Yom of Leafcull
Name, level, server, message board name:
Yom, Level 102, Leafcull, Yom_of_Leafcull
Favorite message board:
Lately, I spend most of my board time in AC Vault's Magic Shop with an
occasional side trip to go "slumming" in the Warrior's Stop. ;-)
How long have you been playing AC?
I started playing AC in early 2000. Frore had recently been solved and The Great
Work destroyed. Hoary Mattekars had already been hunted to extinction. And
everything about the game was still new.
How much do/did you play every week?
I still play a couple hours a day on the average. Even after a couple years, AC
remains an incredibly fun game, and I still look forward to each return to
Dereth.
What template of mage do you currently play?
My current main is Yom, a Warrior Mage which is essentially a four-schooler with
spec UA. I also play Melekon, a Battlemage, Creature-first of course, and
Traybor Dragule an Og Mage. And when I want a break from magery, I play Thrud,
my barbarian pure-melee Axer.
Is AC your first MMORPG? If not what others have you played and did you play
a mage?
I have played no other MMORPGs, but I've been a pen-and-paper and computer
RPG'er for years. In virtually every RP game I've played, I always had a mage
named Traybor Dragule. Indeed, I've been using that name for my mages for 22
years now. Bleh, now I feel old.
What was your first mage character? Do you still play it?
The first Traybor Dragule was created with Alchemy and with a horrible
misunderstanding of the skill credit progression. He was deleted at level 14 and
rerolled as a classic four-schooler. That Traybor achieved level 45 and was the
monarch of a growing allegiance. Tragedy struck in the form of a malicious
hacker who deleted all the characters on Traybor's account. The Og Mage template
was becoming the popular at the time, and so the newly rerolled Traybor Dragule
was created as an Og Mage. I still have that Traybor and use him from time to
time. I like Yom's template better, but Traybor still holds a great deal of
sentimental value for me.
How do you play AC? Are you in it to power-level, dungeon dwelling,
adventuring, friends, etc.
I've done it all, but I most like questing with friends. My fondest memories of
AC are always of exploring someplace new with a group.
What gear do you normally hunt in?
Yom has worn preGSK for his entire career. His kabuton, gaunts, and solls are
high AL with the same protects as his armor. He wears Armor VI and six Life
Protection spells on jewelry and clothing to reduce buffing. Occasionally, Yom
will wear his mage armor coat in place of gaunts, sleeves, and breastplate. He
also has a Major War helmet for when getting the highest War skill possible is
absolutely critical.
For the longest time, Yom used a Focusing Stone exclusively, but now he's
addicted to the extra mana when using the Buadren.
Because Yom is half melee too, he carries a full set of UA weapons and a shield.
He can even use his Sim Helm and Sim Shield to go hunting as melee without buffs
when he wants to take a break from the mage-thing.
What do you feel was the best thing to happen to mages in the game?
The best thing has been how Turbine has made routine tasks less tedious. This
is, after all, a game and shouldn’t be more work than, well, work. I think
comp buying alone would have driven me insane had they not added @fillcomps to
the game. Longer spell durations, especially the Level VII buffs, eased the
tedium of buffing. Peas and weightless pyreals were added to ease burden. All of
this keeps you playing the game instead of doing basic accounting chores.
What do you think is the worst thing that affects mages?
Are mages overpowered?
The fact that you have to ask that second question is the answer to the first.
The balance between mages and melees is very poor. It is much more difficult and
time-consuming for melee, especially pure melee, to kill high level content. And
that is not fair. As a result it generates a great deal of animosity toward
mages. Some mages will be quick to point out that War costs 28 points to spec
and thus should be more powerful, but that's a specious argument. Melees and
archers would have willingly bought a 28 point killing skill had it been
available. But the game does not even offer that as an option, so in the very
core design there is a basic inequality. Melees, archers, and mages should be
equally competitive. Not identical, but equal in access to content, loot,
creatures, leveling speed, etc. "Are mages overpowered?" No, it's more
that melees and archers are underpowered. Fortunately, Turbine is making changes
to help the situation, and the steps so far to improve the lot of melees and
archers seem promising.
What are your thoughts on Drain Health I?
People harp on how powerful it is, how fast it is, and how unbalancing it is,
but they are missing the real problem with Drain Health. It is strong, there is
no doubt, but eventually mages turn away from it and use War primarily while and
using Drains more for their intended purpose: a quick heal while tanking. The
real problem is that Drain Health (and Harm) lets mages kill creatures in
complete safety, and that never should have been allowed. Reward should be
relative to risk, and Drains circumvent that.
What template do you advocate for a starting mages?
If the plan is just to try magery out for a few levels and then reroll a more
serious template, the good ol' fashioned four-schooler is just the ticket. Go
with a good bit of Endurance and have fun blasting stuff on the beaches while
learning basic mage tactics.
If they think they may keep the character (and it is easy to get attached to a
character), then I'd recommend spec War, train Life, Mana C, Arcane Lore. That's
not quite as strong as a Battlemage, but then it completes much earlier and
avoids some of the frustration you hear from Battlemages getting close to
graduation. If they stick with it, it will still be a fine template at higher
levels getting War VIIs at a relatively low level. If they do dump it later,
they'll have good experience for leveling a mage.
What do you feel Turbine needs to do with mages, if anything?
Nothing, really. At this point, mages are pretty well off in Dereth. Just
introduce some cool content and lore for us to explore.
After the primary skills have been obtained what skill do you think a mage
should take? Arcane, Healing, Lockpicking, or MeleeD?
Of this group, I tend to favor Lockpicking. Magic can duplicate or be a
substitute for the other three, but no spells get you through that locked door,
open that chest, or carve sing keys for you. And especially if you like
questing, I'd strongly recommend Lockpicking.
Arcane is a close second because helps you to avoid some of the tedium of
buffing. It gives you a better chance to find cool Major Cantrip items you can
use. And it lets you actually use some of your quest items.
Healing can help your survivability. While not necessary, it is quicker than
spells and uses no mana. Trade elixirs can suffice, so I put it third for most
mages. But if you plan to melee a lot or PK a lot, then you should get it first.
The investment necessary to make Melee Defense work, even beyond the skill
credit cost, is huge. I would not recommend it for a pure mage, certainly not
before they've gotten the other three. If you do plan to melee quite a bit, then
I'd bump that up to a cautious recommendation. But even in that case, you still
should get Healing first.
Care to reminisce? What has been the best patch or moment or epiphany that
you have had in AC.
The past two years of AC has been filled with wondrous adventures, monumental
triumphs, and more than a few tragic losses. So much so that picking out even a
handful of moments to share is virtually impossible. But the common thread in
all of these is the people who were there to share the experience. It wouldn’t
have been the same without the companionship of the following: Bluelight, Moosai
Missiah, Nickodemus, The Archmage, Derek Wildstar, Agrias, Hirihoto Sakai, and
so many more.