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 Post subject: Magician only Guild/Group
PostPosted: Wed Jun 10, 2009 9:40 am 
Charbone Skeleton
Charbone Skeleton
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Joined: Thu May 28, 2009 2:12 pm
Posts: 257
Server: Ayonae Ro
So I tossed the idea out to the world in the older forums. Magicians have a lot of potential, especially when grouped together. I've been trying to work out some of the logistics, and I have yet another question for the magicians.

Lets assume 6 magicians are grouped together and grouping in SolB. Each pet (6) damages 10% of the mobs HP, for a combined damage of 60%. The 6 magicians in turn do 40% of the damage total with spells/melee.

Technically, no individual pet did more than 50% of the fighting, however, together they amount for 60%. Would the group receive full experience for this, even though they did only 40% damage?

I'd assume the group would, but I never tried this concept out in the old world, so I'm not entirely sure. In reality, the magicians could send in 6 earth pets and chain nuke to their hearts content and damage wouldn't be an issue. But I'm still curious. :)

Thanks guys. Mage Power!

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 Post subject: Re: Magician only Guild/Group
PostPosted: Wed Jun 10, 2009 5:33 pm 
Lesser Charbone Skeleton
Lesser Charbone Skeleton

Joined: Thu May 28, 2009 2:12 pm
Posts: 166
It might be nice to have just 1 cleric just in case :P but as for actual xp distribution i have no idea. I remember at least in the PoP days we'd have 4 mages group with a necro and a bard and necro would snare and we'd kite all day long.


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 Post subject: Re: Magician only Guild/Group
PostPosted: Wed Jun 10, 2009 9:08 pm 
Charbone Skeleton
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Ya, myself and a group of magicians from my old guild grouped parts of the Epic1.5 this way. Just a group of magicians kicking butt! :)

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 Post subject: Re: Magician only Guild/Group
PostPosted: Sun Jun 14, 2009 1:17 am 
Greater Skeleton
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Joined: Fri May 29, 2009 2:22 pm
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All for this! :)


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 Post subject: Re: Magician only Guild/Group
PostPosted: Fri Sep 09, 2011 2:31 pm 
Decaying Skeleton
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Joined: Sat Sep 03, 2011 10:43 pm
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I will undoubtedly be playing a Dark Elf Magician when EQC releases, and I will be apping to The Mages Guild as soon as possible. The idea of 6 mages in a single group is awe inspiring. 2 earth pets for rooting purposes, 3 air pets for chain stun, and a fire pet for damage purposes. Not to mention 6 mages pet chaining would be quite scary. Also, endgame, assuming you could get 6 epic'd mages all with one epic in hand and the spell available could EPIC pet chain, that is a combined total of 12 epic pets... this has great potential. My almost singular focus in The Mages Guild (if accepted) will be the procurement of research materials and the production of pet spells levels 16-50. I imagine that in a guild of mages, one cannot have enough spell components or spells (especially because each pet spell requires the spell previous).

Kelvir D'Vinn,
Tier'dal Conjurer
Neriak Commons


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