View Full Version : Lvl 80 spell
MikeMatsumo
11-19-2007, 01:52 PM
Hey guys....So, are you guys happy with your lvl 80 spell?Well as a tank im pretty much happy with the paladin one. But if I think in pvp im worry about the others class. I see many classes that spell will help alot in pvp. Special duels. For example, looks like wiz will do more damage in that spell. Why is that? They are not doing damage enough?Looks like the necro, defiler, mysti will help alot too. Well, i hope the guardians and paladins remember to use that "taunt" while we are in pvp duels. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />So, to me at least, besides bersekers we are more f... then we already are in pvp.
Rattfa
11-19-2007, 02:04 PM
How is the Wizard lvl 80 spell going to help in a duel? 1v1 it's no different to any of their other nukes. Where it's going to kick [Removed for Content] is grouped with other mages.And PvP is pretty balanced for group v group...and classes got a spell which is useful in a group or raid setting. PvP should hardly be the primary focus when deciding new spells. Why not submit/feedback suggesting that the Devs change all tank taunts to damage spells when solo PvPing <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" />
MaCloud1032
11-19-2007, 02:26 PM
<cite>Rattface@Nagafen wrote:</cite><blockquote>How is the Wizard lvl 80 spell going to help in a duel? 1v1 it's no different to any of their other nukes. Where it's going to kick [I cannot control my vocabulary] is grouped with other mages.And PvP is pretty balanced for group v group...and classes got a spell which is useful in a group or raid setting. PvP should hardly be the primary focus when deciding new spells. <b>Why not submit/feedback suggesting that the Devs change all tank taunts to damage spells when solo PvPing <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></b></blockquote>because i would put out a 4k parse =(. my 80 skill has no solo use and in pvp my group will die if it triggers.
Rattfa
11-19-2007, 02:35 PM
I saw a dev post that stated that each group member will take around a 20% hit on their health....if you as a tank have aggro, and communication with your healers is good, then nobody in your group will die. Situational, sure...but I can definately see it's uses in PvP.Unless of course you hit in when your group is wiping to save your own skin <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
MikeMatsumo
11-19-2007, 02:54 PM
man, my point is ONE VS ONE.how that spell for sk will help in one vs one?how the paladin / guardian will help in one vs one?i think we are right with taunts. we can hold your aggro already right? so, why more taunts?just think:Guardian: Recapture - Increases the hate position of all fighters in the group or raid. Paladin: Holy Ground - increases your hate by 24 posistion.now:Ranger: Coverage - used after a stealth or positional attack, it places the ranger in stealth and the next stealth attack completed does extra damageNecro: Vampirism - summons a vampiric orb that siphons health from nearby enemies and restores the health of nearby allies Defiler: Deathward - Ward that increases in value depending on how close to death the target is Warden: Faerie Ally - summons a Faerie that heals your most wounded allies. if it dies all allies nearby are healed and what i ready the wiz will interrupd and make a massive damage too.so, i was playing in pvp beta. could not take a wadern/defiler. i always have good fights with that classes but now at least in beta pvp i could not win.when they was closed to die they just dont die.the only spell that i think need to be change is that one. we already have too many taunts.thats happen with fights everything that we will gain one class spell.I gain sigil of heroism, brigands gain thugs. how the hell that will help me in duels?did you get my point now?
Splintered
11-19-2007, 04:19 PM
<cite>Eomnir@Nagafen wrote:</cite><blockquote>man, my point is ONE VS ONE.how that spell for sk will help in one vs one?how the paladin / guardian will help in one vs one?i think we are right with taunts. we can hold your aggro already right? so, why more taunts?just think:Guardian: Recapture - Increases the hate position of all fighters in the group or raid. Paladin: Holy Ground - increases your hate by 24 posistion.now:Ranger: Coverage - used after a stealth or positional attack, it places the ranger in stealth and the next stealth attack completed does extra damageNecro: Vampirism - summons a vampiric orb that siphons health from nearby enemies and restores the health of nearby allies Defiler: Deathward - Ward that increases in value depending on how close to death the target is Warden: Faerie Ally - summons a Faerie that heals your most wounded allies. if it dies all allies nearby are healed and what i ready the wiz will interrupd and make a massive damage too.so, i was playing in pvp beta. could not take a wadern/defiler. i always have good fights with that classes but now at least in beta pvp i could not win.when they was closed to die they just dont die.the only spell that i think need to be change is that one. we already have too many taunts.thats happen with fights everything that we will gain one class spell.I gain sigil of heroism, brigands gain thugs. how the hell that will help me in duels?did you get my point now?</blockquote>because pvp is not just about duels... I enjoy a good 1vs1, always have, but as a tank, your primary concern should be keeping your group alive by making sure the weaker members in your group are not getting hit.
Rattfa
11-22-2007, 10:39 AM
As above.The devs didn't design these spells with the duels on PvP servers in mind. And why should they?PvP should be secondary to the development of the game as a whole. Also a tanks job in both PvP and PvE is to hold aggro and keep their group alive...if you do good in duels then grats for you, but if you want an ability to help you in duels ignoring the rest of the worldwide tank population ...then you have issues.
MikeMatsumo
11-29-2007, 09:36 AM
as a paladin if you have problem to hold agro you should delete your char and go play with other class.in groups, we almost dont have to taunt if you have amends in right person. with that nec/cloak that increase hate +50 every time that you get a hit...godsame with raid if you know how set the groups.paladins dont need more taunts!
Ahem, the necro vampirism spell is completely useless in PvP, because- it vanishes when the guy you cast it on takes any direct damage- 3 seconds casting time. Too long for pvp- its heals as well as the damage are very minor. There are many othere spells in the necros repertoire which are much more worthwhile than this one. You better cast LifeDrain, BloodCloud. Those do damage and heal too but are much more effective.Even in PvE it's usefulness is questionable. It is more a fun spell. The orb looks nice and those rays it casts look great.
MaCloud1032
11-29-2007, 12:28 PM
I cant determan when sk spell will go off. I cant cast it in battle and is a buff that is on and triggers on my death. If i have 10hp and i die it will hit each group member for 2k so i get back to 10k hp. Not very good =(
MikeMatsumo
11-29-2007, 01:07 PM
i agree that sk spell is a crap. in my opnion...oh, one sec, they give something better for paladin then sk?
Roald
11-29-2007, 01:10 PM
I heard they changed the coercer one to summoning 3 limited pets. This is an amazing change, will really boost our strength in PvP.
Ill trade you your 3 pets for my aggrospot exchange? The only thing mine is useful for is killing the annoying as hell clothy:/
Jeridor
12-01-2007, 09:15 PM
<cite>Eomnir@Nagafen wrote:</cite><blockquote>man, my point is ONE VS ONE.how that spell for sk will help in one vs one?how the paladin / guardian will help in one vs one?i think we are right with taunts. we can hold your aggro already right? so, why more taunts?just think:Guardian: Recapture - Increases the hate position of all fighters in the group or raid. Paladin: Holy Ground - increases your hate by 24 posistion.now:Ranger: Coverage - used after a stealth or positional attack, it places the ranger in stealth and the next stealth attack completed does extra damageNecro: Vampirism - summons a vampiric orb that siphons health from nearby enemies and restores the health of nearby allies Defiler: Deathward - Ward that increases in value depending on how close to death the target is Warden: Faerie Ally - summons a Faerie that heals your most wounded allies. if it dies all allies nearby are healed and what i ready the wiz will interrupd and make a massive damage too.so, i was playing in pvp beta. could not take a wadern/defiler. i always have good fights with that classes but now at least in beta pvp i could not win.when they was closed to die they just dont die.the only spell that i think need to be change is that one. we already have too many taunts.thats happen with fights everything that we will gain one class spell.I gain sigil of heroism, brigands gain thugs. how the hell that will help me in duels?did you get my point now?</blockquote>I'm totally glossing over your point but... how do you play on pvp beta server and how do you copy a character to it? Can you copy from any server?
Taharn
12-02-2007, 12:54 AM
The coercer spell is ok for both pve/pvp. The coolness factor of the spell would increase if they made the clones summoned just a little bit bigger (as it as they are abotu seelie form size <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />. It's kind of hard to tell they are actually miniatures of the target of the spell when they're that small.Damage-wise they're so-so. Any aoe is gonna kill them, they're VVV's. They hit in pve for 2-300 each, so halve that for pvp. Not sure whether the hits slow down casting (noob about dumbfires, maybe a necro can let me know)
Roald
12-02-2007, 01:38 AM
<cite>Vicante@Nagafen wrote:</cite><blockquote>The coercer spell is ok for both pve/pvp. The coolness factor of the spell would increase if they made the clones summoned just a little bit bigger (as it as they are abotu seelie form size <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />" width="15" height="15" />. It's kind of hard to tell they are actually miniatures of the target of the spell when they're that small.Damage-wise they're so-so. Any <b>aoe </b>is gonna kill them, they're VVV's. They hit in pve for 2-300 each, so halve that for pvp. Not sure whether the hits slow down casting (noob about dumbfires, maybe a necro can let me know)</blockquote>You stated just there why it is so powerful, but Im not sure I actually get it yet <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I've bolded the important bit.
Mine increases mitigation debuffs of a targetted group member by 42%. It only works on non-rogues/predators. This makes it all but useless, few classes have more than one mitigation debuff and it's either quite small or so huge that 42% doesn't do much anyway.
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