View Full Version : Drawing of Souls purposed fix
MrGrimm9
11-18-2005, 01:24 AM
<DIV>I thought of a pretty good way to really make those spells useful. Instead of them being a 1 time thing, have like 3 or 5 charges on the spell. If you could use that awesome hp buff or pestilent soul 5 times before it dissappeared from your spell bar, you can be sure I would spend the time to get it again as soon as I lost it. As of right now, soothing soul just sucks, the snake doesn't scale with your level, and there is hardly a good time to use flayers soul or the lifebond. </DIV> <DIV> </DIV> <DIV>This spell has so much potential but aside from the debuff it is fairly useless right now. If they fixed some of the spells just a little bit, or let us have 3-5 charges before these spells depoped. This would actually be a great addition to the necro spell line.</DIV> <DIV> </DIV> <DIV>One last option could be to ensure that you get a new spell 100% of the time but all their current stats are the same and you only get 1 charge.</DIV> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by MrGrimm999 on <span class=date_text>11-18-2005</span> <span class=time_text>12:08 PM</span>
Nosewar
11-18-2005, 02:16 AM
I think it's perfect as it is. Count yourself lucky we have such a fun spell that essentially gives us 6 spells for the price of 1. You can't have everything.
KBern
11-18-2005, 10:17 PM
<P>Well it would be nice if they were useful.</P> <P>Raising max HPs for 30 secs does nothing if the tank cannot regen those hps to use them...same with the Max Power buff...pretty useless.</P> <P>The Servile Soul is useless also once it turns green.</P> <P>The heal is nice, the AOE is nice, and the Dot is nice, but the rest need some work to validate the use in any consistent way.</P>
Nosewar
11-19-2005, 12:52 AM
<DIV>I think servile soul not scaling with level was an oversight. A 52 mob can't hit a 58+ for crap. We'll prob see that fixed. As for the buffs that are 30 sec duration, I agree that is too short and should be 1 min at least. But I agree only because Drawing Souls does not result in a temp spell every time, and once you put 4 or 5 on your bar, it takes forever to get that last one or two. Otherwise I would be happy with the 30 sec duration if I could simply draw another soul and use another temp spell during a long fight.</DIV>
Abazagorath
11-21-2005, 09:42 PM
No, I don't think that this spell needs to be changed in any way. If you do not normally use the other spells (I only use the AE), then you can be assured that you will get whichever spell you're missing back rather quickly if you cast Drawing in every fight. As for the buffs, yeah, the offensive one is not too great UNLESS you put it onto someone who has trouble hitting orange or red mobs, as their increased offensive ability will now give them a better chance of landing an attack provided that the mob is not immune to the attack that they are using. Unstoppable Soul is actually an AMAZING spell and it is unfortunate that we, unlike conjurors, really offer nothing to ourselves or others in the way of defense outside of this spell. Though you can look at it as 30 seconds is useless, any raiding guild will tell you that the first 30 seconds of an encounter is the most crucial time since aggro is not fully established, pathing can be an issue, mobs often hit with big opening shots, etc. That extra 340+ mit and 14% HP is awesome to put on the MT during that time. Next, I do not think that the snake's level was an oversight - it is a level 52 spell and the snake stays at that level. It is not a "full spell," so I don't expect it to scale, nor do I even care since its attacks are quite weak even to a mob of the same level. It won't be useful at ALL in a tier 6 raid, so it's best just to leave it in your spell book and get the aforementioned spells back. The heal is really only useful for yourself to combat AE DoTs and such and the DoT is weak, but it at least has some other effects to it that don't make it too terrible (I still never use it). As someone already said, consider these extra spells a gift since the debuff is already a good enough spell without these as bonuses.
KBern
11-21-2005, 09:52 PM
<DIV>If the MA received the +14% in HPs I would agree, but it simply raises the max HP's from what I have seen and 30 seconds does not even give enough time to regen those HPs during combat.</DIV> <DIV> </DIV> <DIV>And the spell was desinged to give us bonus spells so why shouldn't the bonus spells work the same as every other CA and Spell....scaling for 14 levels of game play?</DIV> <DIV> </DIV> <DIV>This spell is not very complete or well thought out but overall it is a nice spell and I still use the debuff of the main cast and also some of the other spells when I think they may help.</DIV>
Eirgo
11-21-2005, 10:01 PM
<BR> <BLOCKQUOTE> <HR> KBern wrote:<BR> <DIV>If the MA received the +14% in HPs I would agree, but it simply raises the max HP's from what I have seen and 30 seconds does not even give enough time to regen those HPs during combat.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I usually use this spell in groups right before the MT pulls. I have never noticed him have to regen the 14% hp - he goes from roughly 7.6k/7.6k hp to 8.7k/8.7k hp - then pulls. I watched the timer run out last time - and it when it dropped it appeared to only decrease his max hp and not take any of his health.</P> <P>In raids, the necros usually cast this spell in turns keeping it up on the main tank as long as possible. It is harder to tell in the middle of the raid if the spell gave him +14% max hp and hp - or just max hp; but I always assumed it gave both.</P> <P>Are you all sure that he is only receiving the boost to max hp and not a heal of the same amount? And is this only happening to you in the middle of a fight?</P>
KBern
11-21-2005, 10:05 PM
<P>Personally I have never tested it, but go by the description in the spell.</P> <P>Iam pretty sure it simply says increases max hp's by 14%.</P> <P>But then again consumption had a wrong description and now changed.</P> <P>If someone has tested I would be curious to know for sure if this just raises the cap or actually adds in 14% of hps.</P>
MrGrimm9
11-21-2005, 10:38 PM
<BR> <BLOCKQUOTE> <HR> KBern wrote:<BR> <P>Personally I have never tested it, but go by the description in the spell.</P> <P>Iam pretty sure it simply says increases max hp's by 14%.</P> <P>But then again consumption had a wrong description and now changed.</P> <P>If someone has tested I would be curious to know for sure if this just raises the cap or actually adds in 14% of hps.</P> <BR> <HR> </BLOCKQUOTE><BR>It raises his maximum hp by 14%. It also gives him 14% hp to reflect his new max. Example if a MT hp was 10000/10000, and you casted this spell, his new hp would be 11400/11400
El Chupacabr
11-21-2005, 10:40 PM
I've never seen that... guess I could've been mistaken.
Eirgo
11-21-2005, 10:47 PM
<P>Yup I always see it as MrGrimm has. </P> <P>El Chup - what do you see when you cast it, and when are you casting it - right before pull or during combat?</P> <P>I'll take some screens tonight and do some more testing.</P>
El Chupacabr
11-21-2005, 11:18 PM
I do it during combat due to those horribly short durations.
KBern
11-21-2005, 11:22 PM
<BR> <BLOCKQUOTE> <HR> El Chupacabras wrote:<BR>I do it during combat due to those horribly short durations. <BR> <HR> </BLOCKQUOTE><BR>Ditto.
JonasBlackmore
11-21-2005, 11:49 PM
Buffs to "max" stats keep your percentage the same, so if your base stats are - HP - 900 / 1000 and you get a buff +14%, then you'll have HP - 1026 / 1140. It will keep you at 90% health total across the board. <div></div>
Eirgo
11-22-2005, 01:20 AM
<BR> <BLOCKQUOTE> <HR> El Chupacabras wrote:<BR>I do it during combat due to those horribly short durations. <BR> <HR> </BLOCKQUOTE><BR>I usually do it when the clerics apply their reactives - which we usually coordinate over teamspeak. Id wager I lose 2-3 secs worth of the buff on inc, but that gives me the freedom to start casting other spells on inc if Im not worried about pulling aggro right off the bat.
Saratane
11-24-2005, 01:40 AM
<P>Just a little comment, you all seem to focus on one aspect of the buff that is given by this spell if you take a closer look you see that it adds a 384 mitigation to the target too.. What do you want more then add 30 sec mitig to you main tank when he pulls a hard raid mob....</P> <P>For me it's one of the best buff in this drawing soul line</P>
Eirgo
11-24-2005, 06:11 AM
<BR> <BLOCKQUOTE> <HR> Saratane wrote:<BR> <P>Just a little comment, you all seem to focus on one aspect of the buff that is given by this spell if you take a closer look you see that it adds a 384 mitigation to the target too.. What do you want more then add 30 sec mitig to you main tank when he pulls a hard raid mob....</P> <P>For me it's one of the best buff in this drawing soul line</P><BR> <HR> </BLOCKQUOTE> <P><BR>/agree</P> <P>That is over 6% mitigation versus an even con no-arrow(or is it one arrow? whatever) opponent any way you slice it - hps or not.</P>
jfleming2003
11-26-2005, 04:39 AM
<blockquote><hr>Nosewarts wrote:I think it's perfect as it is. Count yourself lucky we have such a fun spell that essentially gives us 6 spells for the price of 1. You can't have everything. <hr></blockquote>Thank you...finally a post lacking a complaint.
Xalmat
11-26-2005, 05:20 AM
<blockquote><hr>Eirgorn wrote:<P>That is over 6% mitigation versus an even con no-arrow(or is it one arrow? whatever) opponent any way you slice it - hps or not.</P><hr></blockquote>6% Mitigation versus an even con mob regardless of its arrows <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
KBern
11-29-2005, 09:05 PM
<BR> <BLOCKQUOTE> <HR> Saratane wrote:<BR> <P>Just a little comment, you all seem to focus on one aspect of the buff that is given by this spell if you take a closer look you see that it adds a 384 mitigation to the target too.. What do you want more then add 30 sec mitig to you main tank when he pulls a hard raid mob....</P> <P>For me it's one of the best buff in this drawing soul line</P><BR> <HR> </BLOCKQUOTE> <P><BR>Well the only reason that is being focused on is because it is the part of the spell that was unclear how it worked according to the description.</P> <P>The mitigation is nice of course, but it is also nice to know how the spell fully works, and if a part of it was not working as intended, or really a useless part of the spell, it is helpful to discuss that aspect of it.</P> <P>The mitigation portion was never in question.</P>
I've started using the HP buff on the MT just before big pulls. The 14% doesn't last long, but its great HT or initial blow eater.
Rhannnn
12-04-2005, 08:32 PM
Does anyone know what the Master1 version does ?
Xalmat
12-04-2005, 08:54 PM
The same exact thing as Adept I and III, except the six spells you get are Master I rank instead of Adept I or Adept III rank.Why does everyone lately think upgrading a spell to Master grants something special that previous ranks didn't have?
gr8scott
12-05-2005, 12:28 AM
<BR> <BLOCKQUOTE> <HR> Rhannnn wrote:<BR> Does anyone know what the Master1 version does ?<BR> <HR> </BLOCKQUOTE> <P><BR>Master I:</P> <P>+16% max HP</P> <P>+416 mitigation</P> <P> </P> <P>GS</P>
quamdar
12-05-2005, 08:29 PM
i will post all the spells that you get with the master 1 version as soon as i can get in game. <div></div>
quamdar
12-06-2005, 12:30 AM
<img src="http://i29.photobucket.com/albums/c278/quamdar/unstoppablesoul.jpg"><img src="http://i29.photobucket.com/albums/c278/quamdar/soothingsoul.jpg"><img src="http://i29.photobucket.com/albums/c278/quamdar/servilesoul.jpg"> <img src="http://i29.photobucket.com/albums/c278/quamdar/pestilentsoul.jpg"><img src="http://i29.photobucket.com/albums/c278/quamdar/flayerssoul.jpg"><img src="http://i29.photobucket.com/albums/c278/quamdar/feastingsoul.jpg"> <div></div>
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