I played on Macantacht back in the days. Unfortunately I lost my original char during one of the server merges due to a 4 year break... Well, whatever, GF.
In loving memory... Guild Equilibrium!
I played on Macantacht back in the days. Unfortunately I lost my original char during one of the server merges due to a 4 year break... Well, whatever, GF.
In loving memory... Guild Equilibrium!
Has anyone ever realized that on the new server(s) there won't be Serenstum or Wing of the Dragon King and a few other things I can't think of right now?
I mean there are players playing Warrior/Mage for phys. attack just for the shits and giggles
I would love to see that! ![]()
No, he was right. I got the name wrong.
If your signature is up to date and your W/M is really in the 50s, then this might still work for you. But advance just a few levels more and you'll find that these skills simply aren't enough. Having all 3 skills on CD with nothing to do already tells you that it's probably not the most efficient use of this combo.
As I wrote in the guide, at higher levels, these skills will only do a tiny fraction of the dmg that a weapon hit does (I'm talking of 10-25%). If you actually use mage gear and a wand/staff, that is.
About Lightning you said "good for rooting although as a melee class you won't use it that often". I take exception to this for a couple of reasons. A Warmage is NOT a Melee class, he is a Nuker/Magic DPS. His real DPS is all in his Magic Attack. Anything that keeps that mob off my face is worth the time.
I mean "melee" as opposed to "ranged" and not in terms of the physical/magical dichotomy. W/M is a melee class in that the vast majority of your damage is dealt through weapon hits and for this you have to get into the face of that mob. If you don't get up close with a W/M, you'll simply not do much damage. You might be confusing this with a M/W.
Edit: Where is the guide?!
Apparently my edits need to be approved by a moderator first, until then the post remains invisible... Give them a few minutes and it should be back.
Thank you very much everyone for your positive feedback, your thorough proof-reading and for the recommended corrections.
I added them to the guide, with credits of course! ![]()
Terror - never really use it as Lightning serves the same purpose without rage
It has an AOE effect and is very useful in dungeon trash groups, I like warriors that use it
You don't have to max it of course, even soemthing like 70 is nice.
Terror only affects one mob (instills fear effect), it doesn't have an AOE. Are you sure you don't mistake it for another skill?
There were good guides on the old forum, sadly they got lost with many other good posts, so I'm trying to put together a helpful, mostly comprehensive but still TL;DR friendly guide for the Warmage [W/M] combo.
Pros
Cons
Insane magical damage on top of normal weapon hits ("white-hits"), this means:
Only more or less useful skills will be mentioned. All skills not mentioned here can/should be neglected.
Enraged
instantly adds 20 rage (use when needed)
Brute Strength
boosts Strength by percentage, resulting HP gain is very low though
Frenzy
increases attack speed and accuracy, great for boss fights or harder elites, long CD, works along nicely with Strong Stimulant and similar buffs
Surprise Attack
great starter for fights as you rush in and knock down the enemy. Don't put any TP in it, as dmg output of physical attacks is negligible.
Shout
temporarily stuns enemies in range, also gain 40% damage reduction with lvl 50 elite, situational, be careful when you use it as you might aggro surrounding mobs
Aggressiveness
vastly increases rage gain, I don't really use it much
Survival Instinct
does what it says, raises dodge, parry and def, difficult to time but a life saver
Blasting Cyclone - I use this skill all the time on trash mobs. So useful even if the knockdown is just a couple of sec. Also works as an interrupt skill. Rage cost is quite high but not a problem for W/M.
Fireball
dmg is meh. Much lower than on mage due to lack of fire dmg increase.
Lightning
good for rooting although as a melee class you won't use it that often
Wisdom
more INT (gives 10% INT increase at LVL 100)
Intensification
not much dmg bonus, but sure why not (you want to level it for M/W anyway)
Silence
apart from silencing also used to pull mobs from group without (hopefully) aggroing others
Fire Ward
not really useful, as usual
In case of W/M, surprisingly all the elite-skills are quite useful, this combo heavily relies on those skills.
Only notable ones are mentioned:
This is only looking at the skills of the W/M combo. Pots, food, other buffs, etc. are not taken into account.
Always
Prior to Fight if Boss
Start Off Fight
During Fight
During Fight (situational)
After Fight
Which skills to pour your TP into, from most important to least important. Skills not mentioned aren't useful (IMHO) so don't waste any TP on them.
Again, W/M is a magical DPS combo, so you will use mage gear with (non-)stats that result in higher magical damage output.
Although chain gear usually has no magical critical rate (I think?) so it is useless of you want to play DPS since crit rate is essential.
Runes (Weapon)
Runes (Tali)
Runes (Gear)
The objectively best runes for W/M are Judge, Advance, Sage and Madness. In the end with all +% int modifiers applied, Madness gives more magical attack than Destruction.
The best choice, as of writing this is:
Garsit (Int) gives less Matt than Mersi, even with many of the most common intelligence attribute buffs applied (mage-class "Wisdom" at lvl 100 +10%, Hero Pot +20%, warlock buff +6%, Ancient Spirits accessory set +4%, lvl 60 elite quest flower buff +3% = 43% intelligence increase. Mersi gives 909 Matt at rank 10 (linear increase). Garsit gives 303 Int = 606 Matt; with +43% int increase = 867 Matt. So Mersi wins.)
This is a personal recommendation based on the assumption you start a new char:
Since W/M is a magical combo dealing damage through weapon hits, your natural lack of Physical Accuracy will result in misses (weapon hits that show "Miss" and don't cause damage). Statistically a miss rate of 5-8% on same lvl mobs is normal and just comes with this combo. Here are a few ways to minimize your miss rate:
I hope that some may find this guide helpful. Also, I'm not an expert so I appreciate other players giving their few cents or contributing missing information or correcting mine. I might edit this guide accordingly.