See title.
New AM is incredibly effective versus casters. Which is great for players who go AM. But when the NPCs start using the updated talents it is ludicrous how neutered they can make players feel.
There should be some way to prevent every single sustain you have from being disabled and losing hundreds of mana points on the initial cast and then more mana every turn after, as well mitigating the range 10 silence and etc etc you get the picture.
Not saying AM mobs shouldn't be unusually effective against casters, or that we as players shouldn't feel threatened by them. But I just sat for over 300 turns on a ghoul archmage and while the mage hunter couldn't kill me, I also couldn't kill him. At all. He was literally able to disable my sustains and mana drain me no matter how many times I left and reentered the zone, and trying to kill the mage hunter through attrition turned out to be impossible because he was able to heal more than my retch/infusions/bump attacks could damage him.
Over 300 turns.
For that ENTIRE time I was trying this I was only able to cast if I left the zone and reentered because the new manaclash/mana draining abilities mean that even with a manasurge rune active I never even get enough mana to cast lightning or flame, let alone anything more substantial.
Now yes you can say this is just a whine thread and disregard it but IMO there needs to be SOME ANSWER a caster can use to deal with these newly buffed mobs.
Reduce how crippling antimagic lategame mobs are to casters
Moderator: Moderator
Re: Reduce how crippling antimagic lategame mobs are to cast
Honestly, new AM benefitted mobs more than players (also phys power scaling: im glad stuff in HP almost never spawns AM. A 120 phys power antimagic dude sounds like a lot of mana burnt). Off the top of my head, the main issue is that manaclash's little buff at the end actually lasts longer than it's cooldown at higher TL's.
A little bit of a starters guide written by yours truly here.