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Thread: Symbol-mage

  1. #1
    Community Member Doxmaster's Avatar
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    Default Symbol-mage

    I'm wondering...would a mage that focuses on Symbol spells, along with mass debuffs to boost the symbol's effectiveness, be viable at around level 17 or so? So far, with proper planning, spacing and use of the Invisibility spell, it seems to work, so I know it is decent at level 12...but will it continue to work well?

  2. #2
    Community Member WeaselKing's Avatar
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    I have always considered a symbol mage untenable because all symbols share a timer, which essentially means you can only use one symbol at a time, and after that you have to wait a minute or two before the next one. I am not sure why Turbine thinks symbols are so powerful that they need to limit their use (they're not) but thats how it is sorry. Its not a bad idea to keep a couple in your repertoire (I use Symbol of Stunning and Symbol of Pain) but a symbol focused mage will have to space things out for sooo long and unless you are exceptionally patient and like to solo, I'm gonna have to suggest finding a different theme or idea.
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  3. #3
    Community Member captain1z's Avatar
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    symbols work pretty well if you dont encounter any spell pen issues but you have to play at a pretty slow pace to make goould use of em. Most groups like to keep moving and have trouble supporting a strategy built around symbols.

    They give you more bang for your buck because you can run a creature through it multiple times but symbols are a poor substitute for any spell that may out-right kill your enemies as thats what needs to happen anyway. Quickest route from point A to B is a straight line (hopefully that line is flaming or holds a few thousands volts)
    Ever bleed out in a thornbush? Welcome to UD14.

  4. #4
    Community Member Doxmaster's Avatar
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    Default well...

    I tested the Symbol mage in the "Invaders" quest at level 13. He was a beautiful as he always is. My spell penetration seems to be high enough to get past their resistance and my parties are usually accepting of a mage doing all the early work. I can drop a symbol or two, then draw mobs through them and watch them kite themselves; Suggest and fear symbols back to back take care of all but the beholder, and since my teammates dont get ripped to shreds on their way there, they do a little better.

    One thing though. Symbol mages arent for zerging, or for impatient parties; unless you know at least one person in the party,the cleric is always best, I'm occasionally told to "Hurry up" meaning "Screw this more firewalls!", which is basically what people say everywhere to every wizard build. A symbol mage should also have the symbol's spell in it's original form, just in case you dont have time for a symbol's long cast.

    Another problem is that the Suggest symbol wont dismiss...making Fear symbols over the annoying hanger-ons a must. Otherwise, this is a great spell group. If you have time, skill, a patient party and kiting skill I suggest you try them.

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