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dragunslayer
04-30-2008, 11:17 PM
<p>Volatile Magic - This will change for all enchanters.  The spell does not play well since I see many of the enchanters just spamming sprint to stay under 30% power.  That really wasn't the intention of the skill at all.  Instead it will be a reduced amount that applies regardless of your current power amount. (<a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=415011" target="_blank">http://forums.station.sony.com/eq2/...topic_id=415011</a>))</p><p>What is the intent of the skill?  Reducing the output of volatile magic and taking out the power restraint doesn't take any skill at all.  IF you wanted to fix the problem then raise the power limit (ex. 50%) and keep the output of volatile magic.  It doesn't seem like you fixed the problem at all.  You just caused the enchanters dps to drop.  So what is the true intent of the change? </p>

Jacien
04-30-2008, 11:57 PM
This AA talent was never intended to be used all the time. People spamming sprint were able to use the talent literally constantly. This was an exploit and went against the design of the talent.The talent was supposed to be used as a last ditch DPS boost to groups running low on mana...(IE: close to wiping) to hopefully increase damage enough to fell mobs and survive the encounter.So, in all actually, chanters were given a free dps boost they can use constantly without needing to exploit any game mechanics.

Antryg Mistrose
05-01-2008, 09:36 AM
The intent is to drop illusionist dps, because good players were parsing out of their 'tier'.  Any other words you see around it are a smokescreen

Rijacki
05-01-2008, 11:44 AM
<cite>Antryg Mistrose wrote:</cite><blockquote>The intent is to drop illusionist dps, because good players were parsing out of their 'tier'.  Any other words you see around it are a smokescreen</blockquote>At the same time, illusionist stun and stifle spells which formerly did power drain now do damage.  At the same time, the illusionist pet, which formerly did power drain, is going to do more damage instead of power drain.So... You, too, can test to see the effects.  Make a copy of yourself (/testcopy) and go hit the Wall on both sides, with and without your personae. Be sure to run a parser on both and actually do a few runs with each and be sure to hit your stun and stifle on Test.Then come back and post your results and evaluate if it's the drastic nerf you're sure it is.

Wrapye
05-01-2008, 12:02 PM
<cite>dragunslayer wrote:</cite><blockquote><p>Volatile Magic - This will change for all enchanters.  The spell does not play well since I see many of the enchanters just spamming sprint to stay under 30% power.  That really wasn't the intention of the skill at all.  Instead it will be a reduced amount that applies regardless of your current power amount. (<a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=415011" target="_blank">http://forums.station.sony.com/eq2/...topic_id=415011</a>))</p><p>What is the intent of the skill?  Reducing the output of volatile magic and taking out the power restraint doesn't take any skill at all.  IF you wanted to fix the problem then raise the power limit (ex. 50%) and keep the output of volatile magic.  It doesn't seem like you fixed the problem at all.  You just caused the enchanters dps to drop.  So what is the true intent of the change? </p></blockquote>The intent was to mirror the brawler Eagle Shriek AA ability (also the terminal ability of the Int line), which boosts a brawler's dps significantly if their health is under 30%.  See the parallel?  The difference is that to get under 30% power all you have to do is sprint.  It is harder to make yourself be under 30% health in such a controllable fashion.

Dailon
05-02-2008, 05:09 PM
Maybe not drastic, but still a nerf. Umm and what did you say about the pwr drains turned into dmg? Pwr drains are usefull on solo (soloing heroic mobs ofc. solo mobs are just simple kill). Not to mention PVP where it has much more use. Now they are turned into damage but the cast (and recast) timers are making it effectively useless. If you solo as an illu, you dont have to care about dps. You have to care about keeping mob unable to hurt you. That is being made with chaining mezzes and stuns mainly. Now our stun and stiffle got change but there is one major issue i see when youre using it. The damage on stun will never go off. I will accept this change but the damage has to be on the front end of the spell (as is pwr drain on live atm) and the damage it deals has to be increased to make the spell worth casting anywhere else than on solo where you will prevent the damage part from going off.Point for Aeralik:1) move damage on illu (and coercers) stuns to the front end. You can remove the not mezzed requirement that way too.2) make the damage worth casting pls and thxad 1) additional reason is confusing illusionist and his party with stun icon on the mob. On live if the drain make it through and stun  part got resisted, the icon does not show up on t he mob. On test im going to test this properly because i have a suspicion the icon show up while the mob is not stunned.ad 2) the reason for this is mob imunity for stun effects for long time (talking about epic targets)PS: i think people will see me sprinting out pwr sometimes when the requirement will be gone. It became a reflex to me and im able to do some nice dps with it. Im sometimes sprinting pwr out on my inquis lol (had to move sprint to other place on hotbar but even then i can find and hit it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. It is fun for me to do dps AND taking care on my pwr. Now i will benefit on some rare encounters in game where i cant keep under 30 for some reason.

Dailon
05-02-2008, 06:20 PM
I have done the testing on stun. Mob used for it: The Blue Baron in Chelsith. Method used: perma rooting mob, stunning repeatedly, running to the left and right and see if mob turns to look at me. Result: stun is bugged exactly the way i stated above. Stun gets resisted, icon shows up on mob till dmg goes off. The spell in its current state is useless for both dps in groups and soloing. Suggested fix: leave stun as it is for illusionists on live servers and just turn drain part into damage. The damage this spell deals needs to be increased to make this spell worth casting in other than solo environment.