Tattoo for the regular mages! Walls? (in General)

three4thsforsaken March 14 2009 9:52 PM EDT

So far we have a ton of familiar tattoos. It provides extreme versatility on there part.

We have a tattoo for tanks, the ToA fills it's niche quite nicely.

We have a tattoo for enchanters. RoS has no real problems.

But I want a tattoo that augments mages. RoBF arguably fills this niche, with the AMF reduction. But what I think is missing, is a tattoo that makes mages better at doing what they do, casting spells.

Perhaps this is too much to ask, but I want more tattoos like the RoBF, RoS and ToA. Ones that actually amplify the minion wearing them, making them do what they do better.

What ever happened to regular mages? I don't see very many in a world of familiars.

And how about Walls? I would love a defensive tattoo. No, ToE doesn't count. What about a tattoo that could do what the AC does, but only in Tattoo form, with maybe some extra ability.

What do you think? A new non familiar tattoo?

Little Anthony March 14 2009 9:52 PM EDT


Haloki March 14 2009 9:53 PM EDT

i use mage but a tat the doulbles auto dmg?

[P]Mitt March 14 2009 9:54 PM EDT

And how about Walls? I would love a defensive tattoo. No, ToE doesn't count. What about a tattoo that could do what the AC does, but only in Tattoo form, with maybe some extra ability.

Why doesn't ToE count? It reduces damage, quite effectively, I might add.

AdminTal Destra [C and S Forgery Lmtd.] March 14 2009 9:54 PM EDT

yup i can agree to this

three4thsforsaken March 14 2009 9:56 PM EDT

I meant a tattoo a wall would wear. A wall can't wear a ToE. Or at least it wouldn't be nearly as effective as an AC.

{Wookie}-Jir.Vr- March 14 2009 10:02 PM EDT


QBRanger March 14 2009 10:12 PM EDT

Yes, the TOA is a tank tattoo, however said tank needs to have a weapon to hit. And DB's counter that chance to hit.

Mages autohit.

The RBF works quite nicely for mages with its anti AMF backlash properties and its "unique" form of damage.

If mages get a DD boosting tattoo, then make the TOA guarantee 1 hit a round, no matter the negatives from the DBs or dexterity.

Then I would agree.

three4thsforsaken March 14 2009 10:16 PM EDT

DBs don't affect base CTH anymore so yeah, you got that.

chaosal March 14 2009 10:16 PM EDT

Some sort of Arcane Augmentation? sweet deal.

AdminTitan [The Sky Forge] March 14 2009 10:27 PM EDT

Yeah, but the CTH with equal dex of a BoNE is 40%, how is that a guaranteed hit 3/4?

three4thsforsaken March 14 2009 10:33 PM EDT

I'm making an assumtion that the dex given by ToA will be greater than the dex of the other person. Or equal. Cause they're are a alot of evasion walls out there. not really.

Anyways, I can point to the ELB.

In other news, I can point that you are tanks. And the fact that the majority of dodging mechanisms have be nerfed to near oblivion. If you're having trouble hitting, you should probably start training a tiny bit of dex.

Cause if your a tank and still have trouble hitting the majority (notice that I didn't say everyone) of people, tanks nor ToA has a problem. It's you. Train some dex.

three4thsforsaken March 14 2009 10:38 PM EDT

Anyway, what does this have to do with a tattoo for mages?

If you have a problem with DDs in general, take if up with the familiars cause trained minion mages are a threat to you at all.

three4thsforsaken March 14 2009 10:49 PM EDT


Guardian March 14 2009 10:56 PM EDT

no way!!!

while mages has concentrated exp on his DD , tanks have split exp on hp, st and dx and also need to upgrade weapon!
so this may explain the need of toa.

if u pump a mage with mage augment tat, this would make things not balanced, would be hell lot advantage.

QBRanger March 14 2009 10:58 PM EDT

It is a lot different to face a mage and a DD familiar than a mage with a souped up DD.

Reason: AMF.

Right now, aside from the MR of the RBF, AMF is the only real defense vs the always hitting DD spell.

Making a mage have a souped up DD makes AMF much less effective.

Also, remember that while the TOA gives strength, which in turn increases damage, that ratio is not linear. However DD damage is linear with its level. So raising a mages DD spell level gives him much more damage than the TOA gives tanks.

Not to mention the effects of the NSC on a souped up mage with a spell boosting familiar.

A tattoo like this will very much skew the game way over to mage blender.

However.. One tattoo that may possibly work, and I do not know if it will is a "Mirror" tattoo for mages. The mage that wears it gets to cast his spell 2x a round. I, however, would be uncertain if this would be better then the DD familiars.

AdminShade March 14 2009 10:58 PM EDT

a mage also needs HP and either an EO or a ED spell so they too have to split up their stats.

QBRanger March 14 2009 11:01 PM EDT

Not entirely true Shade.

A mage on a single minion, sure.

A mage on a multi minion character can only train DD and HP and be fine.

A tank has to train HP, Str, Dex and possibly a skill.

However, this is not really pertinent to the thread.

In conclusion a tattoo that would boost a mages DD level would not be a good idea in my person opinion.

Other tattoos would be great to have. The TOE is now almost worthless however. Perhaps we should reboost it first before introducing a new one.

Ancient Anubis March 14 2009 11:37 PM EDT

ok u want a mage tat similar to toa for tanks how bout this,

1/3 level of tat goes into DD Spell
bring back protection and make 1/3 the tat level go into protection (the old level cap of around 30% is pretty good damage reduction)
and 1/8 of the tats level goes into boosting the + on mage gloves the Ags and Nscs (These have already such steep curves for upgrading that it won't in my opinion ubernise them to the point of being unbeatable

Ancient Anubis March 14 2009 11:38 PM EDT

oops clarification 1/8 of the tats nw goes into boosting Ags and Nscs + similar to the nw boost to weapon + given by a TOA nw

AdminQBnovice [Cult of the Valaraukar] March 14 2009 11:41 PM EDT

The solution to big bad mages should be killing them before they kill you. With ranged damage penalties making fb and mm laughable I see no reason we don't have a mage DD tat. Multi minions teams should be capable of having a mage.

Ancient Anubis March 14 2009 11:42 PM EDT

oh and the protection is only for the mage not team aura like.

three4thsforsaken March 15 2009 1:46 AM EDT

How about a skill boosting tattoo! Of course, I don't know which skill you'll be boosting...

I know, I know! UC! A UC tattoo!

kevlar March 15 2009 2:02 AM EDT

Sounds like a good idea.

ToA teams have chances at multiple shots, up to triple hits? And can equip a Mage Shield which I recall reading from other posts can hurt DD spells in a big way.

Still trying to play with the current changes :)

AdminTal Destra [C and S Forgery Lmtd.] March 15 2009 10:21 AM EDT

3/4 thats just plain wrong... UC can't use tats cause of the Gi (which already boosts UC better than any tat could) so thats out

how about a PL tat ??

three4thsforsaken March 15 2009 10:27 AM EDT

Kevlar: that's kind of the point. If you haven't noticed, the Gi isn't exactly making UC up to speed with the rest of the game.

Just wrong? Obviously, if it was a UC tattoo, it would do more than just a Gi, which wouldn't make it "wrong" (whatever that means).

Also worth pointing out is that because of the amount of exp dilution UC people get, it lends themselves to be single minions. Cause they need to train 4+ stats. By giving them an exclusive tattoo, this wouldn't be the case as much.
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