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Thread: Extend?

  1. #21
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    2 words...

    PUG VOD

    any1 that does this knows that non-extended buffs just dont cut it. (yes i know it cant be done fast enough with the best possible group)

    If we see any new quests even remotely like this, it wont matter how good your finger is if you have to completely rebuff a full raid group halfway through.
    When I am leading a VOD often there are a ton of pugs. I will often designate and ask specific people to cast displacement at times during the quest. This is a bad example on your part because of the specifics of a VOD raid. Displacement is such a powerful spell in there that as leader I feel I should remind the caster and bard to cast it. A better example would be running a 6 person quest in the Vale or SOS area. Displacement and similar buffs are very nice to have but I and other players will not likely remind people to buff except at the beginning of the quest.
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  2. #22
    Community Member Monkey_Archer's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    When I am leading a VOD often there are a ton of pugs. I will often designate and ask specific people to cast displacement at times during the quest. This is a bad example on your part because of the specifics of a VOD raid. Displacement is such a powerful spell in there that as leader I feel I should remind the caster and bard to cast it. A better example would be running a 6 person quest in the Vale or SOS area. Displacement and similar buffs are very nice to have but I and other players will not likely remind people to buff except at the beginning of the quest.
    Im talking about resists and gh. In a pug this quest can already be tough on clerics. When people run out on gh and resists it just makes the clerics job twice as hard healing fire/lighting damage they shouldnt have taken in the first place and removing fear.

    Its usually a 1 caster only quest, and if that caster cant buff you may as well get a different caster

  3. #23

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    Quote Originally Posted by Shima-ra View Post
    If you are wondering about those saves...

    The new area is the plane of battle, and over there everyone gets GH, so there is no need to cast it anymore. (just like the marilith room in PoP)

    However, that also means every mob also has GH.
    So not only are they higher lvl mobs with better saves, they all have a free +4 all saves. That makes even the lowliest henchman hard to take down with any spell that has a save.


    You should be good at what you do.
    Just go over to Lamania and test out your sorc see if you can still indulge some luxury, like extend.
    1) Been there on my sorc.
    2) Had no problem landing. Energy drain and pop it with what ever. No problem
    Quote Originally Posted by Tolero View Post
    *pokes the patch with a stick* get out there you,
    Quote Originally Posted by Tolero View Post
    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
    Quote Originally Posted by MadFloyd View Post
    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  4. #24
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    Quote Originally Posted by FluffyCalico View Post
    1) Been there on my sorc.
    2) Had no problem landing. Energy drain and pop it with what ever. No problem
    Sounds to me like you had a problem landing spells, essentially needing to cast 2 high level spells for one effect.

    Extend is a low priority feat to any pure caster now, I would guess will be even less important in Mod 9.

  5. #25
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    Quote Originally Posted by Monkey_Archer View Post
    2 words...

    PUG VOD

    any1 that does this knows that non-extended buffs just dont cut it. (yes i know it cant be done fast enough with the best possible group)

    If we see any new quests even remotely like this, it wont matter how good your finger is if you have to completely rebuff a full raid group halfway through.
    and vision i found was really the only reason to keep extend. though i like it increasing my webs, wall of fire, acid fog and so on i am seeing now that it simply is not necessary for the mojority of the time. i cast haste a lot in raids and no i don't run vision anymore on my caster so i may be biased, but as a caster, i am seeing the need to be versatile so i don't see any need for extend.

  6. #26
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    Quote Originally Posted by FluffyCalico View Post
    1) Been there on my sorc.
    2) Had no problem landing. Energy drain and pop it with what ever. No problem
    Yup you did have problems landing. All casters do and will. The fact you had to cast this is indicative. Others report the same. An Energy Drain is 2d4 negative levels which is minus 2-16 on their saving throws. Personally I now combine Energy Drain and Bestow Curse on my high DC sorcerer.

    Here's what I used extend on when it came to the Lammania open area mobs:

    Otto's Irresistable Dance- base time is 12-30 seconds, becomes 24-60 seconds. Gives you time to debuff and kill and heal if needed. Always lands, my favorite new spell.

    Solid Fog, Firewall- Some of the mobs have very high reflex saves but they are vulnerable to fire. It's just they have a fair amount of HP and fire resistance on. Extended allows you to crisp them with one to two casts.

    Haste, Displacement- I like to stay healthy and not worry about these things every two minutes.

    Web- it doesn't land as much on the new mobs but still helps occasionally.

    Suggestion/Mass Suggestion- I do still like to enchant sometimes when combined with curse and/or energy drain.

  7. #27
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    Quote Originally Posted by Samadhi View Post
    At first my thought was "of course keep extend - I want every second out of my hastes - no exceptions!!"

    I am somewhat intrigued by the comments about insane mob saves, however. As more of a crowd control / insta-death caster versus a nuke-bot; what spells are you using on Llama that you notice insane saves?
    School of enchantment is the hardest to land because they have a permanent Greater Heroism type planar effect (as do players) *and* extra saves versus Enchantment from their mantle/aura/whatever.

  8. #28

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    Quote Originally Posted by Humperdink View Post
    Yup you did have problems landing. All casters do and will. The fact you had to cast this is indicative. Others report the same. An Energy Drain is 2d4 negative levels which is minus 2-16 on their saving throws. Personally I now combine Energy Drain and Bestow Curse on my high DC sorcerer.

    .
    LMAO the fact the game is not push one button and move on is not "problems landing spells"

    There are reasons debuffs exist and if saves are so low the debuffs aren't needed thats called brokenly simplistic. The fact debuffs means something again just means the game is no longer ment for a 5 year old to master in 10 min flat.
    Quote Originally Posted by Tolero View Post
    *pokes the patch with a stick* get out there you,
    Quote Originally Posted by Tolero View Post
    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
    Quote Originally Posted by MadFloyd View Post
    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  9. #29
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    Quote Originally Posted by FluffyCalico View Post
    LMAO the fact the game is not push one button and move on is not "problems landing spells"

    There are reasons debuffs exist and if saves are so low the debuffs aren't needed thats called brokenly simplistic. The fact debuffs means something again just means the game is no longer ment for a 5 year old to master in 10 min flat.
    Agreed. Debuffs do have a place in the game. But when a well built and high end equipped 20th level specialized caster needs to cast debuff spells on each trash mob in an open area just to get spells to effectively land, something is off. Multiple power gaming casters have now reported they needed to cast debuffs just to consistently land spells on trash mobs.

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