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Pins
09-21-2005, 09:46 PM
The Daunting Gaze/Uncertainty/Drain Will/Sap Will(?) Line needs to be changed. The whole drain portion should be upfront, like it was before, so that we are different than the coercers, and because that's the way it was previously. Especially useful to Stun, then mez, but now we cannot do that anymore. The amount drained should be what it is currently, but added up into 1 "hit" rather than a drain over time. Breeze upgrade, well lack of. When raiding, why bring an Illusionist at Lv60? We're useless except as a damage class when compared to bards and Coercers. Coercers have 2 power regen lines for the group, one they get at 60(their breeze line), other at 56(their extra regen line). Bards get it at 55, which is better than ours. Soo let us get something to componesate it, because right now we have nothing over bards and coercers. We need to get an upgrade for it. That and lets get the upgrades at the PROPER level for them. Example, Breeze at 18, Scint Aura should be at 32, but it was previously at 36, and now at 34, move it to 32 where it should be. Along with shift Insight down to 46, which will give us a new breeze at 60, just like coercers, equality solved. The AoE DoT line+interrupt needs to have our spells given at proper levels, apart by the 14 level rule, right now Chromatic Storm and Ceberal Tempest are not apart by 14 levels, but by only 9, this needs to be fixed. I'm kinda iffy on the Fleeting line as well. I mean, 30 seconds every 90 seconds, but considering how EASY it is to actually reach the int cap as it now exists, it's not that great a line. Self-buffed without Fleeting at Lv53 I am at 315 int or so, I think. When I level I'll be adding another 23 int to that, so that's 338, really close to the cap of 378, which when you add a wizard or some other int buffer to the group, you hit the cap. So why have a 111 Int buff for 30 seconds every 90 seconds?(Tranisisent Sentiment Adept I). Honestly cutting it in half, and adding the other half as a Wis buff would be a lot nicer, AoE about to hit, toss up the buff to give extra resists for a little while. Would be well worth it then, but oh well. Savante is also on the iffy bit. Yah it's a REALLY nice spell, but 30 seconds every 180 seconds?(the timer doesn't start until the spell ends) I'm sort of upset on that, but oh well. I guess longer duration would make it really really good. Though I think making it say 90 second recast after the spell ends(so 30 seconds every 120 seconds) would be a nice change on it, with a slight increase in power cost, to say 55 from 46. Other than that, I think we're in good shape. Yes they're minor, except the breeze line one, that NEEDs to be fixed, or for us to be told NO you will be gimpified power regeners HAHAH!, but hey may as well get them mentioned.<p>Message Edited by Pinski on <span class=date_text>09-21-2005</span> <span class=time_text>01:47 PM</span>

Manyak
09-25-2005, 04:34 AM
<DIV>i absolutely agree with everything. back in the day, an illusionist had nearly nothing to contribute to a raid except for the breeze and the mana drain. this was the illlus purpose. mezzing only came on rare occasions. and now, coercers are better against any raid mob since they get better breeze at 60, better mana drain, and have spells more geared toward a single mob than all the adds. coercers always had the advantage in DPS.....et them keep it. just give us back our advantage with the breeze</DIV>

Anu'hu
09-26-2005, 08:43 PM
<P>[expletive ninja'd by Faarbot] Calaglin, you beat me to the punch:smileyvery-happy:. I totally agree with ya bro. The int modifier damage is so fubared its totally making the Fleeting Sentiment line worthless. I mean, have you seen the int gear thats dropping out of Desert of Flames. 18 int robes, 16 int rings, 12 15 int belts, 17 int hats, and the quested stuff is just as good. Plus all this stuff is just treasured! Some of this stuff is just as good as my T5 fabled gear which is horse [expletive ninja'd by Faarbot]. With gear like this any mage wont have a problem reaching the lvl cap and that leaves the Fleeting Sentiment line in the crapper. Cutting it in half and adding a wis component to it would be great, since we seem to buff int and wis.</P> <P>Savante also needs to be looked at also. Its a really good spell but the recast is just way to long. How useful can it really be if you can only use it every 2 minutes and 30 seconds. It needs to come in line with our other "burst buff" spell, the Fleeting Sentiment line. Savante should be a 30 duration with a 1 minute 30 recast timer, that only seems right.</P> <P>Zimm The`Puppetmaster - 60th illusionist of Antonia Balye</P> <P>Halcyon Affinity</P> <P> </P>

SunT
09-26-2005, 09:24 PM
<P>I agree.</P> <P>Make Savante and Fleet on the same timer.  Then you can have power rounds, increased damage and reduced cost.  Great for pull right now but then staggered the rest of the time.</P>

Aedos
09-27-2005, 12:09 AM
Agree about the int cap its way too low. 420 int at lvl 60...first of all its making our fleeting sentiment line of spells completely useless but what annoys me the most is that it again makes getting lots int gear completely pointless. This is kinda frustrating as I think they did very good job with illusionists in the revamp but upgrading gear/spells is BIG part of mmorpg´s too and basicly with such low int cap we are exactly at the same point as pre-revamp int gear is pretty meaningless. Wasnt the whole point of the revamp to make spell AND GEAR upgrades meaninful? SOE needs to make getting better gear for mages mean something! having int cap you hit with just self buffs is just sad. <div></div>

ScamprinSlippy
09-27-2005, 12:18 AM
<P>Pinski: "Breeze upgrade, well lack of. When raiding, why bring an Illusionist at Lv60? We're useless except as a damage class when compared to bards and Coercers. Coercers have 2 power regen lines for the group, one they get at 60(their breeze line), other at 56(their extra regen line). Bards get it at 55, which is better than ours. Soo let us get something to componesate it, because right now we have nothing over bards and coercers"</P> <P>..."Other than that, I think we're in good shape. Yes they're minor, except the breeze line one, that NEEDs to be fixed, or for us to be told NO you will be gimpified power regeners HAHAH!, but hey may as well get them mentioned."</P> <P><FONT color=#99ff00>Coercers will NOT get an upgrade to Ease in the next expansion, and we will get an upgrade to Insight.  And if I'm not mistaken, bards have one regen skill that is a little bit better than Insight (due to the level they get it), but we have two power related skills in addition to Insight.  Devitalizing stare is a good spell now, use it.  Furthermore, the question of "why bring an Illusionist at Lv60?" is quite uninformed... we can mezz well on raids, and we can stifle the main raid mob and any of its unmezzed guards with color shower and further stifle the main raid mob that single target stifle (I forgot the name).  We stifle very very well, in and out of raids.</FONT></P> <P><FONT color=#99ff00>As far as the Fleeting Sentiment line... well I haven't paid to much attention to the practical damage increase for mages, but I'm being told it increases the damage on procs, for all classes, so thats something we should take into consideration... being that non-mage classes have low INT.  </FONT></P> <P><FONT color=#99ff00>The combat revamp has been good to us, better to us that it was to nearly any other class.  And its about to get better with the invisibilty changes.  According to the poll, the majority of us agree that we are stronger.  Only 9% of the people polled think we are weaker (according to the results on sept 26th).  Be thankful that you aren't in one of the classes that got hit bad by the combat changes, and please have some fun with it, our class is about 2 bazillion-million times more fun to play than it used to be.</FONT></P> <P>Message Edited by ScamprinSlippy on <SPAN class=date_text>09-26-2005</SPAN> <SPAN class=time_text>01:22 PM</SPAN></P><p>Message Edited by ScamprinSlippy on <span class=date_text>09-26-2005</span> <span class=time_text>01:50 PM</span>

Impetus
09-27-2005, 12:27 AM
<div></div><span><blockquote><hr>ScamprinSlippy wrote:<div></div> <div></div> <p><font color="#99ff00">The combat revamp has been good to us, better to us that it was to nearly any other class.  And its about to get better with the invisibilty changes.  According to the poll, the majority of us agree that we are stronger.  Only 9% of the people polled think we are weaker (according to the results on sept 26th).  Be thankful that you aren't in one of the classes that got hit bad by the combat changes, and please have some fun with it, our class is about 2 bazillion-million times more fun to play than it used to be.</font></p><hr></blockquote> And about that poll. Of course we agree that we are stronger. We didn't have much room to go anywhere other than up. Still doesn't mean there can't be adjustments made. Or that we can't have discussions about what should or should not be changed.</span><div></div><p>Message Edited by Impetus on <span class=date_text>09-26-2005</span> <span class=time_text>08:24 PM</span>

ScamprinSlippy
09-27-2005, 12:55 AM
<P>Um... oops</P> <P>deleted the paragraph about savante.</P> <P>Yeah I think its great to have discussion about the changing game mechanics, and to point out certain things that weren't as well planned as others, but we don't need uninformed knee-jerk reaction posts on our board if we want the devs to help us out.  Randomly flipping out will produce random changes in the game, and since we generally agree that things are going well for us, we should be careful what we say to the developers</P> <P>Message Edited by ScamprinSlippy on <SPAN class=date_text>09-26-2005</SPAN> <SPAN class=time_text>01:55 PM</SPAN></P><p>Message Edited by ScamprinSlippy on <span class=date_text>09-26-2005</span> <span class=time_text>01:56 PM</span>

SunT
09-27-2005, 06:47 PM
One thing to remember about the Int Cap.  ALL classes benefit from higher INT.  Most classes do not max INT.   So your buff may not help you but it most certainly helps your group.

KaynanEmberwood
09-27-2005, 07:20 PM
<span><blockquote><hr>SunTsu wrote:ALL classes benefit from higher INT. <div></div><hr></blockquote> Really?  What does int do for priest or meele classes (other than SK's)?  I thought their power pools were based on strength, agility or wis? I'm probably missing something obvious <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span><div></div>

Akyl
09-27-2005, 07:32 PM
It allows them to hit harder with any nuke spells they might be using.  INT not only controls the power pool for mages, but it directly relates to the amount of magical damage that any class does. <div></div>

Pins
09-27-2005, 08:43 PM
<blockquote><hr>Akylah wrote:It allows them to hit harder with any nuke spells they might be using.  INT not only controls the power pool for mages, but it directly relates to the amount of magical damage that any class does. <div></div><hr></blockquote>Priests, doing damage on a raid? *tsk* *tsk*, that tank just dropped.That leaves Crusaders and Bards with magical damage and being sort of lowballed due to their other primary stats. So, doesn't seem like it's that useful, since most of bards attacks are melee, as the same with crusaders.Therefore, not a big deal.

zit
09-28-2005, 02:04 PM
<P>The impact of INT on healers and and melee is prolly not as high as on mages, its still there though i would think. Even on raids.</P> <P>Several healer for expample have proc buffs which they put on the MT or other melee classes. I have not tested weather a proc buff uses the INT stats of the original caster or the target the buff is on, in any case a healer proc on a melee would benefit from the INT of one of them.</P> <P>Several melee also get arcane damage added to some of their attacks (my monk got a heat dot for example), i would assume these also go up with higher INT, cant guarantee though. Maybe someone can check.</P> <P>Besides on many raids we ask healers to debuff raid mobs and some debuffs come with a damage component. So healers doing damage on raids doesnt mean they are nuking instead of healing. Just like enchanter are able to focus on mez while our Dismay on the sorcerer will still do damgage for us or we foucus on stifle and using Color Shower, healers can focus on keeping the MT alive and still will benefit from INT.</P>

JackAll
09-28-2005, 04:45 PM
<P>I would not be so quick to place coercers above illusionists in the damage pile.</P> <P>We (coercers) are having a very hard time outdamaging tanks in tank mode atm.</P> <P>I would guess illusionists are having the same problems though. So we are back at talking about who suck the most.</P> <P>Lol. And to think it was looking so good for a time.</P> <P> </P> <P>Regards,</P> <P>JackAll</P>

MillsFairchild
09-28-2005, 06:32 PM
<div></div><span><blockquote><hr><p><span></span></p><blockquote><hr>JackAll wrote:<p>I would not be so quick to place coercers above illusionists in the damage pile.</p><p>We (coercers) are having a very hard time outdamaging tanks in tank mode atm.</p><p><b>I would guess illusionists are having the same problems though. So we are back at talking about who suck the most.</b></p><p>Lol. And to think it was looking so good for a time.</p><div></div><hr></blockquote><hr></blockquote>Well, you <i>could </i>guess or you could read any of the posts telling you that assumption is incorrect.  Whichever.</span><div></div>

Padi
09-28-2005, 06:48 PM
<DIV><BR> <BLOCKQUOTE> <HR> JackAll wrote:<BR> <P>I would not be so quick to place coercers above illusionists in the damage pile.</P> <P>We (coercers) are having a very hard time outdamaging tanks in tank mode atm.</P> <P>I would guess illusionists are having the same problems though. So we are back at talking about who suck the most.</P> <P>Lol. And to think it was looking so good for a time.</P> <P> </P> <P>Regards,</P> <P>JackAll</P> <BR> <HR> </BLOCKQUOTE><BR>I am pretty curious on what kind of DPS coercers are doing as well.  Oh, and I'd like to just cation you about assuming a tank is in tank mode when he's tanking.  Many if not most the tanks I group with, tank in offensive mode except when facing a difficult named.</DIV>

Northernhammer
09-28-2005, 08:13 PM
My dps goes up and down; I can compete with tanks, but assasins/rangers got me beat by a country mile. I do take over when fighting muliple mob encounters. Of course I cant beat a warlock (my level 25 warlock does the same damage as my 51 illusionist).

JackAll
09-28-2005, 09:38 PM
<P>Im sorry to say that when I look at the log for this week I score a solid 52,6 DPS in EQ companion.</P> <P>When I try to be DPS though Im just shy of 100 average.</P> <P>This is at lvl 40 in a group with no charmed pet.</P> <P> </P> <P>Regards,</P> <P>JackAll</P> <P> </P>

DavidJay
09-28-2005, 11:45 PM
I mean come on I orinially posted how i want enchanters to have better dps and Mills chewed me out along with others but you say only 100dps??? i mean thats just rediculously low if you lay down your2 dot lines and your color shower and your pysch spec you have to be hitting near 200 especially if you throw in some dds or the double Ive heard some claim in one of these posts they hit 350dps i think. granted color shower has a long retymer so its dmg cant be constantly in the configuration but put prismatic strife on a monk and uses it in about 5 seconds mine is currently hitting for up too 450 so that in itself is 300dps a sec, only casting one spell heehhehehh

DavidJay
09-28-2005, 11:46 PM
<DIV>oops your a coercer [Removed for Content] so those spell lines dont apply, but surely you guys have comparable lines and can easily hit 200-250dps</DIV>

JackAll
09-29-2005, 12:37 AM
<DIV>First off. Im lvl 40</DIV> <DIV> </DIV> <DIV>Second. If I solo blue mobs with a blue charmed adept3 pet average 135</DIV> <DIV> </DIV> <DIV>Every now and then you will get procs on all your reactives and hit close to 300.</DIV> <DIV> </DIV> <DIV>I think my record is 275</DIV>

zit
09-29-2005, 11:46 AM
<P>comparing dps of a lvl 50+ illusionist to a lvl 40 coercer for sure doesnt seem fair. :smileyvery-happy:</P> <P>even to compare coercer vs. illusionist at same lvl can be a bit tricky as both do damage in different ways and results can look very different depending on situation. i have not come accross a high lvl coercer yet who was complaining about his damage potential though. as far as i know in certain situations coercer can put out dps that makes sorcerer nervous and jealous, but i dont know how steady coercer dps is in an average group.</P> <P>for lower lvl range, several illusionists stated that they feel their damage to be rather weak. i have not been mentoring since combat changes, so cannot comment on it.</P>

Signal9
09-29-2005, 07:22 PM
<P>Coercer damage 'potential' is decent, but in actuality, it's very streaky.  We lost our 450 DD, and had it replaced with a damage proc line, which goes off whenever the RNG wills it.  And you know how bad that can be.  6 procs in a row, or none in the whole battle.</P> <P> </P> <P>It's almost impossible to estimate Coercer damage without doing a large sample, and averaging.</P>

Padi
09-29-2005, 07:31 PM
<BR> <BLOCKQUOTE> <HR> Signal9 wrote:<BR> <P>Coercer damage 'potential' is decent, but in actuality, it's very streaky.  We lost our 450 DD, and had it replaced with a damage proc line, which goes off whenever the RNG wills it.  And you know how bad that can be.  6 procs in a row, or none in the whole battle.</P> <P> </P> <P>It's almost impossible to estimate Coercer damage without doing a large sample, and averaging.</P> <BR> <HR> </BLOCKQUOTE><BR>Our proc is far from streaky.  Unless you are casting it on our pet or other casters.  Basically you load a proc on a melee.  When he hits the mob, it procs 3 times instantly.  I can't recall a time it didn't get all procs off before it expired, unless the mob died before the melee could hit it.

SunT
09-29-2005, 08:13 PM
<BR> <BLOCKQUOTE> <HR> Padien wrote:<BR><BR> <BLOCKQUOTE> <HR> Signal9 wrote:<BR> <P>Coercer damage 'potential' is decent, but in actuality, it's very streaky.  We lost our 450 DD, and had it replaced with a damage proc line, which goes off whenever the RNG wills it.  And you know how bad that can be.  6 procs in a row, or none in the whole battle.</P> <P> </P> <P>It's almost impossible to estimate Coercer damage without doing a large sample, and averaging.</P> <BR> <HR> </BLOCKQUOTE><BR>Our proc is far from streaky.  Unless you are casting it on our pet or other casters.  Basically you load a proc on a melee.  When he hits the mob, it procs 3 times instantly.  I can't recall a time it didn't get all procs off before it expired, unless the mob died before the melee could hit it. <BR> <HR> </BLOCKQUOTE><BR>My pet often does not get off all three, Conj/Necro pets do not always get if off, and some tanks do not get it off either.  Best is to cast on non-tanking mele in offensive stance. <DIV> </DIV> <DIV>My crush is only 200 so this is a likely factor in my pets performance, but not the other caster pets.</DIV>

PigLick
09-29-2005, 08:29 PM
<span><blockquote><hr>Signal9 wrote:<p>Coercer damage 'potential' is decent, but in actuality, it's very streaky.  We lost our 450 DD, and had it replaced with a damage proc line, which goes off whenever the RNG wills it.  And you know how bad that can be.  6 procs in a row, or none in the whole battle.</p> <p>It's almost impossible to estimate Coercer damage without doing a large sample, and averaging.</p> <div></div><hr></blockquote>Not only is it streaky due to the RNG, but other than our 2 DDs (which are low damage), all our other spells are reactives, so any stuns and stifles will eliminate the possibility of our spells doing any damage. PigLick</span><div></div>

Anu'hu
09-29-2005, 09:34 PM
<P>When did this become a debate about Coercer spells and DPS, lets get back to what the Thread is about.</P> <P>Zimm - 60th illusionist of Antonia Bayle</P> <P>Halcyon Affinity</P>

Padi
09-30-2005, 12:30 AM
<BR> <BLOCKQUOTE> <HR> SunTsu wrote:<BR><BR> <BLOCKQUOTE> <HR> Padien wrote:<BR><BR> <BLOCKQUOTE> <HR> Signal9 wrote:<BR> <P>Coercer damage 'potential' is decent, but in actuality, it's very streaky.  We lost our 450 DD, and had it replaced with a damage proc line, which goes off whenever the RNG wills it.  And you know how bad that can be.  6 procs in a row, or none in the whole battle.</P> <P> </P> <P>It's almost impossible to estimate Coercer damage without doing a large sample, and averaging.</P> <BR> <HR> </BLOCKQUOTE><BR>Our proc is far from streaky.  Unless you are casting it on our pet or other casters.  Basically you load a proc on a melee.  When he hits the mob, it procs 3 times instantly.  I can't recall a time it didn't get all procs off before it expired, unless the mob died before the melee could hit it. <BR> <HR> </BLOCKQUOTE><BR>My pet often does not get off all three, Conj/Necro pets do not always get if off, and some tanks do not get it off either.  Best is to cast on non-tanking mele in offensive stance. <DIV> </DIV> <DIV>My crush is only 200 so this is a likely factor in my pets performance, but not the other caster pets.</DIV><BR> <HR> </BLOCKQUOTE><BR>I guess I play with better equipped tanks.  Like I said, not one time have I cast it on a tank and it didn't proc 3 times.  And for your info, it can proc many more times if used under the proper conditions.  I've had 15000 damage fights that lasted only 6 seconds for 2800 dps when used at the right time.

SunT
09-30-2005, 01:12 AM
<BR> <BLOCKQUOTE> <HR> Padien wrote:<BR><BR> <BLOCKQUOTE> <HR> SunTsu wrote:<BR><BR> <BLOCKQUOTE> <HR> Padien wrote:<BR><BR> <BLOCKQUOTE> <HR> Signal9 wrote:<BR> <P>Coercer damage 'potential' is decent, but in actuality, it's very streaky.  We lost our 450 DD, and had it replaced with a damage proc line, which goes off whenever the RNG wills it.  And you know how bad that can be.  6 procs in a row, or none in the whole battle.</P> <P> </P> <P>It's almost impossible to estimate Coercer damage without doing a large sample, and averaging.</P> <BR> <HR> </BLOCKQUOTE><BR>Our proc is far from streaky.  Unless you are casting it on our pet or other casters.  Basically you load a proc on a melee.  When he hits the mob, it procs 3 times instantly.  I can't recall a time it didn't get all procs off before it expired, unless the mob died before the melee could hit it. <BR> <HR> </BLOCKQUOTE><BR>My pet often does not get off all three, Conj/Necro pets do not always get if off, and some tanks do not get it off either.  Best is to cast on non-tanking mele in offensive stance. <DIV> </DIV> <DIV>My crush is only 200 so this is a likely factor in my pets performance, but not the other caster pets.</DIV><BR> <HR> </BLOCKQUOTE><BR>I guess I play with better equipped tanks.  Like I said, not one time have I cast it on a tank and it didn't proc 3 times.  And for your info, it can proc many more times if used under the proper conditions.  I've had 15000 damage fights that lasted only 6 seconds for 2800 dps when used at the right time. <BR> <HR> </BLOCKQUOTE> <P><BR>Has nothing or little to do with the gear.  Has more to do with the stance and what the tank is doing at the time, i.e avoiding reposte or healing vs using autoattack and spamming damage attacks.</P> <P>If you cast on an MT on an epic or a heavy repost mob, he is not in auto attack so you will likely not get the procs.</P> <P>Also, the Def stances reduce the attack level of the tank, so a 52 hitting a 58 in defensive will likely not hit but every other swing.  Whereas a 52 on a 52 mob will hit almost every time.  If they are in Offensive they hit at a higher attack level, so the opposite happens.  Hence, cast on a offensive mele and you will have better success.</P> <P>Last night it was a full fabled Pally level 52, Mithris.  I would say about 80% of the time he got all three off and I am pretty sure I saw what you are saying about the additional procs.  There were several times when he would use a combat art that would hit everything.  I thought I saw it on one of his true aoe spells.  There were 8-10 mobs in three groups and all of them either proced Pris or Dyna, whatever it was there was a sea of red going off.  I would have to say it was Pris as his Dyna would show grey to me I think, but I did not check my logs so not sure.</P>

Pins
09-30-2005, 05:04 PM
<blockquote><hr>SunTsu wrote: There were several times when he would use a combat art that would hit everything.  I thought I saw it on one of his true aoe spells.  There were 8-10 mobs in three groups and all of them either proced Pris or Dyna, whatever it was there was a sea of red going off.  I would have to say it was Pris as his Dyna would show grey to me I think, but I did not check my logs so not sure.<div></div> <hr></blockquote> Dyna procs off Pris, so you could be seeing both <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Barobra
09-30-2005, 05:30 PM
<span><blockquote><hr>Anu'hunn wrote:<p>[expletive ninja'd by Faarbot] Calaglin, you beat me to the punch:smileyvery-happy:. I totally agree with ya bro. The int modifier damage is so fubared its totally making the Fleeting Sentiment line worthless. I mean, have you seen the int gear thats dropping out of Desert of Flames. 18 int robes, 16 int rings, 12 15 int belts, 17 int hats, and the quested stuff is just as good. Plus all this stuff is just treasured! Some of this stuff is just as good as my T5 fabled gear which is horse [expletive ninja'd by Faarbot]. With gear like this any mage wont have a problem reaching the lvl cap and that leaves the Fleeting Sentiment line in the crapper. Cutting it in half and adding a wis component to it would be great, since we seem to buff int and wis.</p> <p>Savante also needs to be looked at also. Its a really good spell but the recast is just way to long. How useful can it really be if you can only use it every 2 minutes and 30 seconds. It needs to come in line with our other "burst buff" spell, the Fleeting Sentiment line. Savante should be a 30 duration with a 1 minute 30 recast timer, that only seems right.</p> <p>Zimm The`Puppetmaster - 60th illusionist of Antonia Balye</p> <p>Halcyon Affinity</p> <div></div><hr></blockquote>I think that the int cap does seem a bit low when you start adding a bunch of the newer gear from DOF and some fabeled and a little legendary. But, it also leaves you open to think about other things as well, such as maybe a piece of armor that would give you more power then the one with more int. I wouldnt mind picking a piece of armor that gives me a bunch of agi and mitigation too. I tend to solo alot (named and for exp) and wouldnt mind being a little beefier then the next mage. Cause sooner or later those mobs will hit you....</span><div></div>

Manyak
09-30-2005, 05:46 PM
<DIV>while actually getting from 50 to 60, stats arent gonna matter that much. as long as theyre high, ur good. Once at 60 and starting to focus on raids remember this: chances are that you will be put in a group with other mages. each mage subclass has its own int buff, and their int buffs all stack with yours. So you can safely estimate that your int will be approximately 150-200 pts higher than solo, without using fleeting sentiment. so with the cap being at 420 (i believe), at 60 u should aim to have about 240-290 int solo. no more is needed, since it will be buffed in the raid. instead, you can aim to get gear with more power and more wis. wis increases your resists, and thats always good against AoEs. What good is a chanter if hes dead? =)</DIV>

MillsFairchild
09-30-2005, 07:08 PM
<span><blockquote><hr>SunTsu wrote: ...I am pretty sure I saw what you are saying about the additional procs. <div></div><hr></blockquote>I noticed this last night as well, but to a lesser extent.  I was putting it on the Monk, who was also MT.  First of all, he got all the procs off, every time, within a couple seconds.  Secondly, I noticed that every now and then that <i>four </i>procs of Prismatic Shock would go off instead of three.  These weren't AE fights either - they were single mobs. I'd like to find out under what specific circumstances it goes off more than three times.  Maybe counterattacks don't take away from the proc count or something...</span><div></div>

SunT
09-30-2005, 07:21 PM
<P>I have a theory.</P> <P>It only goes off on Mele attacks.  If it goes of on a Multiple target mele or a Multiple attack mele then it hits on all attacks.  I think monks get extra strikes on the same hit so they could go off once for the attack but do damage as many times as the attack allowed for hits.</P> <P>The Pally who I grouped with used a Mele AOE, hit about ten targets and it went off on all of them even tho it was only one attack.</P> <P>Just a theory, but I think that is how it is working.</P>