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  1. #81
    Community Member Elaril's Avatar
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    I like the idea of a re work of the way magic works in combat. I don't like the idea of circumventing D&D rules to do so, however. The only thing that is upsetting to me about the potential nerf to WoF is the further deviation from the rules. I like the ideas proposed by some on this thread about reducing the costs of meta's on spells.

    I'm not sure why wizzies get longer cooldowns than sorcs on dc spells, however. Longer casting times, ok, but I think some consideration about effective playstyles of the class should be taken. Sorcs IMHO should get longer cd's on nukes, wizzies on dc spells.

    Oh, and one more thing. I've seen mention of people kiting through firewalls. Why? Other than certain very specific situations, why are you not kiting IN your firewalls?
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  2. #82
    Hero knockcocker's Avatar
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    Quote Originally Posted by Elaril View Post
    Oh, and one more thing. I've seen mention of people kiting through firewalls. Why? Other than certain very specific situations, why are you not kiting IN your firewalls?
    Probably because damage is applied every time a mob passes through a FW than every 2 seconds whilst a mob
    is in a FW...

  3. #83
    Community Member Elaril's Avatar
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    Quote Originally Posted by knockcocker View Post
    Probably because damage is applied every time a mob passes through a FW than every 2 seconds whilst a mob
    is in a FW...
    But you lose that 2 seconds while the mob isn't in the firewall anyway.
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  4. #84
    Community Member PopeJual's Avatar
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    Quote Originally Posted by Torc View Post
    SPELL POINT REGEN – Echoes of Power:

    We’ll be introducing a limited form of spell point regen for players who have “magical training” (as in the feat). This is to avoid a true “out of gas” situation for our casters. The concept is that when a caster drops below a certain spell point threshold a spell point regen effect known as “echoes of power” applies itself until the caster reaches that threshold again. The goal is to allow low level players continue to cast level 1 spells at a diminished rate when their “out of gas” while high level players will be able to continue to use their PRE-s with the meta magics they normally require for high level play.

    Currently in testing… these values are examples mind you…

    • Echoes of power will appear when a player drops below 12 SP.
    • Echoes of power will allow the player to regenerate at a rate of 4 SP every 6 seconds.
    • Echoes of power will remove itself once a player reaches 12 SP or greater.
    When I started reading, my first reaction was "OH NOES! TEH WoW IS COME TO GET US!!!1!one!!!"

    After I finised reading the entire section, I like it. It lets people use their nearly-free spell like abilities (Hypnotism, Wings of Faith) without letting you get back enough spell points to save up for a significant damage spell.

    Also, who's wife did Wall of Fire sleep with? I know at least something like that must have happened for you to take it to the woodshed like that!

  5. #85
    Hero knockcocker's Avatar
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    Quote Originally Posted by Elaril View Post
    But you lose that 2 seconds while the mob isn't in the firewall anyway.
    You're doing it wrong.

  6. #86
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by Elaril View Post
    But you lose that 2 seconds while the mob isn't in the firewall anyway.
    I think they're referring to using multiple firewalls.

    Put three in a row, kite back and forth between the three.

    Tick tick tick - tick tick tick - tick tick tick.

    It works if you're playing with an AI that has fast movement speed, and doesn't stop often to do silly things like chuck a throwing weapon at you.

  7. #87
    Community Member Shade's Avatar
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    Quote Originally Posted by Elaril View Post
    But you lose that 2 seconds while the mob isn't in the firewall anyway.
    2 seconds? No. Depends on how fast said monster moves in and out. Some are very fast.

  8. #88
    Community Member Ganolyn's Avatar
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    Quote Originally Posted by Torc View Post
    Melf’s Acid Arrow (down to 6 SP – Damage updated to 2d4 + 1 per caster level, duration locked to 12 seconds, now has double range, can no longer be enlarged or extended, ray targeting has been improved)
    Is this going to affect the Tortured Livewood Bow in any way? If it casts at level 2 the damage will suck. If it casts at level 12 (ML for the bow) then you might have something.
    Last edited by Ganolyn; 03-21-2011 at 06:03 PM.
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  9. #89
    Community Member Elaril's Avatar
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    Quote Originally Posted by Shade View Post
    2 seconds? No. Depends on how fast said monster moves in and out. Some are very fast.
    Many more are very slow. Like I said, situational.
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  10. #90
    Community Member protokon's Avatar
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    Hey, looks like I can save a feat on my sorc and drop extend.

    sweet
    Proud member of Renowned, Thelanis server.

  11. #91
    Community Member Elaril's Avatar
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    Quote Originally Posted by TheDearLeader View Post
    I think they're referring to using multiple firewalls.

    Put three in a row, kite back and forth between the three.

    Tick tick tick - tick tick tick - tick tick tick.

    It works if you're playing with an AI that has fast movement speed, and doesn't stop often to do silly things like chuck a throwing weapon at you.
    Sorry, saw Shade's post first, see above.
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  12. #92
    Community Member voodoogroves's Avatar
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    Making save or die more useful but making it so you can't cast it frequently is harsh to the point of potential disuse.

    I'm also concerned about hotkey mapping. We all have bars but there is a limit to how many we can effectively cycle using primary bars, etc. I won't be cycling through a bunch of mouse clicks trying to get stuff to land. If the alternative is that all arcanes now are essentially warlocks with a preferred damage type (necrotic, force, etc.) Then I think those are done for me.

    Too many changes at once. I really hope there is still a place for non DC casters, non direct damage casters and still foom for flexibility on the same character ... not simple specialization on a single elemental type where you're doing the same things just with a different element.
    Ghallanda - now with fewer alts and more ghostbane

  13. #93
    Community Member Elaril's Avatar
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    Quote Originally Posted by knockcocker View Post
    You're doing it wrong.
    Oh?
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  14. #94
    Community Member Sweyn's Avatar
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    Quote Originally Posted by DasLurch View Post
    The Echo of Power is worthless. No spells on any of my lists cost less than 12 points except a completely un enhanced MM. To quote a Kobold, Really???! REALLYY????
    If you read the OP you would see its intention was for the spells that sorcs and wizards get for dirt cheap with their PRE's.

    Quote Originally Posted by Gimpinator View Post
    How about scaling the Max SP you cap at with Echoes of Power?

    12 Base, and an additional (+4/5 max per level) would actually be usable, post level 5.
    See above.
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  15. #95
    Community Member TheDearLeader's Avatar
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    On another note, did anyone have a vision, nay, a waking dream of them somehow messing up Purple Name immunities?

    It would be *hilarious* to PWK Horoth. Even if it only lasted long enough for one ToD.

  16. #96
    Community Member Rodasch's Avatar
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    Quote Originally Posted by TheDearLeader View Post
    On another note, did anyone have a vision, nay, a waking dream of them somehow messing up Purple Name immunities?

    It would be *hilarious* to PWK Horoth. Even if it only lasted long enough for one ToD.
    If this is possible, i would not mind the cooldown at all, and would actually learn the spell on my sorcerer.
    Ghallanda Server: Rodasch - GOOlock, Niccolina - Assassin, Jensu - Warlock Enlightened Spirit
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  17. #97
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    30 second cooldown on Wail is the worst for me. Come on.... keep the cooldown where it was and nix the damage boost, we don't care about that anyway.

  18. #98
    Community Member Kinerd's Avatar
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    I'm not going to attempt to keep up with what I am sure will be an enormous thread, so I will offer my feedback and leave.

    The direct damage changes are really bad.

    Getting rid of HP limits on spells is good.

    Getting rid of silly immunities is great.

    My hope is that the proposed direct damage changes are meant to give Turbine something it never intends to implement and only intends to retract, to demonstrate that it is responsive to player concerns.

  19. #99
    Community Member ddo4u's Avatar
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    Torc,

    Since you are opening the lines of communication with players on this, could you give some examples of how the "Spell Pass" will affect Divine spells..

    Thanks in advance.

  20. #100
    Words! pie2655's Avatar
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    Cool!
    Quote Originally Posted by FlimsyFirewood View Post
    I'm on it. Nerfing the new thing asap.
    Also, nerfing the old thing too, for balance.
    Quote Originally Posted by Failedlegend View Post
    nnnnnnnmn....Pie is greater than Cake....nnnnnnnnn
    ^^^^didn't need to hypnotize me to make me say that :P ^^^^^^

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