Originally Posted by haxingW
You describe a tactic that uses more than 2 turns, having "tanking,""patience," and "emergency." And claim that it is somehow better than 2 handers. Hahahaha


Given glass cannon, wildfire, a pre-summoned tank and the fact that you don't have to waste AP on movement, a mage can do in 2 turns what melee can do in 4-6.

Moreover, because of the ridiculously low cooldowns, they can support this efficiency through the entire duration of the fight.

Originally Posted by Hassat Hunter
It's rather unfair to compare a glass cannon mage with a non-glass cannoned melee though.


Is it? Other than Know it All (taken late so you can have 16 unbuffed int), and Far Out Man, there's really no other talents that mages will find remotely useful. Melee strategies as presented in this thread are very talent hungry. In other words, the opportunity cost for a mage to take glass cannon is much lower.


Melee needs help in this game, but some of the fundamental systems, most notably combining movement and attacks in the same AP pool are holding it back.

Last edited by gritz; 12/08/14 06:19 PM.