Originally Posted by
dubyprime
As I stated it is less unbalanced than Wail/CoD
I guess I run with too many 40+ dc Evoker FVSs.
I felt the context of the nerf was intended to include ubercasters with multiple past lives specifically built for the multi target Instakill spells. I apologize if I misread that. As I stated I'm not fully read on this thread and don't intend to be.
If you could point me to the posts where FVS's imploding 6 or 7 Drow in epic Von3 was intended to be left out of this nerf, or explain to me how that is well balanced with respect to Melee's i would be appreciative.
How do those FVS's implode 6 or 7 monsters?
According to the wiki:
You create a destructive resonance field around yourself that lasts 10 seconds. Every 2 seconds, the aura causes one nearby corporeal enemy to collapse in upon themselves and die. Or upon a successfull fortitude save, it deals 2d3+6 damage per caster level every 2 seconds for 10 seconds. No initial tic, you get a total of five tics, one after 2, 4, 6, 8 and 10 seconds.
So, Implosion has a chance to kill 1 enemy every 2 seconds up to a total of 5 enemies. Each enemy gets a saving throw as well as having to penetrate their Spell Resistance. The cooldown is 60 seconds.
I believe the complaint/concern was that casters clear entire rooms/dungeons with insta-death spells. Most posts I've read indicate the concern is with PMs casting Wail and CoD. Implosion has a cap of 5 monsters and a 60 second cooldown whereas Wail has no cap and a 30 second cooldown.
As far as balance goes, I don't know how much damage a ubermelee does in 60 seconds, but I'm sure it's quite a bit and someone has calculated it. But come on, Implosion is a 9th level spell, top of the line, it should do more damage than a lot of axe swings.