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View Full Version : Spells on same timer


Fury
12-03-2004, 02:05 AM
Why are most of my spells on linked timers?I got Smite Prayer and Blinding Light back to back, both have same stats and text and on the same timer. Cast 1, both down for 30s. What use is that?Same with fighting Cast one, most 1h attacks down. I don't see the sense of it. I should be able to wild swing, then faithful swing, back to back. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />But the smite/blinding thing is really, really useless.

Darchang
12-03-2004, 05:11 AM
I noticed this myself and came to the conclusion, due to the similarities in the stats of each spell/ability and the mutual timers, that one spell/ability is intended to be an "upgrade" or "replacement" for the other spell/ability (since you are unable to use them back to back and the latter spell/ability is better than the former anyway). It is set up like this in other games as well when you don't have to go to a trainer to "level up" and new spells and abilities "pop" into your tray.It isn't a "new" spell/ability. It is an "upgrade" or "replacement" to the older spell/ability. So, essentially, my thought is: Wild Swing just does damage. That's it. But Faithful Swing does the same damage PLUS heals you a little bit. Actually a very nice ability. I use it at the begining, middle and ending of a battle. At the begining to give me a slight edge right off the bat after the mob has hit me for the first damage. Then, in the middle of the battle, where it could go either way, both me and mob have about same hps left, I use Faithful Swing again. This will usually damage the mob bringing his hps down some and heal me bring my hps up some. Then, of course, right at the end of battle to give me a slight hp boost just before the mobs dies <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I don't even use Wild Swing anymore since Faithful Swing does the same damage AND heals me a bit AND I can't use both abilities back to back. Why even bother with Wild Swing anymore???Forget about Wild Swing, in my opinion. You don't need it anymore <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />Valoric Soulseer - Level 22 Human Paladin - Permafrost Server

Fury
12-03-2004, 05:13 AM
I understand, but these spells were given within like 40% of each other heh. Seems odd.And I don't use wild swing, was just an example <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Kriterian
12-03-2004, 05:46 AM
<BR> <BLOCKQUOTE> <HR> Furyan wrote:<BR>I understand, but these spells were given within like 40% of each other heh. Seems odd.<BR><BR>And I don't use wild swing, was just an example <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR> <HR> </BLOCKQUOTE><BR> <DIV>In the case of Blinding Light and Smite Prayer, one is single target and the other is area effect. I think it's just a bug we got them at the same level. It should probably be Blinding Light first (the single target one) and then Smite Prayer should be the upgrade in later levels.</DIV> <DIV> </DIV> <DIV>In most cases, items on linked timers are upgrades for a previous combat ability or spell. You're never going to be able to use them back to back, so you might as well get rid of the weaker one.</DIV>

Fury
12-03-2004, 07:39 AM
I am looking at Smite Prayer and Blinding Light and they both say they effect all enemies, so if Blinding light really is single mob replacement for inflame, the text is wrong.

Kriterian
12-03-2004, 01:48 PM
<BR> <BLOCKQUOTE> <HR> Furyan wrote:<BR>I am looking at Smite Prayer and Blinding Light and they both say they effect all enemies, so if Blinding light really is single mob replacement for inflame, the text is wrong.<BR> <HR> </BLOCKQUOTE><BR> <DIV>No, I was wrong. I tested it tonight, Blinding Light is also AE and hits everything. Must be some kind of mix up on SOE's part.</DIV>