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View Full Version : Conjuror Consolidated Bug List


laedyana
04-20-2005, 02:55 AM
<DIV>Ok - I took a shot at updating this - and separating out what I felt were bugs vs annoyances/balance issues. I also tried to clear up the descriptions a bit. Let me know if I missed anything or if I included anything that has already been fixed.</DIV> <DIV> <P><B><U><SPAN>Conjurer Pet Bugs</SPAN></U></B><SPAN></SPAN></P><SPAN> <P><B>No Implied Targeting </B>- Pets have a lack of implied targeting. You should be able to target your pet and see its target, and cast damage spells on your pet and have them hit your pets target just as you could if you were targeting another player.  Also it would be nice to have an implied targetting for the mobs when they have the pet targetted so that when the pet loses aggro, this shows up when the mob targets the conjuror...</SPAN></P> <P><B><SPAN>Pets Switch Targets without being told to</SPAN></B><SPAN> - Pets switch targets without being told to. (this appears to be slated for being fixed in Live Update 7</SPAN></P> <P><B><SPAN>Our high DPS (air/fire) pets do less damage than our solo//tanking pet</SPAN></B><SPAN> - The DPS for the Air and Fire pets is significantly lower (30%-50%) than the Tellurian Veteran even with both being Adept III. The caster pets are supposed to be DPS pets yet it is completely useless when compared to the Veteran. There is simply no reason or situation to use the caster pet or even the scout pet. </SPAN></P> <P><B><SPAN>Soloing multi mob encounters</SPAN></B><SPAN> – We are at a significant disadvantage when soloing multi mob encounters and there are an increased number of these multi-mob solo encounters in the game – especially at lvl40+ in zones like Feerrott. Our pet is not able to hold the agro of more than one mob at a time. We need better tools to be able to enjoy these solo encounters. Our solo pet (earth pets) need an AE taunt (encounter only), or alternatively we need an AE stun or some other mechanism to be able to engage these types of encounters given our very light armor type.</SPAN></P> <P><B><U><SPAN>Conjurer Bugged Spells</SPAN></U></B><SPAN></SPAN></P> <P><B><SPAN>All AoE Spells </SPAN></B><SPAN>- Given the extended casting times of our AoE and the speed in which most of the group mobs die, it is not uncommon for the mob to be dead before the AoE lands . When you cast any AoE Spell and the target its being cast on dies, the spell affects none of the other mobs in the encounter (Even though you see the particle effects of the spell).. If it is an AoE spell, then it should affect the entire encounter even when initial target dies. An acceptable work around until this is fixed might be to shorten the casting time of our AoE spells.</SPAN></P> <P><B><SPAN>Aqueous Hunters -</SPAN></B><SPAN>  None of our other pets are resisted when summoned. This spell summons a swarm of pets that sometimes is resisted. This spell should not be resistible since it is not a DOT spell – it summons fish that can be killed by the mob. </SPAN></P> <P><B><SPAN>Camtur's Energizing Aura (lvl 10 Training) - </SPAN></B><SPAN>The power addition it claims to grant when combined with Embers/Pullulation/Gift of the Magi (and maybe even Phlogiston) is negated.  The only powerboost that takes effect is that of the Embers-line buff, as opposed to with Magi's Shielding, where it's powerboost stacks with the Embers-line... </SPAN></P> <P><B><SPAN>Dust Blast (Master1) (13) -</SPAN></B><SPAN> The Master1 version of dust blast is broken. It appears to hit for the same damage as adept1. Dust Blast Adept III and the trait upgrade (ganla's whipping wind, which claims to be adept II quality) both out damage dust blast master1. Dust Blast Master1 hits for 50-80 (same as adept1), Adept III hits for 90's easy and the trait upgrade hits for 100+.</SPAN></P> <P><B><SPAN>Eagle Eye & Flameshield</SPAN></B><SPAN>– This is a single target spell, and if you cast it on 3 different people - in the maintained spell window it always lists you as the target, rather than the actual target you cast the spell on. It makes it hard to keep track of who the buff is on.</SPAN></P> <P><B><SPAN>Essence Shift (15) - </SPAN></B><SPAN> When pets take damage from Essence Shift they consume group reactive heals. It should be ignored just like when we cast Instant Vim on ourselves.</SPAN></P> <P><SPAN>Also</SPAN><SPAN> after summoning an essence shard into ones inventory it gives a value of how much power it will give back upon inspection. This value is 82 for Shard of essence, Sliver of Essence, and Menai's Lasting Essence no matter what the spell quality. However, once equiped the shard shows its true value when re examined. Essence shards show 82 power while in your inventory, and their real value while equipped.</SPAN></P> <P><B><SPAN>Geotic Brand (40.6)</SPAN></B><SPAN> –. Geotic Brand gives a bonus to int, sta, health, AC and cold mitigation. It seems that the initial cast gives the benefit from the +STA, +INT, and +Cold AC and even the +Max Health but...  <I>the +AC vs physical damage is not being granted until you zone</I>. </SPAN></P> <P><SPAN>Also, the Adept1 and Adept3 versions of the spell both have the same description and give the same benefits. There is no change in the benefits of the spell when upgraded from Adept1 to Adept3.   </SPAN></P> <P><B><SPAN>Geotic Brand/Alluvial Brand Stacking.</SPAN></B><SPAN> – Geotic Brand is supposed to be an upgrade to Alluvial Brand which adds 37 to +INT, but it only adds 19 to +INT. This makes it useful for us to stack the spells to get the extra +INT bonus. Either Alluvial Brand should be reduced to only add 19 to INT, or Geotic Brand should be upgraded to add +37 to INT same as Alluvial Brand currently does. There should not be a reason for us to cast both of these buffs when one is clearly intended as an upgrade to the other.</SPAN></P> <P><B><SPAN>Spiked Rain (26) <SPAN> </SPAN>and Klicknik's Bite (43) - </SPAN></B><SPAN>Icon is in maintained spell window, but the lasting effects of the reduced AC vs Melee on mobs is a mystery. Please update spell description to indicate what the lasting effect of the AC debuff is.</SPAN></P> <P><B><SPAN>Taneranthalis' Shuddering Ground (lvl 40 Training) -</SPAN></B><SPAN> An advanced form of Tremor. As a bonus to Tremor it reduces your opponent’s movement speed. Spelldescription before scribing.  Spelldescription (specifics) after scribing mention it 'increases' (not decreases) the opponent's and allies' movement rate by 36 pct (at level 40).  </SPAN></P> <P><SPAN>Also Tremor has a 2 second recast timer, the Shuddering Ground has a 15 second recast timer but is uninterruptable while being cast.</SPAN></P> <P><B><SPAN>Volatile Refuge (2<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> and Volatile Haven (42.6)</SPAN></B><SPAN> - Is this supposed to be just castable on one entity or not?  Either spell description needs to be updated indicating it’s limited to one person, or the spell needs to be changed back to the way it was a month ago when it could be cast on multiple targets.</SPAN></P> <P><B><SPAN>Vehment Stone (40)</SPAN></B><SPAN> – Description says it increases pet DPS by 1% (at adept1). Either the description is bugged or this spell is useless, 1% is not sufficient for a level 40 spell.</SPAN></P> <P><B><SPAN>Vexation combined with Vehement Stone</SPAN></B><SPAN> - With this combination of buffs (and maybe other ones involving either) whenever a groupmember (i.e. someone else then conjurer+pet in the group) engages an enemy, anywhere in the zone (whether we are near or far), we go into combat mode alongside them (not related to AE/AoE-casting/singing/skilling mobs that can affect you over the entire zone).  Even when they (our groupmates) are across the zone, it makes so we don't get out of combat regen on either power or health, no benefits from run speed increases, it breaks invis if we happen to be invisible...  You get the point - we should not go into combat mode unless we have /pet attacked or press the attack button for Melee ourselves (or have cast an offense/beneficial spell).</SPAN></P> <P><B><U><SPAN>Conjurer Spell Annoyances</SPAN></U></B><SPAN><BR><BR><B>Aqueous Hunters -</B>  Considering we are limited in debuffing a MoB versus physical Melee damage and the most common version summons 2 fish 4 levels below us, our fishies can barely hit the mob - while Adept III and Master I add a same-level con shark, not everyone can afford these version or get their hands on them.</SPAN></P> <P><B><SPAN>DoT Stacking Issues -</SPAN></B><SPAN> Conjurer DoT spells do NOT stack with other Conjurers. This <SPAN> </SPAN>is simply unfair as a group can have several wizards in a group and have no problems with DPS declining even though there are 3 wizards that are the same class.<SPAN>  </SPAN>This leads to the next issue</SPAN></P> <P><B><SPAN>No Upgraded DD Spell</SPAN></B><SPAN> - At level 50 most if not all conjurer still use Dust blast (or the trait upgrade) as a means of doing direct damage. One way to address this would have the DD portion of Flaming Agony/Fiery Doom hit at the start of the spell opposed to the end. Our lack of a DD spell with any real punch is disappointing.</SPAN></P> <P><B><SPAN>Equipment Scaling and effect on DPS - </SPAN></B><SPAN>With enchanter power regen buffs, int does not have any real effect on caster dps whatsoever.  Thus as players as a guild gain better equipments, the effectiveness of melee's increases while that of the casters does not.  It is fun gaining better equipment and seeing it translate into effectiveness on the field of battle, it is frustrating gaining better equipment and seeing no effective gains from it.  At 240 int conjurors do the exact same dps as they did when they had 130 int.  I don't think I can express how upsetting this is, to put forward all that work in improving my character for zero gain.  Power regen items are a signifigant boost to caster dps only because nothing else is, its the one thing we currently have that actually helps, but in reality, in comparision to how str and haste buffs assist the melee, its still pitifully weak.</SPAN></P> <P><B><SPAN>Essence Shard Line</SPAN></B><B><SPAN><FONT size=3> -</FONT></SPAN></B><SPAN> Shards should disappear when they are out of charges <SPAN> </SPAN>Long recast (30s) combined with the annoyance of having to open your bags, equip the shard and then use makes this spell undesirable.  It would be useful to have these activateable from inventory<SPAN>  </SPAN>such as was in EQ1, rather than having to be equipped and then activated.</SPAN></P> <P><B><SPAN>Illusions</SPAN></B><SPAN> – Three of our fun spells drop when you cross a zone. One of them does not. The spells that drop are Illusion Earth Elemental, Illusion Water Elemental and Illusion Fire Elemental.  Illusion Air Elemental is also the only one that has no maintained spell icon. </SPAN></P> <P><SPAN>Also – paladin and knight fun spells give a run speed benefit – why don’t conjuror spells give similar benefits such as air illusions providing lev or run speed increases, fire illusions providing a damage shield etc. We would appreciate some fairness in these fun spells so that these spells should be pure fun for all, or have benefits for all</SPAN></P> <P><B><SPAN>Spell-abilities not affecting Epic mobs</SPAN></B><SPAN> - When using Shattered Earth/Ground on 'Epic' labelled mobs, or Any of our stuns for that matter, the spell don't land, period.  While an Epic encounter may not be stifled, why is our damage-portion of the spell being resisted alongside.  Make it immune to stifle/stun - fine, but don't make it immune to damage from a stifle/stun spell.</SPAN></P> <P><B><SPAN>Stuns: Frozen By Time (30) and Heatwave (44) <SPAN> </SPAN>- </SPAN></B><SPAN>Is a 4 second cast time really necessary? At the high end it is easy to lose half your HP when it takes 4 seconds to cast. Particularly given that it is an interruptible spell. Petrify has a 1s cast time, 45 second recast. Our future stuns should follow the same pattern. Feel free to remove the DD-component on the FBT/Heatwave stuns in order to have a shorter casttime like Petrify. Also, stun duration is decreases to 7 seconds as opposed to Petrify's 10.</SPAN></P> <P><B><SPAN>Swarm of Bats</SPAN></B><SPAN> – This new spell that was introduced with bloodline chronicles, is shared with the Necro class making it impossible for a conjuror and necro to stack these two dots when in the same group as each other. Please change it so that the necro spell has a slightly different implementation – swarm of undead bats perhaps.</SPAN></P> <P><B><SPAN>Volatile Haven/Refuge</SPAN></B><SPAN> - Recasting the 'rune' because it's partially gone causes the spell to be cancelled first and then have a 15 second recast timer before we can actually cast again.</SPAN></P> <P><SPAN><BR></SPAN><B><U><SPAN>Conjurer Pet Annoyances</SPAN></U></B><SPAN><BR><B>Pet Damage Filter</B> - There is currently no way to have a separate damage chat filter for pet damage. We are forced to turn all other hits on just to see our pet damage output unless we want to run a 3rd party parser.</SPAN></P> <P><B><SPAN>Ignore AoE Attacks</SPAN></B><SPAN> – I would like AoE attacks to not add to pet aggro. If a mob uses AoE attacks and they hit the conjurer or the pet itself that will cause the pet to draw aggro on the mob. This is a problem while grouping because a mob will AoE, then get mez’d, but it has already aggro’d the pet so the pet will sometimes beat on it and break mez if the conjurer is not careful.</SPAN></P> <P><B><SPAN>Re-Used Pets</SPAN></B><SPAN> – Recycling graphics - it is working great for the Earth (different types of pet throughout the levels/quality), however Aery Stalker and Igneous Magi share the same look at adept III as lower level adept versions of these spells. Please update them with slightly altered looks, and insure the Master version of each of these spells is really cool. I am very disappointed to see Tellurian Hero given the Tellurian Veteran Master look, so please find something cooler than the Earth Golem and change the Veteran Master1 look.</SPAN></P></DIV><p>Message Edited by laedyana on <span class=date_text>04-19-2005</span> <span class=time_text>03:57 PM</span>

Xlap
04-20-2005, 06:23 AM
<P><FONT color=#ffff00><B><SPAN>Swarm of Bats</SPAN></B><SPAN> – This new spell that was introduced with bloodline chronicles, is shared with the Necro class making it impossible for a conjuror and necro to stack these two dots when in the same group as each other. Please change it so that the necro spell has a slightly different implementation – swarm of undead bats perhaps.</SPAN></FONT></P> <P><SPAN><FONT color=#ff0000>i would prefer if we got firey bats..like those in nek forest</FONT></SPAN></P><BR><BR>

Sol-the-Wi
04-20-2005, 07:05 AM
<span><span></span><font color="#ff0000">Also, stun duration is decreases to 7 seconds as opposed to Petrify's 10. <font color="#ffffff">I may be wrong, but ... isn't it 15 seconds? (petrify) I use it all the time and it seems like much more than 10.</font> </font></span><div></div>

YanariiFV
04-20-2005, 05:25 PM
<BR> <BLOCKQUOTE> <HR> Sol the Wise wrote:<BR><SPAN><SPAN><BR></SPAN><FONT color=#ff0000>Also, stun duration is decreases to 7 seconds as opposed to Petrify's 10.<BR><BR><FONT color=#ffffff>I may be wrong, but ... isn't it 15 seconds? (petrify) I use it all the time and it seems like much more than 10.</FONT><BR></FONT></SPAN> <BR> <HR> </BLOCKQUOTE> <P><BR>Petrify = 10 seconds stun (no damage component - limited to level 35 mobs), Frozen by Time = 7 seconds stun (low damage component - limited to level 48 mobs), and Heatwave is 4 seconds stun (high damage component considering our nuke is max. 120 or such - limited to level 65 mobs).</P> <DIV>PS - Kudos to OP'er for giving a shot at maintaining the spells list</DIV><p>Message Edited by YanariiFV on <span class=date_text>04-20-2005</span> <span class=time_text>03:26 PM</span>

vbt546
04-20-2005, 11:43 PM
<P>Implied targeting and my pet is staying on target after LU7!</P> <P> </P> <P>-Xymph</P>

Sol-the-Wi
04-21-2005, 04:55 AM
<span><blockquote><hr>YanariiFV wrote:<div></div> <blockquote> <hr> Sol the Wise wrote:<span><span></span><font color="#ff0000">Also, stun duration is decreases to 7 seconds as opposed to Petrify's 10.<font color="#ffffff">I may be wrong, but ... isn't it 15 seconds? (petrify) I use it all the time and it seems like much more than 10.</font></font></span> <div></div> <hr> </blockquote> <p>Petrify = 10 seconds stun (no damage component - limited to level 35 mobs), Frozen by Time = 7 seconds stun (low damage component - limited to level 48 mobs), and Heatwave is 4 seconds stun (high damage component considering our nuke is max. 120 or such - limited to level 65 mobs).</p> <div>PS - Kudos to OP'er for giving a shot at maintaining the spells list</div><p>Message Edited by YanariiFV on <span class="date_text">04-20-2005</span> <span class="time_text">03:26 PM</span></p><hr></blockquote></span> Yup... I just got told <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> *feels dumb* <div></div>

Xalmat
04-21-2005, 11:12 PM
<P><B>No Implied Targeting </B>This has been fixed with Live Update 7<P><B><SPAN>Pets Switch Targets without being told to</SPAN></B>This has been fixed with Live Update 7<P><B><SPAN>Soloing multi mob encounters</SPAN></B>Due to the changes with pet commands, and the ability to tell our pet to switch targets on demand, I believe this to be <I>less</I> of a problem.<P><B><SPAN>Essence Shard Line</SPAN></B>Unless I'm mistaken, they now disappear when consumed now.<P><B><SPAN>(Pet) Ignore AoE Attacks</SPAN></B><SPAN>No longer an issue.

Wil
04-22-2005, 04:09 PM
Credit for pet kills not being attributed to player...  I am not sure of this but I would venture to guess that we are not getting credit for pet kills...  I was looking at my stats and mob kills and I know my kills should be higher than they are...  this also affects our kill to death ratio now i know its just stats but it bugs me.  :0 ) Also noticed after LU7 when zoning into instanced zones you have to recast pet buffs... can anyone else confirm <div></div>

Xalmat
04-22-2005, 11:24 PM
<blockquote><hr>Wilyn wrote:Credit for pet kills not being attributed to player... I am not sure of this but I would venture to guess that we are not getting credit for pet kills... I was looking at my stats and mob kills and I know my kills should be higher than they are... this also affects our kill to death ratio now i know its just stats but it bugs me. :0 ) Also noticed after LU7 when zoning into instanced zones you have to recast pet buffs... can anyone else confirm <div></div><hr></blockquote>This has always been the case.

dbo1
04-24-2005, 08:25 PM
<DIV>One other annoyance you may want to add to the list is that since LU7, pressing the tab key to target the closest enemy or npc will now target the pet if he happens to be the closest to you. This can be annoying, not only to the conj, but to group and raid members too. </DIV> <DIV> </DIV> <DIV>Otuj</DIV>

YanariiFV
04-25-2005, 03:01 PM
F8 does it as well, target the pet that is (closest target), or any node nearby...