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1

Tuesday, January 24th 2012, 6:52am

W/M question

I was reading the warmage guides on here and after looking at the elites it looks like a really awesome class combo that would balance out what I find boring about warrior. But I have heard time and again, that you either build physical or magical. Which makes no sense to me. A warmage is supposed to be a hybrid. So why exactly does it seem like you either have to go warrior or mage here, it seems like hybrid should be what it's all about. Why does running hybrid get such bad comments? I understand it would have difficulty stating, that I understand. But isn't that where runes and transmuting work in? To give you a weapon/armor with equal parts magic damage and physical damage/survivability? I'm planning to try this for myself, but I wanted some direct up to date input from people who have or are using this class combo before I do.

2

Tuesday, January 24th 2012, 7:13am

Quoted from "CaelumLobo;504549"

I was reading the warmage guides on here and after looking at the elites it looks like a really awesome class combo that would balance out what I find boring about warrior. But I have heard time and again, that you either build physical or magical. Which makes no sense to me. A warmage is supposed to be a hybrid. So why exactly does it seem like you either have to go warrior or mage here, it seems like hybrid should be what it's all about. Why does running hybrid get such bad comments? I understand it would have difficulty stating, that I understand. But isn't that where runes and transmuting work in? To give you a weapon/armor with equal parts magic damage and physical damage/survivability? I'm planning to try this for myself, but I wanted some direct up to date input from people who have or are using this class combo before I do.


Hybrids can be consider a fun and exciting experiment at early levels but if you trying to do end game seriously and get into runs (do adequate DPS) then you have to choose physical or magical build as a W/M. I have not had the chance to play W/M but from experience most warriors are Warrior/Rogue and Warrior/Warden some are Warrior/Scout and Warrior/Knight. Many people that played warrior for a physical toon deter from W/M or reroll Mage side for a more suitable class. Now I know a mage in my guild and in another guild that got insights from the mage in my guild about W/M. W/M is capable of doing decent enough dps as a magical user and they really do not have a strong burst in dps but a constant steady flow of dps. So it depends on your preference. If you like magic go W/M and use mage gear and stats. You can also easily change to M/W. If you like physical attacks then choose w/r or w/wd. Lastly if you really trying to push for the hybrid and you care little about end game then I say go for it could be a lot of fun : )
Character
Eclispsor 70/70/55 W/WD/S
Endgame DPS, Tank and Off Tank on a Elf ; )

Guild
Ragequit

Server
Govinda

3

Tuesday, January 24th 2012, 9:34am

It comes down to roles. If you are supposed to DPS you want to do as much DPS as you can. An endgame geared mage who picks up a warrior 3rd class does very very high damage (until they pull agro and die). The physical damage is less than impressive. If you play a warrior/mage you want to wear full mage gear for the most damage.

The other problem is the rom defense formula. PA does not increase damage but rather is a check role against the physical defense of the target. Pure physical warriors are already trying to stack as much physical attack as possible for current content. Reducing PA to pick up magic attack would greatly reduce your damage output.

As with every hybrid class the problem is you do two kinds of damage at a mediocre level rather than one kind really well.

4

Wednesday, January 25th 2012, 2:11am

I'll rolling it to mess around with I figure at early level it will be fine and pretty fun as a side character. I guess really I find it hard to believe you would have something that should be hybrid in theory but doesn't do well in action. I would thinking adding medium magic and medium physical would equal a high total. But I sadly don't know alot about this game, Enhancement shamans in wow worked very similar to how I expected a w/m to work, steady physical and busty magic. But thanks for the incite I was curious.

5

Wednesday, January 25th 2012, 2:39am

The problem with hybrids is there is a set limit on the number of stats you can put in your gear. Assuming you decided to stat 50% physical/ 50% magical means you only have half the stats that someone who does 100% would have.

Example... let's say your stat your gear with 20k physical attack and 20k magical attack. Another war decides to go purely physical and, instead of using magical stats, uses those spots for another 20k physical attack. That 40k attack will help him do much more damage than your 20k/20k attacks.

Let's say a mob has 30k physical defense and 30k magical defense. Using the above example, the purely physical war is 10k physical attack ahead... while the hybrid is 10k attack below on both physical and magical.

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6

Wednesday, January 25th 2012, 3:29am

The stats are a symptom of the problem. The real problem with hybrids is that you're limited to a single action at a time and must chose between a physical attack or a magical attack. For a hybrid to be really viable in the RoM system, they have to be designed around the concept of parallel damage types; have a number of attacks dealing both physical and magical damage. Since damage return diminishes sharply when you pass the soft-cap, instead of rushing past that soft cap for a marginal increase, you can get better returns by stacking to the soft-cap of both kinds of damage and deliver those attacks in parallel. But the way RoM is set up now, parallel attacks are few and far between and by no means worth hybrid-stating. The RoM system has to change to make hybrids competitive with specialists.

7

Wednesday, January 25th 2012, 8:41am

Quoted from "Purre;504875"

The problem with hybrids is there is a set limit on the number of stats you can put in your gear. Assuming you decided to stat 50% physical/ 50% magical means you only have half the stats that someone who does 100% would have.

Example... let's say your stat your gear with 20k physical attack and 20k magical attack. Another war decides to go purely physical and, instead of using magical stats, uses those spots for another 20k physical attack. That 40k attack will help him do much more damage than your 20k/20k attacks.

Let's say a mob has 30k physical defense and 30k magical defense. Using the above example, the purely physical war is 10k physical attack ahead... while the hybrid is 10k attack below on both physical and magical.


That absolutely makes sense when you throw in the mathematical reasoning. I can see now how its got a major weakness I think it will be fun to play early-mid game. Its an alt anyway so I'm not wasting time and effort on it.

Quoted from "midknight129;504884"

The stats are a symptom of the problem. The real problem with hybrids is that you're limited to a single action at a time and must chose between a physical attack or a magical attack. For a hybrid to be really viable in the RoM system, they have to be designed around the concept of parallel damage types; have a number of attacks dealing both physical and magical damage. Since damage return diminishes sharply when you pass the soft-cap, instead of rushing past that soft cap for a marginal increase, you can get better returns by stacking to the soft-cap of both kinds of damage and deliver those attacks in parallel. But the way RoM is set up now, parallel attacks are few and far between and by no means worth hybrid-stating. The RoM system has to change to make hybrids competitive with specialists.


Now this I do agree from what I have heard and read. Granted I did see alot of hybrid designed runes that begs me to think they were at least trying to implement strengthen to a hybrid play style. Abilities like Wind Chop from Wrd/M are a prime example of where hybrid stats would work. Since my mains only 20/20 I didn't know to much about the faults in this style in late game. So I thank you all for the input.

8

Thursday, April 12th 2012, 2:22am

Me and Mekkehboii just discussed it, go about half way down and he told me about how I should set him out and Attack Guide. It sounds fun!, just gotta level up to max lol :)

http://forum.us.runesofmagic.com/showthr…ed=1#post524356

9

Sunday, April 15th 2012, 5:24pm

Quoted from "Purre;504875"

The problem with hybrids is there is a set limit on the number of stats you can put in your gear. Assuming you decided to stat 50% physical/ 50% magical means you only have half the stats that someone who does 100% would have.

Example... let's say your stat your gear with 20k physical attack and 20k magical attack. Another war decides to go purely physical and, instead of using magical stats, uses those spots for another 20k physical attack. That 40k attack will help him do much more damage than your 20k/20k attacks.

Let's say a mob has 30k physical defense and 30k magical defense. Using the above example, the purely physical war is 10k physical attack ahead... while the hybrid is 10k attack below on both physical and magical.

Well then wouldn't it be effective to some degree to focus on hitting the mATK cap alone and then pouring the remining points into pATK.

I suppose it depends on how different those stats can become, I mean W/M has an attack that amplifies mATK as long as you keep the stats up right? If an increase in an ATK stat ends up with only marginal returns after you hit the softcap (I assume that's the 30k in your example), then you could focus on just hitting say... the pATK stat, and then spamming mATK to help "ramp up" with youe mATK steroid to hit (or nearly hit)both caps. Unless the formulas are VERY unforgiving that strategy should result in a combined DPS that is higher than trying to stack just one or the other.

But I keep getting distracted from RoM by LoL and forgetting to try leveling up to test this stuff.

Edit: Awwww it's damage not atk... Sad. How exactky do the weapon enhancements work. the wiki does not give enough of that kind of information /sigh. Obv dependent on phgysical attacks hitting, but what do they scale with?