PDA

View Full Version : Protoflame changed


goboy
08-11-2005, 10:46 PM
<DIV>It looks like they changed protoflame - no patch notes on it.  It does damage, but has less HPs.</DIV> <DIV> </DIV> <DIV>My last test.  Level 53 single down arrow mob.  ROC, sent in Protoflame.  After root broke, protoflame maintaned aggro (I did not damage target).</DIV> <DIV> </DIV> <DIV>Maxh 84</DIV> <DIV>MinH 32</DIV> <DIV>On Death - 464</DIV> <DIV>Total damage (1 minute) 1201</DIV> <DIV>Total damage taken 2k</DIV> <DIV>Avoided 28% of the gnolls attacks</DIV> <DIV>Hit gnoll 44% of the time</DIV> <DIV> </DIV> <DIV>DPS 23</DIV> <DIV> </DIV> <DIV>Edit;  this was one fight.  I did a few more, but all were about the same.  This was also against a mob 3 levels higher.</DIV> <DIV> </DIV><p>Message Edited by goboy on <span class=date_text>08-11-2005</span> <span class=time_text>02:47 PM</span>

SalBlu
08-11-2005, 10:49 PM
THANK YOU for posting this.  I was ready to cram my Protoflame spell straight up SOE's backside sideways.  Its nice that they finally made the thing tic with a little bit of power.

TooFarGo
08-11-2005, 10:54 PM
Huzzah! Awesome! <div></div>

goboy
08-11-2005, 10:56 PM
<P>Note, the 434 points of damage on death was just that - it had to be killed by the mob.  If it expires, no big boom.</P> <P>I just tried againts a white (level 50 mob).  It never came close to dying. </P>

goboy
08-11-2005, 11:27 PM
<P>Intersting tactic I am trying.  Grouped encounters in SP.  ROC encounter.  Launch Protoflame on one mob.   Target another mob and kill it.  Target third mob and kill it.  By then protofolame should be expriing and time to kill third mob.</P> <P>During this time, Protoflame will get and keep aggro if I do not damage the mob it is playing with.  Vs white and mobs 2 levels higher, I have yet to see protoflame die.  It does 1300 or so damage in that time (depending on mob level).</P> <P> </P>

Stavenh
08-12-2005, 12:46 AM
What quality level?I've got a master 1 protoflame. Hoping it does more damage then this.

goboy
08-12-2005, 01:18 AM
Apprentice IV.  I would make an adept 3, but it does not exciet me that much.

blynchehaun
08-12-2005, 01:22 AM
< Vs white and mobs 2 levels higher, I have yet to see protoflame die.  > I would expect that to be dropped somewhat. <div></div>

Asterra
08-12-2005, 03:12 AM
Changed why?  Is it overpowering that we now have a pet (of sorts) that can maintain agro and survive as long as we are willing to tolerate 20 dps?  If there's a Wizard out there who feels that's a good way to grind on mobs, more power to them, I say.  Meanwhile, grats on a fancy DOT that does about level 25 damage.  Gee, I wonder if the Master I version looks unique the way they do for Necromancers, Conjurers and even Warlocks?  Actually, I don't wonder.  It's a Wizard spell, after all.

Magu
08-12-2005, 03:32 AM
yeah my adept 1 is still broke both of them only hit for 4 dmg <div></div>

blynchehaun
08-12-2005, 04:25 AM
< Is it overpowering that we now have a pet (of sorts) that can maintain agro and survive as long as we are willing to tolerate 20 dps?  > That depends. Do the Pet Classes have a pet that can maintain Aggro on a +2 lvl Mob, and survive as long as the Conjuror is willing to tolerate whatever the DPS is of that particular pet? If not, then <b>yes</b> it's overpowered. If no, then it's fine. < Actually, I don't wonder.  It's a Wizard spell, after all. > It would be pleasant to see something constructive from you for a change, rather than the incessant petulant whining. <div></div>

goboy
08-12-2005, 05:25 AM
<BR> <BLOCKQUOTE> <HR> Asterra wrote:<BR>Changed why?  Is it overpowering that we now have a pet (of sorts) that can maintain agro and survive as long as we are willing to tolerate 20 dps?  If there's a Wizard out there who feels that's a good way to grind on mobs, more power to them, I say.  Meanwhile, grats on a fancy DOT that does about level 25 damage.  Gee, I wonder if the Master I version looks unique the way they do for Necromancers, Conjurers and even Warlocks?  Actually, I don't wonder.  It's a Wizard spell, after all.<BR><BR><BR> <HR> </BLOCKQUOTE><BR> <DIV>You are misreading (or I did not make it clear).  The pet does not hold aggro - it holds aggro only so long as I do only minimal dps on the mob.  I would also prefer the pet to die so it would explode and do more damage.</DIV> <DIV> </DIV> <DIV>The only use I have found for it is to play with one mob out of a group.  This only works (so far) if I ROC the group first - that way protoflame gets aggro based on the fact it is ahead on dps.  I am actually enjoying this tactic so far.</DIV> <DIV> </DIV> <DIV>The only mob to have killed it so far was a yellow level 53.  So, there may be more mobs out there that will. </DIV> <DIV> </DIV> <DIV> </DIV>

Tar~Palantir
08-12-2005, 08:49 AM
The warlock's netheros pet(from what i have discussed with warlocks) is grossly overpowered, although, what else is new concerning warlocks.

Dae
08-12-2005, 12:44 PM
I'm curious exactly what you think is overpowered about Netheros? Pre-change it does god awful damage and roots us for the duration. Post-change it will do more damage and not root us. From the numbers coming off the test server it will do pretty much identical damage to your pet, except in those situations where your pet dies in a multi-mob situation, in which case you will come out well ahead. Oh and Netheros also requires a reagent to cast. Here's a more important question. Will you ever get your obsession with Wizards vs. Warlocks or are you going to continue to make your entire class look like a bunch of whining idiots by spreading misinformation and generally being an asstard? <div></div>

Jadr
08-12-2005, 01:24 PM
<span><blockquote><hr>goboy wrote:<div></div> <div>It looks like they changed protoflame - no patch notes on it.  It does damage, but has less HPs.</div> <div> </div><hr></blockquote>There were patch notes btw, they changed all the swarm style pets ;o)</span><div></div>

goboy
08-12-2005, 08:56 PM
<BR> <BLOCKQUOTE> <HR> Jadrax wrote:<BR><SPAN><BR> <BLOCKQUOTE> <HR> goboy wrote:<BR> <DIV>It looks like they changed protoflame - no patch notes on it.  It does damage, but has less HPs.</DIV> <DIV> </DIV> <HR> </BLOCKQUOTE>There were patch notes btw, they changed all the swarm style pets ;o)<BR></SPAN> <BR> <HR> </BLOCKQUOTE><BR> <DIV>Well heck, I see nothing swarmy about a single pet.  Never realized it was classified as such.</DIV> <DIV> </DIV>

Tar~Palantir
08-12-2005, 11:16 PM
<P>It does considerable DPS and has good deals of health, and warlocks I ahve talked to seem ecstatic over it.</P> <P><BR> </P> <DIV>Edit: When upgrading, will we see an appearance change is our pet moves from app1, to adept I, to master I?</DIV><p>Message Edited by Tar~Palantir on <span class=date_text>08-12-2005</span> <span class=time_text>12:18 PM</span>

Cecil_Stri
08-12-2005, 11:17 PM
Its not a single pet.. if you upgrade it you get more.

goboy
08-13-2005, 12:34 AM
<P>Hmm, I have an apprentice IV version of the pet - I only ever see one of em when I cast.  I never ever ever cast this before the combat changes, so I have no idea what it did before.</P> <P> </P>

adamflanagan
08-13-2005, 01:23 AM
<span><blockquote><hr>goboy wrote:<div></div> <p>Hmm, I have an apprentice IV version of the pet - I only ever see one of em when I cast.  I never ever ever cast this before the combat changes, so I have no idea what it did before.</p> <hr></blockquote>currently you get two white con single down arrow pets. thats at adept 3 btw.</span><div></div>

Jadr
08-13-2005, 04:39 PM
I get 2 at adept 1, so i would think all App get you 1 pet, all Ade get you 2 and masters would get you an amazing 3 pets! ;o) <div></div>

tentim
08-15-2005, 12:19 AM
Is this on test server you mean? Getting a bit confusing on the forum these days <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> <div></div>

Beghard
08-15-2005, 05:43 AM
Master1 is a signle and a doubble down arrow. Even con at 50 and yes there talking about test. <div></div>

Dae
08-15-2005, 01:10 PM
No one in their right mind would get excited about Netheros in its current form. The damage it does is nothing to write home about. The upgraded version sounds a lot more useful though. <div></div>

Asterra
08-15-2005, 01:21 PM
<span><blockquote><hr>Beghard wrote:Master1 is a signle and a doubble down arrow. Even con at 50 and yes there talking about test. <div></div><hr></blockquote></span>Just making sure I've got this correct.  You're saying that even after the combat changes, the lineup remains: Necromancers: Master I gives them a "bloated rat" with a white-con, to lead the pack of summoned rats. Conjurers: Master I gives them a shark with a white-con, to lead the school of piranha. Warlocks (our Sorcerer counterparts): Master I turns their slime pet into a Nightblood, always guaranteed to turn heads when summoned. Wizards: Master I enables no visual upgrade, providing only the single-up plus double-up pair already attainable at Adept III. Why doesn't SOE nerf our ability to solo while they're at it?  Oh, yeah.  They did.  Twice.  They love us.

Tanit
08-15-2005, 06:17 PM
As long as it does some dmg i dont care how it looks. <div></div>

Beghard
08-16-2005, 01:03 AM
Sry i goofed. My M1 of PF isnt on test its on live. I dont know if PFs image has been upgreaded on test or not, i hope so tho. I cant think of very meny fire type mobs that arnt alredy used by another class so maby just a very large increase to their size <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

Yocal_Denmark
08-22-2005, 03:23 PM
<P>Heya, all wizard collegues.</P> <DIV>Everytime you mention Protoflame, you get told how useless they are. I know a ton of wizards who doesnt even have them on their hotbars, and its a shame!</DIV> <DIV> </DIV> <DIV>The only time where i kill stuff at the moment, is on raids (and single-shot stuff; just because i can! :smileywink<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. But on raids i use my dear little Protoflames alot. They are <STRONG>great</STRONG> indicators for AoE's. When standing far from the mob, it can be hard to see when the big 5k-hit lands, but the protoflame goes POOF everytime. Its a nice way for the raid leader to see when it ticks off, and other raid members to know when to be ready to be called in. </DIV> <DIV> </DIV> <DIV>Just a little heads up for our beloved Protoflame :smileyvery-happy:</DIV> <DIV> </DIV> <DIV align=center><IMG src="http://www.60696867.dk/storage/pictures/eq2/signatures/signature_plague_black_eq2boards.jpg"></DIV>

smogfire
12-13-2005, 07:49 PM
I found protoflame to be useful in places where the mob is too spread out to get all of them with RoC. I send in protoflame at first, target it, use a few buffs/debuffs and let it gather all the mob together. Right before they kill it or it expires I use RoC and nuke away. This also gives me a little head start on the killing the mob also. Anyone know another technique? Smog of EF <div></div>

xsvhrs
12-20-2005, 06:34 PM
Just got Protoflame last nite, and I've been expiramenting with different strategies for using it. The best one I've found is to send Protoflame in to go ahead and start doing a bit of damage, and then starting the log cast of Icy Wind. By the time that dot hits, little proto, is nearly expired. The other method I've used is to send in Proto, and then pick mobs off one at a time, so proto hold aggro. In a group though, I'm not sure either of these methods are really very effective. It's like someone else said, a really weak dot. <div></div>

NightGod473
12-20-2005, 07:43 PM
Against grouped encounters, Proto is basically only useful to get a wide-spread encounter to move close together-dies way too fast to do anything else. Against solo mobs, I find the best use is to send in proto, drop surge as soon as it gets agro, then drop cremate once the mob drops under 80%. Then you can either drop another cremate when the first expires once the mob is below 50% or drop a Ball nuke/stun to finish it off.Really, tho, the main use of proto seems to be able to harvest when you get low greens agro on you.<div></div>

MichaelChan
12-23-2005, 07:11 AM
Anyone notice that the holding aggro ability of protoflame is weaker after LU18? I can steal the aggro with my melee skill <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><p>Message Edited by MichaelChan on <span class=date_text>12-22-2005</span> <span class=time_text>07:23 PM</span>

IllusiveThoughts
12-23-2005, 10:35 PM
<BR> <BLOCKQUOTE> <HR> NightGod473 wrote:<BR>Against grouped encounters, Proto is basically only useful to get a wide-spread encounter to move close together-dies way too fast to do anything else. Against solo mobs, I find the best use is to send in proto, drop surge as soon as it gets agro, then drop cremate once the mob drops under 80%. Then you can either drop another cremate when the first expires once the mob is below 50% or drop a Ball nuke/stun to finish it off.<BR><BR>Really, tho, the main use of proto seems to be able to harvest when you get low greens agro on you.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>I've noticed that I can cast protoflame, then wait for it to hit the target once, then I can cast firey convultions and arctic icicles and run up behind and start meleing, then cast cremate, and still not pull agro.</P> <P> </P> <P>Tested it yesterday on solo con mobs.  I can also now cast concussive and lay on a ball of incineration and still not peel agro off protoflame.</P> <P> </P> <P>I think the reason protoflame sometimes does not hold agro is that they made taunts resistable.  Protoflame seems to taunt the target mob when you cast it.  Sometimes the mobs turn and target protoflame right away and other times they head straight for me.  </P> <P>I know that there is no combat spam to support this, but It could explain why pets dont really get agro against white or higher con mobs.</P>