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  1. #21
    Community Member arminius's Avatar
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    The biggest reasons it would likely be unimportant if implemented would be the sp cost vs the (likely very short) duration, and the fact that the monsters you'd most want to use elemental immunity against (like elite dragons) would be precisely the enemies most likely to dispel it or otherwise neutralize it.

    Now, if there was an ITEM that had the effect on it, then Katy bar the door......

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  2. #22
    Founder Hvymetal's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Honestly guys, this is a silly reason not for the spell to be in the game. You know why?

    They already make things immune if they want to. They don't need the spell to do it.
    True, but at least now it is mainly confined to bosses (which I disagree with along with the immunity to trip and stunning blow....) However wouldn't this then become just an easier bandaid and justification to give mobs access to the spell and increase the ever growing power spiral of player vrs. mobs?
    R.I.P. E.G.G. 3/4/08

  3. #23

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    Quote Originally Posted by Hvymetal View Post
    True, but at least now it is mainly confined to bosses (which I disagree with along with the immunity to trip and stunning blow....) However wouldn't this then become just an easier bandaid and justification to give mobs access to the spell and increase the ever growing power spiral of player vrs. mobs?
    I'm confused, because the big consensus when they messed with DToV was that it wouldn't have been as bad if they had bothered to use an in game reason for it. That the tactic itself wasn't so bad it was just the utter lack of a justification. So, if the Energy Immunity spell were in the game, there'd be a logical reason for enemies to be immune to certain energy types (and we could be too).

    The thing is, at a certain point in D&D, energy damage isn't supposed to be the threat that it is in DDO. Heck, it's never really supposed to be the threat it is in DDO, cause D&D doesn't have enemy casters with unlimited spell points who like to spam spells.

    And no, the duration isn't particularly short. In D&D it's 24 hours. In DDO it would probably be 1 minute/level. I can see why that might be a bit overpowered in DDO, due to the Spell Point system and the ability to cast the same spell repeatedly, but the solution to that problem is simple. Give it a (very) long cooldown timer.
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  4. #24
    Founder Hvymetal's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    I'm confused, because the big consensus when they messed with DToV was that it wouldn't have been as bad if they had bothered to use an in game reason for it. That the tactic itself wasn't so bad it was just the utter lack of a justification. So, if the Energy Immunity spell were in the game, there'd be a logical reason for enemies to be immune to certain energy types (and we could be too).

    The thing is, at a certain point in D&D, energy damage isn't supposed to be the threat that it is in DDO. Heck, it's never really supposed to be the threat it is in DDO, cause D&D doesn't have enemy casters with unlimited spell points who like to spam spells.

    And no, the duration isn't particularly short. In D&D it's 24 hours. In DDO it would probably be 1 minute/level. I can see why that might be a bit overpowered in DDO, due to the Spell Point system and the ability to cast the same spell repeatedly, but the solution to that problem is simple. Give it a (very) long cooldown timer.
    True I think part of the reason would be the logical justification, don't get me wrong, I totally disagree with the current immunities, but not only from a logical standpoint, from a gameplay standpoint as well. I just personally feel (this is all personal opinion no real basis for it except perhaps past experiences with the changes to main bosses) that adding the spell immunity would allow them logical justification to extend immunity to non-boss casters, maybe even casting it on mobs near them. Guess maybe I should break out a tinfoil hat huh?
    R.I.P. E.G.G. 3/4/08

  5. #25

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    Quote Originally Posted by Hvymetal View Post
    I just personally feel (this is all personal opinion no real basis for it except perhaps past experiences with the changes to main bosses) that adding the spell immunity would allow them logical justification to extend immunity to non-boss casters, maybe even casting it on mobs near them. Guess maybe I should break out a tinfoil hat huh?
    Well, it probably would.

    But honestly, that's one of the things that helps balance high-level casters.

    Provided they did it reasonably and didn't start throwing immunity everywhere, it should be fine.
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  6. #26
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Well, it probably would.

    But honestly, that's one of the things that helps balance high-level casters.

    Provided they did it reasonably and didn't start throwing immunity everywhere, it should be fine.
    Just what we need... High level, non-boss Mummies that cast Energy Immunity: Fire on themselves instead of ablative Protection from Fire.

  7. #27

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    Quote Originally Posted by Mad_Bombardier View Post
    Just what we need... High level, non-boss Mummies that cast Energy Immunity: Fire on themselves instead of ablative Protection from Fire.
    Yes. We do need that.
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  8. #28
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Yes. We do need that.
    Quiet you!

    Actually, mummies just casting Fire Shield (cold version) would be good enough to be a challenge in most cases. I know I've seen boss mummies do this, but your everyday average goober undead probably shouldn't.

  9. #29

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    Quote Originally Posted by Mad_Bombardier View Post
    Quiet you!

    Actually, mummies just casting Fire Shield (cold version) would be good enough to be a challenge in most cases. I know I've seen boss mummies do this, but your everyday average goober undead probably shouldn't.
    But CR 16 mummies aren't your everyday average goober undead.
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  10. #30
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    But CR 16 mummies aren't your everyday average goober undead.
    In DDO, they are.

  11. #31

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    Quote Originally Posted by Mad_Bombardier View Post
    In DDO, they are.
    But they shouldn't be.
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  12. #32
    Community Member Kerr's Avatar
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    I honestly think that if they keep jacking up the damage potential of fire or other elemental attacks, like the way we see the inferno or dragons doing massive damage, that they should also be jacking up the damage reduction of the resist line of spells. 30 points reduction isn't enough to last two seconds in some of those battles. Might as well be spamming finger of death, like our own casters, instead of using fire.
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  13. #33
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Kerr View Post
    30 points reduction isn't enough to last two seconds in some of those battles. Might as well be spamming finger of death, like our own casters, instead of using fire.
    That's what Prot:Energy, Fire/Cold Shield, and Energy Absorption items are for.

  14. #34
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    Quote Originally Posted by MysticTheurge View Post
    I don't believe it ever was in the SRD.

    The spell is not in any of the physical sources that generally make up the SRD (PHB, DMG, MM, XPH, Epic Handbook, Unearthed Arcana).
    It was I remember going to look at it back when they first change protection to no longer being immunity.

  15. #35
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    Just what we need... High level, non-boss Mummies that cast Energy Immunity: Fire on themselves instead of ablative Protection from Fire.
    That's a good idea - we could be rewarded for taking along Greater Dispelling to knock these mummies down to size.

    An unused spell becomes useful, and mummies become a challenge, not a speedbump that wastes a scorching ray.
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  16. #36
    Community Member Kerr's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    That's what Prot:Energy, Fire/Cold Shield, and Energy Absorption items are for.
    Good luck getting an energy absorption item, and even at the highest level, prot energy spells only absorb 120 damage before going away. Tell that to the two sweeps of Velah's breath attack, assuming it doesn't just dispell the spells, which each hit for 300 damage.
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  17. #37
    Founder Hvymetal's Avatar
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    Quote Originally Posted by sirgog View Post
    That's a good idea - we could be rewarded for taking along Greater Dispelling to knock these mummies down to size.

    An unused spell becomes useful, and mummies become a challenge, not a speedbump that wastes a scorching ray.
    Hmmmm good points guys, ok I am convinced we do need this line of spells in game....
    R.I.P. E.G.G. 3/4/08

  18. #38

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    Quote Originally Posted by sirgog View Post
    I'm concerned that energy immunity would be overpowered. I can hardly imagine a caster choosing not to take this spell, even at level 6 or 7.
    You mean overpowered like an arcane caster never taking firewall or a cleric never taking raise dead?

  19. #39

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    Quote Originally Posted by Missing Minds View Post
    You mean overpowered like ... a cleric never taking raise dead?
    I'd drop Raise Dead for Resurrection if there were any other good 5th level spells to take in its place.
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