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roll mage or lock?Follow

#1 Mar 25 2007 at 8:36 AM Rating: Decent
My mates need a caster for their group (priest, warrior, rogue and shaman) and I’m undecided as to roll a mage or a warlock? I often hear of warlocks out damaging mages in instances and I know that they are better solo-ers, as wells as all the other benefits like healthstones. However, if I become a lock and not a mage, I will miss out of sheeping (my group wont be able to control beast mobs), frost nova/cone of cold as well as other aoe moves. I have played a warlock before and found them very fun, but would a mage be better for my group? Any help is much appreciated.
#2 Mar 25 2007 at 9:10 AM Rating: Decent
With warlocks, they can outdamage mages easily, but it depends on how long the mob lives. DoTs add up, but if they die too fast you won't get alot of damage. With mages, you do alot of damage, but if the mob lasts too long you'll probably run out of mana and start attacking with your wand. I've played mages and warlocks, but personally I like warlocks better because of their DoTs. I guess it just depends on your playing style.
#3 Mar 25 2007 at 10:48 AM Rating: Decent
from your party setup it sounds like a heavy dps group. Between a mage and a warlock, it's a tough choice but I'd have to say a mage is better with the listed setup if you're looking to solely dps or a destro lock as that's the closest analog to a mage.

If you're looking to add/cover for the group, I'd say a druid or paladin is better than a warlock or a mage as the two classes could act as a healer or a tank when one or the other friend is not available.

just make sure one of your friends takes blacksmith/mining one takes alchemy/herb one tailor/enchant one takes mining/jewels and one takes leather/skin. Then find one more friend in the game who's going engineering who's either a rogue or a hunter. (goblin jumper cables Xl for the world.)

since you've 5 guys in the group you might as well be more or less self sufficient. (though you can get around it somewhat by just joining a higer guild but taking gathering professions.)
#4 Mar 25 2007 at 1:47 PM Rating: Decent
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924 posts
If you're soloing a lot, or even if you find yourself solo farming at seventy.. Warlock. Mages I find.. can't go forever. They have to sit down and drink, often. If they end up oom with another add, they're running and all they can do is hope. Warlocks.. I just find to be a lot more survivable.

I've taken out four mobs my level (all of them were on me at the same time, lawl) and found myself at half health and 1/3 mana. A mage in that situation? Would've been wtfpwned.


Honestly, it's playstyle. I like locks because of their ability to go and go and go, without having to stop for 30 seconds to eat/drink after every mob.
#5 Mar 25 2007 at 7:06 PM Rating: Decent
i say lock, my main is a lvl 70 lock and i own mages 24/7 in pvp and locks are good at soloing stuff sense they have a pet and all
#6 Mar 25 2007 at 8:39 PM Rating: Decent
Ok, you do know your asking that in the warlock forums right? Alot of warlocks tell you warlock, because they play the class. Or they'll tell you to roll a mage because they/we don't want more noobs playing warlock (NOT saying you are one).

Banatu, not all mages would die in that 4mob situation. There are still alot of Frost Mages out there since Frost Nova was not nerfed. A Frost Mage well-trained in AoE grinding/farming arts would take about...what? 5x more than that?

Mages have a somewhat better CC than warlocks, but only one as warlocks have two-Fear & Seduce. Fear and Seduce last a great deal shorter and to add to that they are on the same Diminishing Return. Polymorph DOES last longer but allows the enemy to regen health at more than twice the regular rate.

Mages are all about burst damage or sustained damage over a long period of time on a boss and such. Warlocks (Destruction) are like mages, burst damage. The other two trees are mostly sustained damage more so Affliction. Demonology is more about your pet, but it can keep your damage rate high.

Mages have more AoE Crowd Control ability like Frost Nova, Cone of Cold for slowing your target, Imp. Blizzard, and such.

Mages vs Warlocks in soloing and survivability depends on your build. Frost and Demonology have the most survivability rate.

It all depends on HOW you want to help your group.
#7 Mar 26 2007 at 3:51 AM Rating: Decent
Quote:
i say lock, my main is a lvl 70 lock and i own mages 24/7 in pvp and locks are good at soloing stuff sense they have a pet and all

OK.. i have a 70 mage.. i pwn warriors 24/7 and am way better than them in solo play. take my mage to kara instead of the main tank.
God your logic is appalling. He was talking about GROUPS, not solo, not PvP.
#8 Mar 26 2007 at 4:23 AM Rating: Decent
Honestly i think an affliction lock has a higher survivability rate than a demo, in demo if ur minion dies then u will most likely meet the same fate, even if u summon 1 in like .5 secs lol insanley fast, by that time you have so much hate built up ur pet won't be able to take over again maybe Sac VW and bounce. Affliction lock if played right u can start a 3 mob pile up with 1/4 of hp left and survive, 6 secs of dots, instant howl of terror drain life the last mob and u should be back to 60-75% if u have enough spelldmg. A warlock is also a much better grinder in outland due to the mobs not really being bunched up like in the pre-BC. Locks have many ways of crowd controlling. You can banish elementals, seduce, enslave demons then release after your grp is done killing the rest, throw in VW for OT, with 10k armor he can take a few hits.
#9 Mar 26 2007 at 6:39 AM Rating: Decent
Thanks for all your input. Just to clarify though, i asked about whether to roll a mage or a lock for my specific group. I'm not realy bothered about pvp or pve solo-ing. So, is a warlock more suited to my group (rogue, priest, warrior and shaman) than a mage, why/why not?
#10 Mar 26 2007 at 6:53 AM Rating: Decent
It depends what lvl ur going to be grouping. A warlock can deal as much dmg as a mage or more. A mage has an easier crowd control deal the sheep, a warlock has to be re-seducing taking away some dps. A mage can give arcane intel to priests or any mana user, give food and water to group, port around to make moving much faster to certain instances or porting out. a Warlock can hand out HS, pet buffs like paranoia from felhunter imp stamina buff at lvl 70 i think its like +96 stam if improved imp, a minion basically some extra DPS, SS the priest for a faster recovery incase of a wipe. Thats basically what is is i suppose in the end it really come down to what u enjoy playing.

Edited, Mar 26th 2007 10:55am by igknot
#11 Mar 26 2007 at 7:16 AM Rating: Decent
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948 posts
I have both a 41 Dreanei Mage and a 34 Undead Lock, and honestly the Lock is waaay more fun (And IMO could Kick the **** out of my Mage even with the lvls as they are).

Very versatile, plenty of utility (SS FTW) and probably the most survivability out of all the caster classes.
#12 Mar 26 2007 at 7:46 AM Rating: Decent
I realy do like ths sound of a lock. I just feel that by not being able to sheep, frost nova (and other aoe) as well as fast damage, I might be missing out. I also dont like the idea of spamming shadowbolt when grouped. Your thaughts please...
#13 Mar 26 2007 at 11:54 AM Rating: Decent
It really doesn't matter, both are really fun classes to play. Just depends on your play style. warlocks rely on dots, and thier pet for thier kills, mages are pure spell dmg class...often droping the mobs before they get to them...mages have allot of good aoe spells to work with, while warlocks dont have many at all.
#14 Mar 26 2007 at 1:07 PM Rating: Decent
The way it sounds the polymorph and frost nova abilities will be really useful to you in your group. If you did choose a warlock, you would not be sacrificing mage-like burst damage if you spec destruction. I've played around with both affliction and destruction specs on my lock and I love both, I can switch between a lock and a mage if I really want. One thing I couldn't stand about my mage, though, is that they are just so damn squishy. Since you aren't soloing or pvping though, I'd suggest you roll mage.
#15 Mar 26 2007 at 1:15 PM Rating: Decent
I have both lock & mage. IMO I think you better off going with the mage for your group set-up. Mages are better suited for group play and much better at crowd control when in instance. Fear locks a biggest crowd control spell is not a good spell be using in a dungeon. I do like lock they are better then mages in pve for some of reason state in previous posting.
#16 Mar 26 2007 at 6:14 PM Rating: Decent
47 posts
Just to be my simple self here, from your posts you want to do what is best for your GROUP! pick the Mage. I have a 70 'lock, very fun, but when ppl in a group have a choice of taking a Mage or a Warlock, believe me they will pick a Mage every time. And for good reasons, all have been in one form or another answered in the above posts, if you can read between all the "love" of their chars, lol.
Your question involved a "GROUP", the better char for that is the Mage. Just don't come to the Outland and try to outdo me 1 vs 1, I will send you away cryin'. Just kidding, had to throw that in there for my fellow 'Locks.

Pick the Mage my friend, your "GROUP" will be better off.
#17 Mar 26 2007 at 10:59 PM Rating: Decent
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155 posts
By group, do you mean partying on instances or levelling together?

Instances I would say:
war = tank
priest = healer
rogue = dps
shaman = either dps or support (healing or damage)

What does your group really need? I (warlock) instanced with the same exact set-up and I didn't have enough time to cast my spells cause mobs were dropping really quick. I only have time to cast corruption + curse of recklessness (so they wont run) then life tap and drain life (im affliction spec). CoR really helps a group in an instance. Healthstones for the group and SS for the MAIN healer helps too. If I was a mage in that instance, I could Int buff them. Add a lot of DPS, give food and water, and port them. Polymorph, what if the sheep went to a bunch of mobs and polymorph is gone? Frost nova, you need to be near the bunch to do that. What if one rare occasion that the mob AoE'd and you died? It's downtime.

If levelling, I think solo levelling is still better compared to levelling with 4 more people unless you guys plan to kill red numbered mobs or do red quests. I havent tried it yet so I cant comment. So in the end, you will still do PvE. It really comes down to which do you like to play? If you enjoy mage than a lock, you would be a better mage. If you enjoy lock than a mage, you would be a better lock. A better lock or mage is ALWAYS helpful to a group.


PS Also think that I'm a lock, some points are kinda biased towards lock.

Edited, Mar 27th 2007 3:00am by lecloront
#18 Mar 27 2007 at 2:42 AM Rating: Good
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92 posts
doodlewarlock wrote:
It all depends on HOW you want to help your group.


I think this nails it.

As some one else said, your party is already quite dps heavy, so other options like Paladin and Druid (although you obviously don't want to play them, or they would have been added to the choices) are there. Both a Warlock and Mage can fit into the party setup, its just the tactics of the group will have to change and adapt accordingly. Therefore it comes down to preference. Personally, I would go for a Mage in this situation, just for the CC that they offer. But the fact that you haven't posted the same questions on the Mage Forum would seem to indicate that you're leaning towards locks. If that’s what you want, go for it, it'll work.
#19 Mar 27 2007 at 4:59 AM Rating: Decent
47 posts
Good answers there, now we are getting to the main point. First choice is play what you want! But, lets talk about your delima again anyway.
Just take Scholo as a good 5 man instance for instance...O.o
With the make-up of your group you do not have any real Crowd Control, Tank is wailing on the main bad guy, Rogue is on one mob, Shaman is on one mob, Priest is healing everyone right? ok, now that is 3 mobs we have now, what are you gonna be doing as a Warlock? if there is a 4th mob he is yours, you can seduce! Great, but you have to keep your eye on him constantly, cuz it doesnt last long and for some reason it breaks sometimes sooner than it should, and there are those horrible stubborn mobs that just will not accept being Seduced (cold hearted bastards)...if this an instance you prolly will not be able to Fear, and sometimes you can't even Fear outside either, being the squishiest of the squishies you will prolly end up "spectating". What if there are 5 mobs? The Priest is also gonna be Aggroing like crazy also, never 4get that point, somebody is gonna have to stop doing their job and help the Priest and/or take the adds on, now it is getting to be a clusterf***k. Again, as a lock what ya gonna do? No Fearing allowed? Maybe go ask him politely to please stop beating my Priest pretty please? You just plain and simple cannot kill as fast as a Mage and there is nothing you can do to STOP him right then and there, ppl are running all over the place!! Holy Crap Batman!
Now, a better scenario would be Priest MCs one and has it killed by it's friends (and ya'll), Mage Sheeps one,(yes, I know about Seduce) NOW we have 2 less to worry about. But...something went wrong! MC broke or someone aggroed an add, Oh noes! Hey, I got an idea, I will just put up a nice Shield and freeze 'em up to give us time to regroup! Just sit back and think of the different scenarios, you know down deep the Mage is what you want.
And, with the DPS you got in your group, dang! Mobs are not gonna live too long anyway, Warlock does a massive amount of damage, but so does the Mage, AND does it faster, but MOST importantly, is able to handle the add that always screws up the run!!!
Also, and this is totally just my opinion,... again, just MY opinion, I would replace the Rogue with a Hunter. But I know, you can't, I just had to say that, couldn't stop myself in time...
I already know that by now you have made your choice and all I said is moot...but I was bored and now I am tired, so..Good night and good luck.
#20 Mar 27 2007 at 7:25 AM Rating: Decent
1st of all to the post before me, no crowd control in scholo with that given grp? lemme see, Sap the humanoid and shackle undead. As far as stealing aggro from priest its cake for a lock just spam some searing pain (high threat). As far a mage stealing aggro probably get 3 shotted with a low HP pool. Locks are known to have a way bigger HP pool due to lifetap, Also a warlock can drain tank a mob and hold it off for a while too while DPSing. Warlock vs a caster curse of tongues and they will get pwned. A mage counterspells and then they get pummeled.
#21 Mar 27 2007 at 7:45 AM Rating: Decent
Wow, thanks for all the replies, its all very helpfull. When i said 'grouped' i meant in instances, im not a fan of group questing/grinding unless I realy want/need to. To the people who said i should consider a druid or paladin, I would have thought that mage or lock would be better, because i thaught that my group lacked ranged damage. What role would a druid have in my group, as i have allways been a fan of druids but i didnt think that they would be best for the rest of the group. As far as the mage/warlock discusucion goes, i think that i will be mage (as good as warlocks are). I am curious about when people say druid though because i cant see why they are needed. Healing (sorted by holy priest and shaman when needed), tanking (warrior is main tank, shaman off tank), melee dps (rogue) are all taken, i just thaught that ranged dps would be needed. Thanks again for all the replies, all my questions are answered, apart from why druid?
#22 Mar 27 2007 at 11:03 AM Rating: Decent
For a druid, he can be moonkin type (caster) and add ranged damage or change to bear and feral for offtanking and squishy guard. (and let the shaman and rogue concentrate on their dps or dps support jobs) As moonkin, you'd be one of the highest spellcaster support positions (+5% to spell crit or damage/healing I forgot) if not he can also add to the group's total dps through leader of the pack and mark of the wild. (not including his own dps) one more can opener. (fairy fire) and serve as offhealer (though the shaman can also take that role.)

Even better, so long as you're not the last one to die, you can always battle res the shaman or priest to save one long run (although shaman also has an x min rebirth.)

for offtanking, shamans are too weak at 40+ instances to do so. They are regulated to healers/offhealers, dps and squishy guards. Their armor potental is the same as a warrior sans shield. If you're looking for squishy guards or offtanks, they can handle tanking 1 to 2 mobs at most while def spec warriors handle 4-5+. Prot spec paladins and feral druids can handle 4(or 5+ if good player/gear) mobs abet with less ease. a non feral druid or paladin will still have a slight advantage over the shaman for tanking (so long as they have the appropriate gear) and are able to handle 3 or so unspecced.

ps. Bluecorsair don't give bad advice. You focus on one mob at a time. ie rog saps one, use other cc if available, warrior grabs mobs, shaman, warrior, rogue and other bang on the most dangerous mob then bang on the atm lowest life mob and onwards down the line. If anyone breaks from the warrior, sap breaks eariy ect. shaman can try to pick up, or rogue can gourge then kidneyshot the mob so warrior can pick it back up as soon as he gets there. (or in the case of pala or druid they can taunt and pick it back up, hunter can distract shot back to warrior, send his pet or ice the mob if it's not immune.)

The cc available is as follows. Rog has sap (and to a limited extent distract to give 10 extra seconds to delay patrols.) Priest and paladins have shackle undead, if beast or dragonkin a druid can hybernate, if beast or humanoid, mage can sheep, hunter can icicle non ice immune mobs and has an x second cooldown to setting a second trap. Warlocks can seduce humanoid mobs with succy and banish elementals. hunters and warlocks can also use their pets to offtank. beast master(hunter) and demonlogy tanking pets have slightly less life/armor than a fury spec warrior with good gear. ie all blues his level or sometimes better life/armor than a not so well speced warrior)

Strengths of druids and paladins.

They fill whatever role that is missing with the right gear.
ie they can tank or heal (though paladins are weaker in dps potential)
Paladins can't really range dps but druids can(moonkin).
Paladins are better healers under fire than druids or priests.
Druids have hots (heal over time) that can be cast when you know x person will get damaged but not just yet ie before combat, or when there are timed aoes.
druids can remove curses which priests can't and poisons which priests can. (sfk last boss has a curse which controls one of your party members to attack the others. warlock remove curse cannot remove that as he is not in your party for that curse.) Paladins can remove all non beneficial effects on party members. (including curse)
Paladins have their famous bubble making him immune. Usially cast on priest or himself though it has been known to be cast on druid when it's a confirmed wipe (so he can res the priest in the middle of battle so the priest can release and res everyone else once the battle is over.)

Paladins like warlocks have a spell that stops people from running. (curse of recklessness/seal of justice)
if feral, druid can in bear form, charge (immobolize/interrupt spells of that school for 4 seconds with 8 second cooldown.) and bash for 2-3 seconds.
paladins have their hammer of judgement I think for 5 seconds or so.

Feral druids like hunters make good squishy guards because of the charge + taunt combination. Charge immobilize the mob so the other guy can move away and then taunt which gives him = highest current hate. Hunters have distracting shot as I said earlier,concussion shot to slow them, wingclip again to slow, pet and ice. Paladins are similar with hammer and run up to taunt.

Shamans have their high aggro earthshock,(similar to distracting shot) frostshock, earthbind totem, taunting totem (forgot name). However after 40 seconds of combat, shamans and hunters will need roughly 2+ distract/earthsocks + dps to peel them off the priest if they have 0 hate off that mob. Good thing it's only on an 8 second cooldown. Taunting totem at that point is of no more use.

Paladins have a buff that reduces the hate gained by other classes by 30% (though I think it's for dps only and might not work for priest)

lastly balance druids are spellcasters and do allot of damage ranged while besides the priest and can shift and handle other roles as needed. as he/she is besides the priest and not in the midst of combat, he/she can monitor the combat and shift to fit the needed roll at that moment. ie dps, healer, squishy guard.

pps. hunters are best at directing combat as they can hunter's mark the person to die. It's really lovely since it's easy to appy and the dps people will be hard put to ignore a big glowing symbol hanging above a mob. (even if they ignore the chat screen)
#23 Mar 27 2007 at 11:38 AM Rating: Decent
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154 posts
My main is a druid, and the two alts on which I've spent some time are a mage and a warlock, so it would seem I have just the right background to respond now.

I am confident that a druid is never a bad choice for a group, as one of the class's great virtues is how well it works with others (buffs, talents that provide more buffs, Innervate, the ability to fill any need). Of course I remain open to the possibility that I could be shown a specific scenario where a druid would not work, but I feel good with my druid joining any combination of four classes (even four other druids).

Now, for your particular group:

A druid does provide ranged dps in three spells. If you're not Balance built, this won't be as strong as that of a mage or warlock, but it's still some, no matter what your build. Moonfire, incidentally, can be a great instant way to finish runners in dungeons, even if you're in feral form most of the way. You also get off-tanking power to protect the priest or handle adds; again, you have this even if you're not Feral built. As with any group, you get backup healing capability.

You do not get great crowd control. At higher levels, Cyclone is a bit. You have a couple of very short stuns in cat and bear. Roots only works outside. Hibernate gives you a bit more against Beasts & Dragonkin (but not Humanoids). So it's not nothing, but most will probably find it a bit less valuable than Polymorph and lots of freeze and chill effects on everything.

I will try to restrain my outpouring of general druid love here. You don't need to be one. But since the possibility was raised, it's at least worth stating that you could, and it would work fine.

Between the other two classes, I have to join those who don't take much of a stand. The warlock's crowd control may also trail the mage's by a bit, but the succubus's seduction or voidwalker's off-tanking can still help. The one that will help most is the one you find most interesting and so become most skilled at using.
#24 Mar 27 2007 at 1:01 PM Rating: Decent
Mage can sheep - huge advantage in instances.

Except not all mobs are sheepable.

Locks can banish elementals and demons.

And locks can off-tank w/ vw or felg. You have two healers in that team - seems to me they can figure out how to keep your pet alive while offtanking.

Mages are great for summoning water and food, however. Never overlook that.

Locks can Soul Store and give wipe insurance, but shaman can ankh.
#25 Mar 27 2007 at 1:27 PM Rating: Decent
As far as DPS, mages and locks are pretty much equals. If mobs die too fast for dots to be super effective...then whats the problem? The mobs are dieing aren't they? Locks shine on bosses and thats the hard part of most instances anyways.

Sheep is wayyy better than any CC a warlock can do, but with some ingenuity you can find ways to keep multiple mobs occupied (felguard / VW tank, seduce (it works pretty well with the talent)).

Warlocks add to groups by having free health pots which on on different timers than regular health pots, they can prevent runners with curse of recklessness, they can fear (this is actually a good form of CC if you pull back far enough), and they have soul stones. With a shaman and a lock your group should never have a corpse run.

Now, having a lock AND a mage makes for a very good combo as you can cast curse of elements improving both your and the mages fire damage. You also have good CC for different types of mobs.

I would never make a character just because he "fits" into a group of your friends. I recommend making what you think will be more fun. Either a mage or lock are viable so choose the style you like best.
#26 Mar 28 2007 at 8:02 AM Rating: Decent
Again, thanks for the responses. The reason i dismissed a druid was because i believed a full out ranged caster was needed, but obvoiusly not. I just hope that my group will be allright with me as a druid.
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