[0.95] Playing champ / sov as a "PURE WIZARD"

I spent around 8-10h in the beta4 and have couple of thoughts around playing as a "Pure Wizard" sov.


Could we have a switch that hides armor elements but leaves its statistics?


Basically in the early stage of the game when you are getting leather pieces of the armor your sov looks more like a rouge than a wizard / mage which for me breaks immersion straight away. Queen Procipinee looks really nice when you are starting the game, but looks uglier and uglier as you move along in terms of her clothes.

 

Could we have a good choice of balanced wizards' staves?


The other thing is a weapon, I'm usually forced to get a mace or sword early in the game to do decent hand-to-hand damage, as the staves are really weak...


Can ''pure wizards'' have a better choice of offensive spells, not powerful but cheap and comparable with damage to close combat?


Really limited number of spells in the beginning forces you to use hand-to-hand combat.

 

Can we have a 'built in' way of creating pure wizard which benefits from not wearing heavy / leather armor?


When I'm trying to keep my sov. as pure as a wizard as possible, I'm not seeing benefits apart from fulfilling my vision. As the game really favors of putting a really heavy armor, getting a good sword /axe / spear and only support your sov with magic. There's no substantial bonus of not going that way... Maybe we should have the certain spells that are cast-able only when a mage is in robes? Example: an absorption bubble that can be only used when not wearing an armour.

7,021 views 10 replies
Reply #1 Top


Can we have some kickin' hats?  And sunglasses ?

 

Also, if one takes path of the mage, can you make it so where at least one choice is a needed spellbook up and/or also a choice for a mage related ability instead of leaving fate cruelly to a RNG ?

Reply #2 Top

Quoting Supreme, reply 1

Can we have some kickin' hats?  And sunglasses ?
End of Supreme's quote

:)

No, I don't want any additional stuff only a filter for visual representation of your clothes / armor. It's quite a common feature in most of today's rpg mmos. Yes, I know it's not a rpg mmo, but you got an idea.

Quoting Supreme, reply 1

Also, if one takes path of the mage, can you make it so where at least one choice is a needed spellbook up and/or also a choice for a mage related ability instead of leaving fate cruelly to a RNG ?
End of Supreme's quote

Yep, that's also a valid point...

Reply #3 Top


Reducing spell schools from 5 to 3 and starting level 1 fire with flame dart would go a long way to making this viable.

Reply #4 Top

I tried this a bunch also, the hero is much stronger if you go hybrid mage/fighter right now. Not even close.

A death knight with the corruption spell does this best because you can steal life to heal himself mid fight.

Your points are all valid though, maybe buff the wizards staff that you can spend a point on in character creation to actually cast a firebolt and do good damage like the one you can find that casts firebolt every third action for no mana.

Probably need more than that still.

 

I don't like normalizing the random skills any more than they are, the randomness and figuring out what to take make the game great. Usually if there are no wizardly ones you can take initiative or spell resistance or something defensive.

 

Mike.

 

Reply #5 Top

I do agree that now that its harder to level up its too difficult to get level 5 in one spell casting sphere. Most of the level 4 and 5 spells I never use anyways.

 

There are some good mage robes, they make your spells cheaper and add spell mastery. I think that compared to non-mage gear its pretty limited. I would like to see more weightless gear designed for mages as well as more staves. 

 

Right now I think there are 3 mage staves, 3 mage robes, 1 mage cape, and thats it. Would like to see some hats, gloves and boots as well as an amulet of spell mastery.

Reply #6 Top



Could we have a good choice of balanced wizards' staves?


The other thing is a weapon, I'm usually forced to get a mace or sword early in the game to do decent hand-to-hand damage, as the staves are really weak...

End of quote

 

yeah its a lot we wait for good mage weapons

its not hard they just have to be

-2h  to make mages less tanky

-low dmg ranged attack for waste turns or melee decent damage just in case

-some cool propriety for mages like reduced spell cost, bonus dmg, initiative, or additional effect/spells in the stronger ones

 





Can ''pure wizards'' have a better choice of offensive spells, not powerful but cheap and comparable with damage to close combat?
End of quote

 

yes what we wait since months is 4 5 spells for each school just to fill the gap from melees etc

mostly some low dmg low cost spamming spell or some huge short duration buff/debuff (like +50% dmg +50% defense for 2 turns or more likely something like +10%+x for each shard to make them good supporting mages)

 

 

 



Can we have a 'built in' way of creating pure wizard which benefits from not wearing heavy / leather armor?
End of quote

 

yeah agree im asking this since mages

we need a good entry or mid level mage set and some jewelry designed for them

just a leather eventualy with even less armor and some cool ability on it

jewelry giving -1 mana cost of spell or something

 

 

Reply #7 Top

I guess what you are asking for is Mages to have -20 weight capacity so they can't wear armor effectively. This could be attatched to the Path of the Mage choice I suppose.

Reply #8 Top

i still think initiative penalty atm is not enough

 

my view of mage is that they should have some spammable low attack thing to do

 

right now stardock seems to think opposite, they gave mages huge nukes that destroy whole battlefield

 

so imo its pointless if they wait 1 2 turns more to cast, when they do they just wipe everything

if mage was more spammable kind of fighter than initiative would be much more worth and maybe weight woudl balance things

 

 

Reply #9 Top

Basically in the early stage of the game when you are getting leather pieces of the armor your sov looks more like a rouge than a wizard / mage which for me breaks immersion straight away. Queen Procipinee looks really nice when you are starting the game, but looks uglier and uglier as you move along in terms of her clothes.
End of quote

 

As time goes on, my magical sovereigns find a selection of robes that provide additional benefits--more spell mastery, better defense, protection from fire or ice, etc.  I don't think they're ugly, and they do get the job done, but if you want more of these, I'm sure some modder can do it, or show you how you can do it, yourself, to rebalance the selection of armor types.  I suspect they could even provide robe parts, each with a smaller benefit.

 

Could we have a good choice of balanced wizards' staves?


The other thing is a weapon, I'm usually forced to get a mace or sword early in the game to do decent hand-to-hand damage, as the staves are really weak...

End of quote

 

You mean you want more variety among staves?  Because again, if Stardock doesn't ultimately supply, there will be mods adding a variety of weapons and armor that are more or less tropes on the standard configuration.  Personally, my pure mages have no problem wielding swords, since they're never in combat, anyway.  They just stand at the back, and point the swords to indicate where everybody else should move while slinging spells.  Nice way to make a paycheck.

 

Can we have a 'built in' way of creating pure wizard which benefits from not wearing heavy / leather armor?


When I'm trying to keep my sov. as pure as a wizard as possible, I'm not seeing benefits apart from fulfilling my vision. As the game really favors of putting a really heavy armor, getting a good sword /axe / spear and only support your sov with magic. There's no substantial bonus of not going that way... Maybe we should have the certain spells that are cast-able only when a mage is in robes? Example: an absorption bubble that can be only used when not wearing an armour.

End of quote

 

I've never had any problems keeping my pure Pariden mage (which is what I almost exclusively play) back from melee.  He/she starts with the Summoner background, gets the warg, and uses the first champion recruit as a tank.  No need for armor; it's all given to my tank, though he/she will wear the leftover pieces unless something magical comes along.  The circlet of course goes to my tank, who gets hit with positive spells that have no maintenance cost.  My research at the beginning focuses on administration and magic, until I unlock the elemental books and lower level champions.  By then my first city, which is customized for trade, brings in good revenue, provides the money to buy my sovereign all the basic spells they could want, and a book or two as well for recruits.  I still have to strategize how to use magic in battle, but magic isn't just about using three red to hit with a Fireball.  It's as much or more about spells that lessen the effectiveness of my enemies, and increase the effectiveness of my melee types.  Playing a non-physical combatant in battle with magic means being sneaky, messing with everybody's luck, and it's very well done in FE.

 

It sounds as though you really want something that the game world isn't necessarily about: AD&D's idea of what comprises pure mages who can't use armor without negatively affecting their spells, who only wield staves and knives, who have adequate direct damage spells right from the beginning, etc.  Do everything, be everything.  I sympathize, but don't think vanilla FE's lore is about this: magic is integrated with the physical world, and everybody has some of it--just some people focus on it more than others, and that's about the only real difference.  It's based on harnessing elements in a lot of ways that don't involve direct damage.  Personally, I like it a lot, but it doesn't seem as though it's to your taste.

Reply #10 Top

Isn't there a trait that gives you henchmen when you start?  If you abhor the use of weaponry, then I would take that trait and use the henchmen (and summon) as meat-shields to level up.


I do think that it should be possible to play as a pure magic user, but IMHO the leveling up mechanism isn't really there for that.  A pure magic user needs a shield, a heal, a debuff and a blast.  I'm not sure, but I don't think you can build a character like that out of the gate.  You'd need to hit your level-ups perfectly which is tough because it's a little too random when you get which level ups.

We're not going to get it, but a more complex Diablo3-style system (where leveling earns points which you can spend on skills/spells/attributes) for leveling would be much better for this aspect. 

Modders, do your thing!  :digichet: