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  1. #1
    Community Member Atremus's Avatar
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    Default Request - Soundburst Stun: Stun duration increase

    First, thanks to the developer that added/fixed helpless to the stun effect on Sound Burst Stun. My only request or suggestion is that the stun duration be changed from 6 seconds flat to 6 seconds + 6 seconds every 2 caster levels for a max of 24 second or 30 seconds so that a party of melee can enjoy the bonus damage on more than 1 monster per cast as monster HP increases through the game.
    Last edited by Atremus; 01-23-2014 at 10:10 PM.
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  2. #2
    Community Member redspecter23's Avatar
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    Quote Originally Posted by Atremus View Post
    First, thanks to the developer that added helpless to the stun effect on Sound Burst Stun. My only request or suggestion is that the stun duration be changed from 6 seconds flat to 6 seconds + 6 seconds every 2 caster levels for a max of 24 second or 30 seconds so that a party of melee can enjoy the bonus damage on more than 1 monster per cast as monster HP increases through the game.
    As long as the cooldown remains at 3 seconds, I'm fine with a 6 second stun. It is a level 2 spell. It will already be one of the best level 2 spells with the 6 second duration. You want more? Go with casters and mass hold spells at higher levels.
    Kaarloe - Degenerate Matter - Argonnessen

  3. #3
    Community Member HastyPudding's Avatar
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    Wait, what? That's a long time to remain helpless. Way to make enchantment useless when any bard or cleric can spam soundburst and stun everything in sight. Since it's going from a daze to a stun effect, my guess is the stun should be removed upon taking damage. No reason a low lvl sonic spell should have the potency of a lvl 9 mass hold monster.

  4. #4
    The Hatchery Wipey's Avatar
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    Quote Originally Posted by HastyPudding View Post
    Wait, what? That's a long time to remain helpless. Way to make enchantment useless when any bard or cleric can spam soundburst and stun everything in sight. Since it's going from a daze to a stun effect, my guess is the stun should be removed upon taking damage. No reason a low lvl sonic spell should have the potency of a lvl 9 mass hold monster.
    EE mobs will is 10 or so lower than fort save.
    Mass hold can easily last 10 - 20 seconds or more, Soundburst is 6.
    Heightened Soundburst costs the same as Mass Hold.
    It's relatively easy for a Wizard to get good enchant even as "secondary" school ( although as my friend says, even as necro you should cc first, killing comes second, and tbh I see lot of wisdom in that, anyone can perform "killing " role, great cc, not so much ), while cleric needs all the past lives to get their evocation that high.
    Don't know about bard " evocation situation", because you know, noone play bards.

    Again, will save is much easier to target.

    Shahang (hjealme), Wipekin (kotc), Nezhat (barbie) Ghallanda/Devourer

  5. #5
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    Quote Originally Posted by HastyPudding View Post
    Wait, what? That's a long time to remain helpless. Way to make enchantment useless when any bard or cleric can spam soundburst and stun everything in sight. Since it's going from a daze to a stun effect, my guess is the stun should be removed upon taking damage. No reason a low lvl sonic spell should have the potency of a lvl 9 mass hold monster.
    The only way you will make it be as good as a Level 9 Mass Hold Monster is if you Heighten it, and then the spell point cost goes up to 50 SP which is about the same as Mass Hold Monster?

  6. #6
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    Quote Originally Posted by Atremus View Post
    First, thanks to the developer that added helpless to the stun effect on Sound Burst Stun. My only request or suggestion is that the stun duration be changed from 6 seconds flat to 6 seconds + 6 seconds every 2 caster levels for a max of 24 second or 30 seconds so that a party of melee can enjoy the bonus damage on more than 1 monster per cast as monster HP increases through the game.
    lets.... not due this.... dont forget, such things work both ways, so those casters soundburst in areas like von3, or GH quests, possibly the new area, who end up spamming it none stop alos make us helpless. (I was literally held for two minutes due to failed saves on my arti, even when I saved I barely got much of a chance to move before I was stunned again and eventually ended up dying from it since they spammed it so much).

    unlike most holds, soundburst doesnt have a save every so often, its a set 'once your hit its a 6sec stun'.

  7. #7
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    An indirect bard buff this will never make it live. No need to panic everyone.

  8. #8
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    Quote Originally Posted by Kielbasa View Post
    An indirect bard buff this will never make it live. No need to panic everyone.
    Bards need it to work with enchantment DCs; we are already DC challenged with enchantment, evocation is that little bit lower.

    In fact, as part of a balancing of Bards, Bards should have an enhancement that allows them to use all of their spells with the same DC.
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  9. #9
    Community Member Qhualor's Avatar
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    think about the times you were helpless and how much damage you took in those few seconds. show mercy to the mobs.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  10. #10
    Ultimate Completionist
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    It kind of looks like this:
    Anyone besides me try this in EE questing?

    Name:
    Order's Wrath

    School:
    Evocation (Lawful spells)

    Level:
    Clr 4, Fvs 4

    Spell Point Cost:
    15

    Components:
    Somatic, Verbal

    Metamagic:
    Empower, Enlarge, Heighten, Maximize, Quicken

    Range:


    Target:
    Foe, Positional, Breakable

    Duration:
    Instantaneous

    Saving Throw:
    Will save takes half damage and negates Dazed

    Spell Resistance:
    No

    Cooldown:
    4 seconds

    Description:
    Lawful power smites your targets. Only Chaotic and Neutral (Not Lawful.) creatures are harmed by the spell. The spell deals 1d4+4 points of damage per 2 caster levels (Maximum damage 5d4+20.) to a Chaotic creature, or 1d3+3 per caster level (Maximum damage 10d3+30.) to a Chaotic Outsider, and causes it to be Dazed for 6 seconds. A successful Will save reduces damage to half and negates the Dazed. The spell deals only half damage to creatures who are neither Lawful nor Chaotic, and they are not Dazed. This spell can only be cast by Lawful or Neutral casters, it has no effect when cast by a Chaotic caster.
    Last edited by Silverleafeon; 01-25-2014 at 05:51 PM.

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