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dmitya
02-16-2006, 03:51 PM
<div></div><div>I am curious what the point of this spell is?  I honestly can't say I have ever had a time when I needed a 5 second cast AoE that stuns me.</div><div>I challenge someone to come up with a 'real' use for this spell because as I see it:</div><div> </div><div>1. Soloing it is too slow cast to be a saving mechanism for adds, the stun isn't long at all and you would only end up stunned.  It could be used to farm in low level areas and that is about all it can be used for solo (or anything for that matter).</div><div> </div><div>2. In a exp/heroic/instance group the 5 second cast will again make this practically worthless, you will endanger your party more than anything with its use.  It will react too slow to a situation where you get adds, it potentially will create more, if you do get it off there is a chance that a bunch of mobs will then be turning to you with you having no way to attempt a follow up stun b/c you just screwed yourself with the stun after effect.</div><div> </div><div>3. Raiding: Damage on this spell is actually pretty lame... In a raid you should never have two encounters going at once unless it is a low lvl raid.  The dps of this spell is only ok when you factor in a 5 second casting time followed by a 1.5 second stun.  That is roughly 3-5k damage over 6.5 seconds... the 1.5 stun is effectively casting time because you won't be doing much else during it.  The power ratio for casting is awful!  Like someone in another post mentioned... this spell does less damage and effects less targets than apocolypse for more mana and casting time.  Oh... and a nil crystal to boot. </div><div> </div><div>Only positive to this spell is its magic damage type.  But since the spell kinda sucks doesn't mean much.</div><div> </div><div><img src="http://img51.imageshack.us/img51/8496/rift6dw.jpg"></div><div> </div><div>I would be extremely happy if this spell were just scratched entirely... In exchange I would take pretty much anything, even a non-damage spell.  I find the addition of this spell to our arsenal insulting.  I don't know how the wizard fusion spell will play out but it looks to possibly have potential... I think that maneuvering to angle the spell just right will potentially play well for the strategic wizard giving them a targeting option that doesn't otherwise exist now.  Too bad for them it is only 5 meters, but still... no caster stun, no stupid component and higher numbers, they will actually be able to use their bonus spell.</div><div> </div><div>Anyone see something that I am missing to redeem this rift spell? </div><p>Message Edited by dmitya on <span class="date_text">02-16-2006</span><span class="time_text">04:01 AM</span></p>

Sevm
02-16-2006, 09:08 PM
<div></div><div></div><p>I agree somewhat but I like our current pbae line (Abysmal Fury) and would actually like another PBae for xping.  Get a tank to train like 4-5 groups in the area and hit AF with Rift-  Gnight!  Hello sick exp.</p><p> </p><p>Message Edited by Sevman on <span class="date_text">02-16-2006</span><span class="time_text">03:54 PM</span></p>

Ashdaren
02-16-2006, 09:17 PM
<div></div>You have no clue, this spell is the uberest pvp spell ! period

NG23985_01
02-16-2006, 09:23 PM
<div>Nebula is a Targeted-AE. Fury is our PBAE, and it's very weak.</div><div> </div><div>I dont know how this spell Rift will turn out, but currently, I'm not impressed. <img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /></div>

BetaMaster
02-16-2006, 09:32 PM
<div></div><div>Two obvious uses have already been suggested.  This spell will be GREAT for PvP and it will be good for leveling as well.  Currently have Boundless Fury (Master I) and just cast that over and over when we get into fights that have 3+ encounters it will be great to have another spell to cast as well.  Rift is a great addition.</div><div> </div><div>Abomidable Level 60 Ogre Guardian</div><div>Firebolt Level 60 Erudite Warlock</div>

Tanit
02-16-2006, 10:27 PM
Why do they keep giving sorcerers spells that take ages to cast <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><div></div>

Cecil_Stri
02-16-2006, 10:58 PM
<div></div><p>That spell is AWESOME besides the casting time.</p><p> </p><p>Needs to be lowered to about 3 seconds or even 4</p>

dmitya
02-16-2006, 11:38 PM
<div></div><div></div><p>This is what I was hoping for when I posted... Ideas that I didn't think off.  PvP I can agree and didn't consider that b/c I am not planning on having my Warlock go pvp, however I am still not convinced of solo possibility.</p><p>Why?:</p><p>1. Cast this at the beginning of a battle, when the stun on you wears off you have a bunch of mobs, albeit a bit hurt, running at you.</p><p>2. Cast this during a battle and good luck getting it off.</p><p>3. I'd much rather pull with something with control... Pull with apocalypse and back off until the big hammer comes out and stuns.</p><p>4. This ability in no way synergizes with our typical root tactics as it could break the root leaving you stunned and mob unrooted.</p><p>5. Who actually solo's multiple encounters?... Only junk looters and do you want a spell to facilitate the mass destruction of greys... kinda lame.</p><p>I love the fury line honestly, have mine mastered (as nearly all my spells are).  The reason I love it is because it is friggen quick (as far as sorc spell cast and recast go) and at master does respectable damage... the interrupt may be helping but that is something that you really can't test from the player side cept on long casting mobs.</p><p>Don't just tell me it'll be good soloing, because unless you can frame a scenario for its use I can't see it working.</p><p>FROM A DIFFERENT ANGLE: One thing did occur to me in conjunction to writing this... the possibility of using it in combination with our teleport mob spell while soloing.  It could be used following the casting of that spell if you are sure the mobs are weak enough to die from it.</p><p>I guess that would be a legitimate use... Not very practical IMO and I also find no use for soloing techniques as I am a raider/grouper.</p><p>Please, prove me wrong b/c I doubt that we are going to get a good spell in exchange for this or even have it made usefull for that matter.</p><p>Message Edited by dmitya on <span class="date_text">02-16-2006</span><span class="time_text">10:47 AM</span></p>

MilkToa
02-16-2006, 11:45 PM
<div></div><div></div><div>The spell is fine with me except for the absurd cast time. In the situations where I use AOE spells 5 seconds is just way to long; either all the mobs will be dead before I get the spell cast or I'll be constantly interrupted and die before it gets successfully cast.</div><div> </div><p>Message Edited by MilkToast on <span class="date_text">02-16-2006</span><span class="time_text">10:47 AM</span></p>

pharacyde
02-17-2006, 12:05 AM
<div>I don't realy see how rift could be good for XP grps with a 600 mana cost, unless you have like monkey totems, mana regen potions stacked up to hell. You could cast 2 devastatoin for more damage and the same power. And the only class that might be able to keep aggro would be a zerker, which limits it very much in class organisation.</div><div> </div><div> </div><div>Ah well it's still nice to see 12mobs die all at once I guess <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>

Schaestm
02-17-2006, 12:15 AM
<div>k well there is only one way that I see this as being useful for how I play my warlock, and that would be timing this spell so that it lands 1.5 seconds before the stun portion of devastation/apocalypse lands.  Technically this is not even possible given .5 second recovery and 5 second cast, apocalypse lasts 6 seconds so the fastest you could do it is 0.5 seconds before.  Maybe if you have all spell haste on and fast casting so you don't get interrupted, but you would need to have 20% faster cast time to get it in on time.  If you pulled that off correctly the encounter you are fighting would be stunned by apocalypse for 3 seconds after you got this cast off so would give you time to say, root, or nebula for stun and then a root etc.  Only other option available to prevent your [expletive haxx0red by Raijinn] being kicked would be to have arcane deflection going on in there too..</div><div> </div><div>Oh, but good luck getting apocalypse off in pvp at all, you would likely die first.  In any case, given you are also stunned for 1.5 seconds when you do this, its pvp value is 0 unless it 1 shots whoever you are fighting.</div><div> </div><div>Personally I would be happy if they removed the part that stuns us, and did one of these two: upped the damage on this by like 20%, OR made it unlimited number of targets.</div>

Senen74
02-17-2006, 01:04 AM
<div></div>You will find plenty of uses for this spell in KoS, alot of the instances you will end up with 1-3 grps of mobs on you at any given time and this is about the best spell you can use to do mass dmg aswell as the stun to help your healers keep the tank up.  The best part of the spell is you can precast it without any mobs in range and by the time your tank gets back with a pull it will land and you can start your regular spell routine.  In beta this has been my bread and butter lead off spell and it has worked great no agro problems so far as guardians get a new M2 ae taunt at 64 and it seems to do a very good job at holding agro. 

dmitya
02-17-2006, 01:24 AM
<div></div><div>Thank you for your reply Senen, I am curious does it only hold for the Guardian?  I</div><div> </div><div>I am glad to hear that this may suit the dynamics of KoS.  Does it remain useful in raid instances?</div>

Tanatus
02-17-2006, 01:43 AM
<div></div><p>roflmao who ever said this spell will good err work in PvP is NUTS</p><p>a) in 5.0s casting time warlock will be - dead, stun, stifled, interupted, pacified, mezed because every single combat art have casting time 0.2-0.5s</p><p>b) roflmao ppl dont be silly by lvl 70 not a single spell no matter nature of spell will be able land on ANY chars that raided even a little bit - because 3000-3500 resistance (which will be median for lvl 70) GARANTY you immunity for any form of magical damage in PvP</p>

IllusiveThoughts
02-17-2006, 02:39 AM
<div></div><div></div><blockquote><hr>dmitya wrote:<div></div><div> </div><div><img src="http://img51.imageshack.us/img51/8496/rift6dw.jpg"></div><div> </div><hr></blockquote><p>the wizard equivilant of fusion, at master 1 level will max out at 10K per target for a max of 3 targets, at 9pts shy of the int cap.</p><p>My question is if this master 1 screenie was at the int cap or close to it?</p><p>as it sits now with a max of 12 targets at max dmg of 4890 = 58680 dmg in 5s.  Your effect radius is also 10 meeters more than the wizard one and is a pb aoe circle around you. 15m is quite large.</p><p>fusion at 10k x 3 = 30k dmg, and we'll have to work pretty hard to get 3 mobs in a 45 degree arc that is less than 5m away.  most wizards will use this spell and get 1-2 if their lucky as most mobs tend to run in circles around the tank. which means the spells should wash under differing circumstances.</p><p>for arguments sake lets say its an encounter of 3 heroics, wizard gets all 3 in the 45 arc cone within 5m, and does average 8k per mob 6k-10K range.  thats 24k</p><p>warlock also casts this and averages 3900 per mob which equates to 11700. </p><p>if the wizard can only get 2 mobs in the 45 degree arc he only does 16k, and if he can only get one he does 8k</p><p>the dynamics start to change in favor of the warlock when the amount of targets goes over 5. </p><p>dont forget it seems this can be used on multiple encounters too.  so get those tanks aoe taunting and pulling 2 groups of 3 and you will pwn.  put a wiz and warlock to gether and it would be awesome.</p><p>the only thing I see that needs a change is the stun duration needs to be in line with the wizard one at 2 seconds. not 1.5</p><p>Message Edited by IllusiveThoughts on <span class="date_text">02-16-2006</span><span class="time_text">01:42 PM</span></p>

Senen74
02-17-2006, 03:34 AM
<div>Well its hard to speculate on what other tanks can achieve obviously Paladins with amends will have little problem holding agro against the spell, but Sk's/Zerkers I'm not sure they would be as effective.  The test group I ran around with mainly was a Guardian,zerker,illusionist,fury,warden and myself the warlock.  The expansion ingeneral is a step up in difficulty across the board most of the new mobs use the class skills you will even find some useing there respective ancient line ups which can be very nasty.  Our survivability is as good as its ever been realy and alot of that rest on what kind of tank you have around and of course there gear being fabled out and most skills ad3/m1.  If not your going to have alot of problems especialy casual players and pickup groups I see having the greatest issues with this expansion as it is not remotely friendly to that player base, such is my perspective being in a raid guild.</div>

Burnout
02-17-2006, 06:49 AM
<div></div>besides the insane cast-time & the fact that the dmg isn't done at the end of the cast-time, but at end of the spell (so 1.5s later) - this spell is sure very nice.used it on several raid/-zone tests & it is sure a nice dps add - if you use it wise. it's no fire and forget spell - but i don't play a caster for easy playing (not after all that love from soe to sorc classes)<div></div><p>Message Edited by Burnout on <span class="date_text">02-17-2006</span><span class="time_text">03:54 AM</span></p>

Victicu
02-17-2006, 06:53 AM
3 min recast on any sorc spell might as well be a fluff spell

Worrick
02-17-2006, 08:09 AM
<div>There have been many times I wish I had a second out of encounter AE, this spell looks good to me except for the casting time. But even then we already have soem 4 secodn spells 1 more second while annoying is still doable. And remember if you cast this and your target dies you keep casting, if you tried devastation you'd interupt and have to cast over that can take well over 5 secodns that this does.</div>