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[Archmage] Transfer Magic

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gungnir08
Posts: 126

[Archmage] Transfer Magic

Post#1 » Mon Mar 28, 2016 5:47 pm

I've been screwing around with Transfer Magic, and I wanted to know what my fellow Archmages think about it.

I've noticed that it seems to be effective against the many melee trains that run around on Destruction, and it's pretty cool to be able to literally go from no AP to a full bar in a single tick if you hit enough enemies with it. I'd be interested in seeing what happens if you get two or more AMs running it at the same time, perhaps with an Engineer for AoE hexes to bury the AP drains under so as to impede any group cleansing DoKs until the damage has been done, so to speak. I imagine the potential for AP denial could be pretty absurd under the right circumstances.

At the very least, it seems a viable alternative to Restorative Burst for healing AMs, in zerg situations. It also might give DPS AMs a neat supporting role, though I'm admittedly not quite up on what the standard DPS AM's build is, with respect to tactics (Divine Fury, Master of Force, ???).
Topoheals R40/RR4x AM, Topohammer R40/RR4x WP

Topocurse R40/RR83 Chosen, Topoblades R40/RR7x WE, Toposkull R40/RR6x Zealot

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Sigimund
Posts: 658

Re: [Archmage] Transfer Magic

Post#2 » Mon Mar 28, 2016 5:55 pm

It is the key to AP management on my Vaul AM. I cover it with Rain Lord.

I usually can't tell if the AP denial is doing anything but I have had some destro players contact me to complain.

It is a nice feeling seeing a dozen tennis balls full of AP flying towards me.

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gungnir08
Posts: 126

Re: [Archmage] Transfer Magic

Post#3 » Mon Mar 28, 2016 6:44 pm

Sigimund wrote:It is the key to AP management on my Vaul AM. I cover it with Rain Lord.

I usually can't tell if the AP denial is doing anything but I have had some destro players contact me to complain.

It is a nice feeling seeing a dozen tennis balls full of AP flying towards me.
Ah, good catch. I'd forgotten about Rain Lord and Law of Age to work as cover for the debuff. I don't even have Rain Lord on my hotbar right now, since it gets disrupted so much.

I think it definitely makes a difference with respect to draining AP from melee trains. It's probably more noticeable as a healer, since when you're healing and paying attention to health bars, you might be more prone to notice when a train that was eating people alive a little while ago is suddenly able to be healed through.

And yeah, I like the animation too. I can't remember if it's the same as it was on Live though, since I definitely played around with the tactic there too.
Topoheals R40/RR4x AM, Topohammer R40/RR4x WP

Topocurse R40/RR83 Chosen, Topoblades R40/RR7x WE, Toposkull R40/RR6x Zealot

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