
Not sure why people say Cataclysm is that strong, can be countered by shielding, which magi can do nothing about, or merely by being indoors, so if anyone dies to magi one on one due to cataclysm, they are doing something horribly wrong. In group situation though, it can force a group indoors if you have more magi/(sylvans) than them, albeit cataclysm is a lot stronger tool for cities with priests (remote cure blind).
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