TheX wrote:
Uh, not really. Watching every other class be able to do something makes mashes go, why? The group that made those runs consists mainly of the two most melee oriented canals. The only reason those trips were possible is the return of syn and some of the oldest most versed players in the game. I was quite annoyed when my shamans spells became useless pass the spire and am now even more annoyed my mage is useless Eben on the main continent.
You can justify these changes however you want, but when you have some of the best players in the best canals and you compare then to the average player, it's much like comparing a race between a Honda civic and a bugatti.
Quite frankly I got my TV back and the Xbox is more worth the time.
What you posted is not a series of factual statements. If you found spells like heal, sanctuary, identify, spirit horde, and spirit aura, or the many potions you could have crafted by brewing them, to be useless beyond the spire, I guess you're welcome to that opinion, but I have to disagree. If you think dispel is useless in endgame boss conflicts, again, you are entitled to that opinion. If you think etherealform, charm person, full strength GM haste and giant strength, or even the humble magic missile are utterly useless in PvE, that, again, is something you're entitled to believe. If you think PCs in the same cabal that your shaman was in haven't had PvE success, you'd simply be incorrect. I have seen multiple shamans and sorcerers from lots of different cabals beating endgame content for a long time. IIRC the Turtle Club was a PvE powerhouse and their tank was a sprite shaman. Over the years we've had priest/bard PvE dyanmos as well as a sorcerer/priest duo that did tons of PvE content without even having a tank or melee character around to help them half the time. None of these were played by Syn, and they also weren't in a "melee cabal."
If you want to provide some meaningful feedback with what you think the experience of your mage should be in PvE vs. what it really is, please do so. But it will help for you to avoid hyperbole, unhelpful comments like "monster saves are still ridiculously high," and nonfactual statements like you made the last time you were complaining about saves.
I also don't know what the "average" player is or if you think the biggest PvE challenges should be achievable by said average player or maybe two or three of said average players working together, but there again, we may have some disagreements. The biggest PvE challenges are meant to serve as a challenge for a group of players, generally with at least one or two vets to lead them. Are you under the impression your shaman or sorcerer should just be able to go anywhere and do anything solo? The game isn't designed that way. Group play with a variety of classes has always been a core mechanic of SK.