View Full Version : Group SoW? Bad thing?
Milamb
02-22-2005, 02:47 AM
<DIV>Hi,</DIV> <DIV> </DIV> <DIV>This is a very, (very), minor suggestion. First, I must admit that I won't quit over this, nor will I lose sleep. I probably won't curse Sony's name even if they ignore this. Everyone is more than happy to flame me for this or correct me. (Hopefully more of the latter since I know I have lots to learn about the game.)<BR><BR>Would it be a bad thing to make SoW a group-buff? I came to this conclusion while keeping my group buffed while running around in TS: Cast time: 4 sec. Recast 5 sec. So I believe it takes about 9 seconds to cast it and then start casting on another person. So to cast it on the entire group takes 49 seconds. (6 times 9 seconds minus the 5 seconds for the last person) The speed buff is 15 minutes, which means that just by buffing up, you've already used up 5.4% of your spell time waiting around to cast it on everybody. I ended up trying to sneak in buffing people during fights as to minimize waiting around.</DIV> <DIV> </DIV> <DIV>Would it be so horrible to make it group-only? I have a limited view, as this is coming from a druid's perspective, but I can't see how it would hurt.</DIV> <DIV> </DIV> <DIV>Another (minor) point to this. My maintained spells only seem to display a limited number of icons, no matter how large I make the window. When I have SoW on everyone and my concentration buffs, I only see 2 or 3 more icons before the rest don't show up. Add the nettleshield and damage buffs, and now I have to guess when my regens or DoT's drop. My "spell maintain" window is large enough to be able to accomodate more icons (I made sure there was plenty of space), but it seems to stop displaying. I know the spells are still there because if one of the visible ones drop out, I see a new one pop up at the bottom. Is there a number in options to change how many are shown? I can't seem to locate it.</DIV> <DIV> </DIV> <DIV>Cheers!</DIV> <DIV> </DIV>
thisMoriMo
02-22-2005, 03:29 AM
I would love for SoW to be a group buff (maybe at a higher level?). It wouldn't be unbalancing if it worked like the scout Pathfinding in that regard. As far as the maintained spells window, currently we're stuck with 12 icons, and that is a very very very bad thing! Some classes really suffer with this and a fix would be very welome.
CerraWhisperwind
02-22-2005, 04:29 AM
The tradeoff you get for having a single target buff is you get a faster buff. Scout pathfinding is a group buff that adds 16% speed, vs SoW at 20%.
Milamb
02-22-2005, 04:52 AM
<DIV>Hmmmm. Well, I suppose I don't know the correct solution to this. I know some would be willing to trade convenience for that 4% while others would rather keep that extra speed. </DIV> <DIV> </DIV> <DIV>Thanks for the info. =)</DIV> <DIV> </DIV>
cowkiller
02-22-2005, 12:37 PM
<DIV>um only mystics do not get group sow </DIV> <DIV> </DIV> <DIV>in eq1 group sow was called billy great spell was alot faster than sow and lasted about the same 27 mins the sow thats mystics have is a semi joke its good only if u cast it on your self the 15 min timer makes casting on group members a pain whe it runs out but i do not care any more kotor 2 is out and its fun since i do not need to upgrade it any time soon i don't get the nerfed feeling </DIV>
Actually, my question would be why were the healer classes given speed spells in the first place? (this is EQ2, not 1)Should have been exclusively a scout's domain imho.
Miral
02-24-2005, 05:45 AM
<DIV>because it would be kind of strange having a wolf that couldn't outrun an ogre? I dono</DIV>
Why would it be strange?What about the liabilities of being a wolf? Selectively ignored eh.Anyway I'll take part of my argument back for your sake:edited to: healers' speed spells should be SELF only. God knows you guys already bring more than enough to a group, let scouts have at least one perceived-group-neccessity that no other archtypes get pretty please?
Miral
02-24-2005, 08:10 AM
<DIV>mostly the way animation works in eq2... when a druid in wolf form doesnt have sow it looks strange in my opinion...</DIV>
Miral
02-24-2005, 08:11 AM
<DIV>both Remove Trap and Tracking can be very useful to a group, and both are scout only... What is needed is something for summoners to bring to a group, though. All a necromancer brings as of 25 is a couple int / str buffs and mediocre dps...</DIV><p>Message Edited by Miral on <span class=date_text>02-23-2005</span> <span class=time_text>09:12 PM</span>
<DIV>Isn't EQ2 designed to level 200?</DIV> <DIV>If so, group SoW should be over level 100 spell.</DIV>
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