Oak I’ll run with you anytime... I spam heal and Mishi is my go-to pet! We’re all set, if you mana isn’t full, then I’ll just throw Mishi a treat 😉
Oak I’ll run with you anytime... I spam heal and Mishi is my go-to pet! We’re all set, if you mana isn’t full, then I’ll just throw Mishi a treat 😉
Three players aren't doing x though. I think this is the very first time I have came across a mage who doesn't give Mana. Most Mages are polite and an asset to any team.
So to answer your question I think he should respec his character and choose skills that help others instead of being selfish.
Or realize mages "help" you by stunning, knocking mobs down, freezing them, or rooting them in place forever. All four of those attacks of mine save you ( & the pt ) from even getting hit, & I do it without crying for you to so much as heal me.
#respondingtotrollpostcuzweedslegalhere
First things first, if you are running a hard map and you tell your party that you are not using pots, nobody will want to run with you. It is expected for everyone to use pots in order to survive and make runs faster, so get used to it.
Second, if you ever are a mage, you know using heal in big group of enemies is a terrible idea. Why? Because as soon as you use heal, all the mobs target that mage and they usually die instantly or have to spam pots in order to survive. That is a big reason why most "good" mages dont use heal.
Also, a typical mage skill build is shield, gale, time shift, and fire/ice. Which of these do you expect them to give up in order to make room for heal? Each of these skills I just mentioned play a huge role in dealing damage, surving, and making runs generally faster. Cutting any one of these skills just to save pots is just a bad idea.
For a better illustration, if you were given an option to run with a person using nekro or a person using jack, which would you choose? Nekros aa gives a shield, does damage, chance to stun, etc. Jacks aa only gives mana. I can guarentee that everyone would choose to run with a nekro user as the boost from the aa is very significant as opposed to jacks. So too is it for mages, as people would rather run wih a mage with and op damage skill with numerous boosts as opposed to a mage who uses a skill that only preserves pots.
Heal skill for mage ends in getting focused by curse and aimed shot. Also waste of a skill slot for pve. Sorry but personally i would never run with somebody who doesnt use pots.
Lol most mages don't heal anymore for a reason, and pots exist for a reason, and there can't be 2 healers on the team, mages control mobs, rogues attack, tank heals, protects everyone, and keeps everyone alive, if you stop healing with your tank, then you aren't really doing your roll correctly, mages heal only mana and hp but tanks heal gives hp and a shield temporarily, if mages keep healing they can't control mobs, if tanks keep healing everyone will stay alive and is protected in a massive clash
Mages with heal should work in tandem with warrior heal. The warrior heal gives a 3 second shield and buffed armor mastery. Mages throw mana/heal right after warrior with warrior heal shield active. Also, the warrior heal has taunt (up to 5) that will ensure that the mage and rest of party can settle in.
Most challenging groups of mobs take about 5-10 seconds to clear with an efficient, effective party that has a mage, warrior and rogue.
This is an example of how different character types compliment eachother.
Mages throwing mana after warrior really helps warrior because by this time the warrior has used at least three mana skills (for me: vengeful blood, skyward smash, and horn of renew, and chest splitter) to pull mobs. So the warrior is immediately topped off and ready again.
Last edited by Ucamaeben; 06-16-2018 at 06:53 AM.
Mages heal should be only used in easier maps(if they want to) period.
not anymore homie,buy pots now xd cyaaa
I only use heal in PvP or easy maps, period, as with most mages I know, I run with some that do and that's fine, BOTH ways are fine and I want to break down why these other four skills are way more important:
Arcane Shield: to live in large pulls
Gale Force: knockback and AoE damage along with a mastery that removes rebuffs over time (IMMUE TO MAUS MAGE CURSE!!!)
Fireball: huge AoE damage and stun on top of burning damage
Time Shift: again big AoE damage and roots enemies along with damage over time and a mastery that permanently freezes some enemies
With a professional pot tapping thumb like mine there is no need for heal and I do way more for my party with this set up then using heal
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