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  1. #1
    Community Member Dispel's Avatar
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    Arrow "Power Word: Kill" Cooldown

    The cooldown for PWK is very extreme. 3.5 minutes. It doesn't even work on orange names in epics.

    Aside from taking out the cleric at the start of eChrono I don't see much point in keeping it.

    Even Manyshot gets a 2 minute cooldown, and can kill more than 1 non-orange-named with Slayer Arrows.

    Please lower it. Thoughts?

  2. #2
    Community Member Vellrad's Avatar
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    The spell is powerfull, and cooldown must be long, because it would be an easy button.
    However, 210 seconds is a lot, I think that 3 minutes (and 2:30 or 2:40 for sorcs) should be good.
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  3. #3
    Community Member Drona's Avatar
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    How about we change all timers on the already over powerful wizzies/sorcs to ZERO SECONDS so that we melees can just enter and pike the quests???

  4. #4
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    4 mins was ok when it worked on orange named.

    Now it don't.

    2 mins sounds about right now since they took away the #1 use of it.

  5. #5
    Community Member Rian's Avatar
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    To my understanding, there is NO SAVE to this spell, it is truly an INSTANT KILL against monsters that are causing you a problem such as casters (deathward? dispell!)

    and please do not bring many shot into this, we are still considered "low dps" by a lot of people and only capable of DPSing for 20 seconds and ranged combat is considered broken.

    They're also probably trying to take the dependcy off of necro spells and more into DPS spells (other than firewall and polar ray).

    However, if you absolutely, positively, without a doubt need to PWK an orange named then they should be allowed a chance to resist it, similar to the Abbot and Disinigration (but it should low).
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  6. #6
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by Rian View Post
    To my understanding, there is NO SAVE to this spell, it is truly an INSTANT KILL against monsters that are causing you a problem such as casters (deathward? dispell!)
    Still affected by Spell Resistance. So, at least one die roll is made prior to a mob's death.

    Yeah, PWK is still a little too steep cooldown-wise to be useful. If someone wants to insta-kill something, they'll spec for it before bothering to keep this spell on their bar/in their list.

  7. #7
    Community Member Dispel's Avatar
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    We don't need to PWK orange names. We just want a shorter cooldown.

    Low DPS with ~20% chance at Slayer Arrows? (20/1=5% chance*4arrows per shot)

    But, this isn't about that. It's just a comparison. 3:30 aka 210s is too long of a cooldown.

  8. #8
    Community Member TheDearLeader's Avatar
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    Further thought:

    I wonder who this duration was put in mind while thinking about. Because, lets face it, the DDO community moves at many different speeds.

    Was this put in mind with the party that takes an hour to complete Epic Von 1? Because then, a Caster could theoretically use it 9 times.

    And.. then there's those who do it in less than 15. A caster would get, at most, 4 uses out of this spell. Assuming that SR doesn't apply (it doesn't in my situation, but could in similar), that that the mob doesn't move mid-cast and cause a "You are not facing ~" issue, or that you don't fail a Concentration check, that they're not death warded...

    There's a lot of annoyance to having a ridiculously long cooldown, for those that want to move at a good pace.

  9. #9
    Community Member Monkey_Archer's Avatar
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    2 minutes (1:30 for sorcs) seems most reasonable to me.
    This spell is in direct competition with wail of the banshee, which even with its save, usually kills at least 1 target every time you cast it. The ability to directly kill the exact target you want regardless of saves is definitely more powerful then getting 1 random target out of a group, but it should also be balanced against wail's ability to kill 10+ with a good dc and some luck. Over a 2 minute cooldown, you could cast 4 wails, and even with 0 DC (targets only fail on a 1) you could still expect to kill at least 1 target every 2 minutes. Even if it was given a 30 second cooldown, i doubt it would be more useful then wail is.
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  10. #10
    Community Member -Zephyr-'s Avatar
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    Quote Originally Posted by TheDearLeader View Post
    Further thought:

    I wonder who this duration was put in mind while thinking about. Because, lets face it, the DDO community moves at many different speeds.

    Was this put in mind with the party that takes an hour to complete Epic Von 1? Because then, a Caster could theoretically use it 9 times.

    And.. then there's those who do it in less than 15. A caster would get, at most, 4 uses out of this spell. Assuming that SR doesn't apply (it doesn't in my situation, but could in similar), that that the mob doesn't move mid-cast and cause a "You are not facing ~" issue, or that you don't fail a Concentration check, that they're not death warded...

    There's a lot of annoyance to having a ridiculously long cooldown, for those that want to move at a good pace.

    I think they should just fix EVERY spells so the "you are not facing ~" or "~ is out of range" would NOT trigger cooldown, nor it would consume components. This is particularly annoying when using trap the soul, seing those very expensive components on nothing because the monster teleported away or whatever. Or when healing, your target at mass heal gets blocked behind a pillar when the rest of your party is not (epic blood plate in the bank I'm looking at you)
    Last edited by -Zephyr-; 05-28-2011 at 05:54 AM.

  11. #11
    Community Member Emili's Avatar
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    Quote Originally Posted by Monkey_Archer View Post
    2 minutes (1:30 for sorcs) seems most reasonable to me.
    This spell is in direct competition with wail of the banshee, which even with its save, usually kills at least 1 target every time you cast it. The ability to directly kill the exact target you want regardless of saves is definitely more powerful then getting 1 random target out of a group, but it should also be balanced against wail's ability to kill 10+ with a good dc and some luck. Over a 2 minute cooldown, you could cast 4 wails, and even with 0 DC (targets only fail on a 1) you could still expect to kill at least 1 target every 2 minutes. Even if it was given a 30 second cooldown, i doubt it would be more useful then wail is.
    This

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  12. #12
    The Hatchery sirgog's Avatar
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    PWK's cooldown is about perfect at the moment.

    If you only use it in an emergency situation, it's almost always there when you need it. That's what the spell is for - those "Oops, I just aggroed five Healing Scorpions and the group is struggling to out-DPS their Mass Heals" moments. If you try to spam it, it won't be there when (and if) you need it.

    Just like a Paladin's Lay Hands - you'll usually have it when you need it, unless you use it frivolously.
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  13. #13
    Community Member Dispel's Avatar
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    Quote Originally Posted by -Zephyr- View Post
    I think they should just fix EVERY spells so the "you are not facing ~" or "~ is out of range" would NOT trigger cooldown, nor it would consume components. This is particularly annoying when using trap the soul, seing those very expensive components on nothing because the monster teleported away or whatever. Or when healing, your target at mass heal gets blocked behind a pillar when the rest of your party is not "epic blood plate in the bank I'm looking at you)
    This!

  14. #14
    Community Member Alternative's Avatar
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    Quote Originally Posted by fuzzy1guy View Post
    4 mins was ok when it worked on orange named.

    Now it don't.
    this

  15. #15
    Community Member sweez's Avatar
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    Quote Originally Posted by fuzzy1guy View Post
    4 mins was ok when it worked on orange named.

    Now it don't.

    2 mins sounds about right now since they took away the #1 use of it.
    Yup
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  16. #16
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by sirgog View Post
    PWK's cooldown is about perfect at the moment.

    If you only use it in an emergency situation, it's almost always there when you need it. That's what the spell is for - those "Oops, I just aggroed five Healing Scorpions and the group is struggling to out-DPS their Mass Heals" moments. If you try to spam it, it won't be there when (and if) you need it.

    Just like a Paladin's Lay Hands - you'll usually have it when you need it, unless you use it frivolously.
    Except LoH works every time period and depending on enhancements can be used 4 times in rapid succession. PWK has to defeat SR and then has a horribly long cool down. Sooooooo yeah, it's exactly like LoH.............not.
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  17. #17
    Community Member Shade's Avatar
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    Why is the fact sorcs cooldown suddely 10-20% better vs the old 100% better suddenly ok with everyone.
    Still really ****es me off, unjusitified nerf imo.

    Should be wizard: 2 min, sorc: 1min.

  18. #18
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    Quote Originally Posted by fuzzy1guy View Post
    4 mins was ok when it worked on orange named.

    Now it don't.

    2 mins sounds about right now since they took away the #1 use of it.
    Yes.. or we need "Forget Spell" enchantment.

  19. #19
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by Shade View Post
    Why is the fact sorcs cooldown suddely 10-20% better vs the old 100% better suddenly ok with everyone.
    Still really ****es me off, unjusitified nerf imo.

    Should be wizard: 2 min, sorc: 1min.
    This.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
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  20. #20
    Community Member Arctigis's Avatar
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    Quote Originally Posted by Shade View Post
    Why is the fact sorcs cooldown suddely 10-20% better vs the old 100% better suddenly ok with everyone.
    Still really ****es me off, unjusitified nerf imo.

    Should be wizard: 2 min, sorc: 1min.
    +1 from me for this as well...

    Very irritating.

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