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View Full Version : Bug on Pro Elements???



swooshrp
10-31-2008, 03:32 AM
I noticed extend does not work on pro from elements? Is that the intended sequence?

Memnir
10-31-2008, 04:33 AM
Nobody knows for sure, since the Devs have not said anything about it (surprise, surprise). But as others have noted... why extend it anyways? Pro never lasts long enough to make it worth the spell point cost to do so.

Lithic
10-31-2008, 04:51 AM
Nobody knows for sure, since the Devs have not said anything about it (surprise, surprise). But as others have noted... why extend it anyways? Pro never lasts long enough to make it worth the spell point cost to do so.

Extending a pro (or stoneskin for that matter) isnt just wasting spell points, its a BIG mistake that can cost you lots and lots of spellpoints in the long run.

Take the shroud for example. In pt 4, someone casts extended mass pro. Thats fine and dandy at first glance. Now on normal, one fireball can easily leave you with 10ish pts of protection. Now you think, no problem I'll just refresh. Since few would extend anyway, most first casts will be completely innefective as the old protection (with probably 20mins left) supercedes the new protection (with only 16ish minutes of duration), even though the new protection would be vastly superior. So thats at least 25sp lost (Assuming a cleric is self-casting fire pro to replace what was lost). Assuming you figure out what's going on, it will then cost you an extended protection to refresh something that will be gone in the next 4 minutes anyway. If you DON'T realise it, you can waste a ton of spell points casting over and over thinking its just lagging, or misfireing or something.

So please, make stoneskin and protection, and ALL future ablative spells unextendable. If you haven't used them up in 16mins, why are you sitting at the entrance twiddling your thumbs? :D

Desteria
10-31-2008, 04:55 AM
Extending a pro (or stoneskin for that matter) isnt just wasting spell points, its a BIG mistake that can cost you lots and lots of spellpoints in the long run.

Take the shroud for example. In pt 4, someone casts extended mass pro. Thats fine and dandy at first glance. Now on normal, one fireball can easily leave you with 10ish pts of protection. Now you think, no problem I'll just refresh. Since few would extend anyway, most first casts will be completely innefective as the old protection (with probably 20mins left) supercedes the new protection (with only 16ish minutes of duration), even though the new protection would be vastly superior. So thats at least 25sp lost (Assuming a cleric is self-casting fire pro to replace what was lost). Assuming you figure out what's going on, it will then cost you an extended protection to refresh something that will be gone in the next 4 minutes anyway. If you DON'T realise it, you can waste a ton of spell points casting over and over thinking its just lagging, or misfireing or something.

So please, make stoneskin and protection, and ALL future ablative spells unextendable. If you haven't used them up in 16mins, why are you sitting at the entrance twiddling your thumbs? :D

BUT BUT BUT my monk tanking Sulu regulary needs extended stoneskin,IT lasts the whole fight on elite with the one cast, omg dont make me use oen of my 6 clickies of it they drom combat exper :(

Turial
10-31-2008, 06:47 AM
I imagine its a work around on a durability bug that I and others that found where if you have a low durability protection spell that was extended you can not cast a lower duration version of that same spell to reset the durability.

I would imagine they will restore the extendability once they figure out how to fix it so the spell sees durability as the strong point rather then time.

Example:

22 minutes of protection from fire with 10 points of protection left is seen as stronger then 16 minutes of protection from fire with 120 points of protection.