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Unread 06-06-2006, 10:45 PM   #1
terr0rdem

 
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is anyone else besides me really worried about the wizard changes in lu24? I really feel that it will be near impossible to solo as a wizard after lu24. My root breaks frequently enough (definately more than 5%), so when the changes go into effect, 20% is going to destroy me. Anyone else feel the same as me?

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Unread 06-06-2006, 11:06 PM   #2
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it doesn't matter if the root is 15 sec or 1 hour.. no matter what, they're going to break. I don't see the difference at all when it comes to rooting ever since they changed our ring of cold line from an unbreakable root of 36 sec to a breakable root with 18% chance.. LU13 changed wizards dramatically..

Roots are more of a decoy than they are of a reliability. The way i think of it, since we are a dps class, we might as well burn down the mob faster than the mob can burn us.

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Unread 06-06-2006, 11:15 PM   #3
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im not talking about the time of the root, im talking about the % to break. im not even far enough to have ring of cold, but with manacles, yes, for soloing harder mobs i RELY on root, i should, i dont have a pet to tank for me, i'm a cloth wearer, i dont have much health. Wizards arent good tanks without a healer
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Unread 06-07-2006, 12:26 AM   #4
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you obviously dont realize they are making roots LESS likely to break than they are now. 
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Unread 06-07-2006, 12:33 AM   #5
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then i clearly am, as i understood it they were changing the 5% to break on damage/hostile action to 20%, therefore increasing the chance to break. If i'm wrong, PLEASE correct me and ease my worries!
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Unread 06-07-2006, 12:36 AM   #6
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Not sure whether you read the update notes properly (they can be found here)They state: Mage changes:- Wizard, Warlock, Conjurer, Necromancer: Root Spells:* Have 15% overall break chance instead of 20%* Only processes break chances when damage is received, not on any hostile act towards the target.* Duration reduced.The LU will mean a 5% REDUCTION in the chances of your root breaking, no an increase. Roots at the minute have a 20% chance of breaking with every action, after the LU24, they will only have a 15% chance of breaking.In terms of root duration this is slightly mixed, at low levels the root hardly lasts long enough to get any real damage done (i think its about 15s at level 30), however the lvl 61 root under the current LU24 will last for 30s. Considering atm a root rarely lasts more than 30s due to breaking prematurely, this change won't be that great i dont think. However the lower level roots, for example 15s ones, are going to be very hard to solo any sense with i would imagine, but it only lasts untill you get a higher level one anyway.Im not worried about the changes in LU24, im almost looking forward to the increased reliability with the decreased chance of it breaking, and am willing to lose some duration, since my roots usually break before the full duration expires. However i think the duration reductions might be a bit hard on the lower level wizards..but it only lasts untill you get the next root. :smileyhappy:
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Unread 06-07-2006, 12:39 AM   #7
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Night got to it before i could.  Also, from what I gather, it will now only break off of damage, not any hostile actions.
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Unread 06-07-2006, 01:04 AM   #8
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Which just makes it a real shame our debuff got a dot component really :/I usually use Ring of Cold and then throw Icy Winds, and it's a very rare thing that anything is still rooted when that spell is done ticking off. This against solo-mobs of course.The real problem with wizzies in my opinion, isn't as much our health/power pool, but the insane casting times, and the easy of which foes can interrupt me when they come running for me when my roots are done.
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Unread 06-07-2006, 01:20 AM   #9
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sparql wrote:
Night got to it before i could.  Also, from what I gather, it will now only break off of damage, not any hostile actions.



right which means tanks can taunt their hearts out and not break the rooted/[Removed for Content] off mob at you.

or other classes can debuff rooted mobs to the hilt without doing dmg and root wont ever break. 

hex dolls make themselves a lil bit more useful.

I really think the reasoning behind nerfing the durations was the root durations would have started to get out of hand in a future level cap increase.

single target root would be 1min 15s aoe root would of been close to 1 min.  if the trend continued by lvl 100 we'd have nearly 2min roots. 

Chalk it up to soe and poor planning.  The nerfed durations are pretty much here to stay, and expect them to be nerfed if they ever get close to the durations they currently are on live.

 

however lets not forget the positive change here

aoe'ing will now not cause the *target not alive* message anymore

ceace will now add a much needed de-agro component, (and a super fast casting one at that)

agi line will see an increase in the reduction of casting timers.

Message Edited by IllusiveThoughts on 06-06-2006 02:21 PM

Message Edited by IllusiveThoughts on 06-06-2006 02:22 PM

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Unread 06-07-2006, 01:24 AM   #10
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You're right on Illusive in regards to poor planning regarding the scalability of certain spells.  SOE has even admited that was the case.  I do think that as you increase spell quality from app1->m1 it should get a little longer duration as well.  AND since they are going to be holding for a much shorter time, they should lower the power cost.The only time I really enjoyed the long duration of roots was when an add popped on me, or if I was trying to "park" a mob.  Both are probably good reasons for them to lower the durations.
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Unread 06-07-2006, 01:31 AM   #11
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IllusiveThoughts wrote:
I really think the reasoning behind nerfing the durations was the root durations would have started to get out of hand in a future level cap increase.

however lets not forget the positive change here

aoe'ing will now not cause the *target not alive* message anymore

ceace will now add a much needed de-agro component, (and a super fast casting one at that)

agi line will see an increase in the reduction of casting timers.


Id agree with that, personally i dont view the changes to the roots as that detrimental, i feel the reduced chances of the root breaking outwiegh the decreased in durations, atleast at higher levels. And seeing as aggro is one of the things people feel is wrong with wizards, im looking forward to the changes to ceace line.The timers on the roots were a little much i think, my roots rarely got to last their full duration due to breaking anyway, so i dont think you need a really long lasting root.Im actually quite looking forward to these changes, and feel that there nothing there to really complain about, but a fair amount to be thankful for.
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Unread 06-07-2006, 01:35 AM   #12
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sparql wrote:

The only time I really enjoyed the long duration of roots was when an add popped on me, or if I was trying to "park" a mob.  Both are probably good reasons for them to lower the durations.



I used to use them for certain tactics against named mobs.  It will make things tougher, which isn't a bad thing, just makes me have to go and get better resist gear SMILEY
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Unread 06-07-2006, 01:36 AM   #13
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meh for all I care they just get rid of roots altogether..

whatever it takes to make master spells a bit more common =)

 

Seriously though. This isn't really a nerf, more like a fix if anything. If your ST root doesn't break after 20-30 seconds you're really doing something wrong imo, or you're just insanely lucky of course. I can easily see this new "nerfed" root heavily abused while fighting named and/or orange cons (if we ever get to see heroic orange mobs). Same goes for the new way mez works for chaters btw. I wouldn't say we got nerfed at all, I'm actually quite content with the changes. I'll just need a while to adapt and will probably just keep on doing whatever I'm doing now.

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Unread 06-07-2006, 02:30 AM   #14
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Yea, I could care less about the root duration. In fact, it is my only spell that is only adept 1 SMILEY

But, I only look at things from a raiding perspective. So....

The only thing I am a little worried about is our pet spells, which may have a little impact on our raid dps.

 

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Unread 06-07-2006, 03:16 AM   #15
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Their is nothing to worry about in LU24

I rolled a wizard and beta buffed it to check out Fallen Dynasty. I took a break and decided to check out recent changes. 

The roots break less often and sometimes I didnt even have to stack them... The down side is that you will use more mana now if you do decided to stack your roots.

Crowd control can be a issue now since our group root is pretty short. I put all my AAs into recast timers and 12% mana reduction. That makes the group root still very usable

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Unread 06-07-2006, 05:58 AM   #16
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terr0rdemon wrote:is anyone else besides me really worried about the wizard changes in lu24? I really feel that it will be near impossible to solo as a wizard after lu24. My root breaks frequently enough (definately more than 5%), so when the changes go into effect, 20% is going to destroy me. Anyone else feel the same as me?

Message Edited by terr0rdemon on 06-06-2006 11:46 AM


I goofed around on test for a bit with the betabuffed characters avaliable to test the next adventure pack.While the T7 root is cut short to a 30 second duration soloing named is just as viable if not more then it was before due to the less chances of breaking. Belive it's down to 15% instead of 20%, and it only breaks on damage now, not damage AND hostile action.
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Unread 06-07-2006, 10:03 AM   #17
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Is it still the case on test that the duration of ring of frost is 18 sec and recast is 20 sec?If they totally neuter or root duration, we should at least have an option to keep a group rooted longer than 18 sec by recasting. This is so stupid.
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Unread 06-07-2006, 11:21 AM   #18
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justright wrote:
Is it still the case on test that the duration of ring of frost is 18 sec and recast is 20 sec?

If they totally neuter or root duration, we should at least have an option to keep a group rooted longer than 18 sec by recasting. This is so stupid.


it's now 22.5sec duration, 20sec recast
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Unread 06-07-2006, 12:40 PM   #19
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The root changes etc. don't really hurt me. I appreciate the change on cease. But that can't make up for the big nerf on our damage shield. That is what I am worried about.
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Unread 06-10-2006, 12:24 PM   #20
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mutschml wrote:
The root changes etc. don't really hurt me. I appreciate the change on cease. But that can't make up for the big nerf on our damage shield. That is what I am worried about.


?

Who said its a nerf?

Its the one thing i am looking forward to most in LU24 (excepp for the AP of course).

All they are doing is attributing the damage caused from that spell to the wizard that cast it. It is still aggro free damage, and until it is tested when it goes live, we have no idea at all if the tank gains any hate from it at all, although i would guess that nothing would change from the way it is on live now.

I would assume the reason SoE decided to even bother to make this change is so that wizards will parse better than we used to, as that spell can do decient amounts of damage in a long fight.

Now, maybe, we will show up on the top of parsers sometimes.

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Unread 06-13-2006, 04:10 AM   #21
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My biggest problem is with the root changes.  The root change kills root parking as a tactic.  Unless you can kill both mobs in 20 seconds (ie down arrow low greens).  You can stretch this by rerooting if you can kill one of the two mobs in 20 seconds.At lvl 70, without exploiting pathing bugs, you won't be pulling the 2 hallway guards and dropping them anymore.And since most encounters are more than one mob...Good luck soloing quests after LU24.  Some parts are impossible now, even more will be after this.  So kiss off more time trying to find a group doing the same quest.I don't see the point of nerfing our stuns, they're all so short it's sad.  People say it's because wizards can solo nameds, but they're nerfing the heck out of Corona which is the spell you have to use to do that.  I never do it, the idea of continually waiting 45 sec to cast a big nuke, reroot and then mez the mob while stunning myself over and over for 20 minutes is not what I call remotely fun.  But people with no lives will do anything for loot I guess.  They can remove Corona for all I care, but the stuns should have remained untouched.  They already GOT ninja nerfed.The change to casting/recasting time AAs is nice.  It makes that choice more valuable now.  I started out with it, but changed because it wasn't very effective.
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Unread 06-13-2006, 04:53 PM   #22
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curtlewis wrote:My biggest problem is with the root changes.  The root change kills root parking as a tactic.  Unless you can kill both mobs in 20 seconds (ie down arrow low greens).  You can stretch this by rerooting if you can kill one of the two mobs in 20 seconds.At lvl 70, without exploiting pathing bugs, you won't be pulling the 2 hallway guards and dropping them anymore.Now that the duration is slightly longer than the recast i don't see this as a problem anymore. Maybe just need to time a bit better, but shouldn't be hard to keep a group rooted.I don't see the point of nerfing our stuns, they're all so short it's sad.  People say it's because wizards can solo nameds, but they're nerfing the heck out of Corona which is the spell you have to use to do that.  I never do it, the idea of continually waiting 45 sec to cast a big nuke, reroot and then mez the mob while stunning myself over and over for 20 minutes is not what I call remotely fun.  But people with no lives will do anything for loot I guess.  They can remove Corona for all I care, but the stuns should have remained untouched.  They already GOT ninja nerfed.Personally i couldnt care less about the corona nerf, since i never have to use it anyway. The only stuns (unless im missing one) that got touched are the knockdown effects on Ice Nova and Surging Tempest, which is now 0.5s less. Not sure if i'm even going to notice that. Especially since Incapacitate is still the same.

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Unread 06-13-2006, 11:07 PM   #23
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Not too concerned really.  Nerfing the durations of the roots won't really affect the way I solo because I'll start with a grp root then go around the encounter and single root every one because it lasts longer.  However, with the duration on single roots cut back that far it'll just take more power and a bit more work.  I hadn't heard they were adding our DPS from iceshield in the update....that's pretty awesome, it does a guaranteed 3500+ dmg every 20s at M1/2.   That's 150+ dps.
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Unread 06-14-2006, 02:26 AM   #24
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Fooling the parser doesnt mean you're doing more dps. As far as i know no other class has a damage shield that shows in the log as his own damage.
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Unread 06-15-2006, 09:05 AM   #25
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Wow, I just started replaying after a three month hiatus, and then loaded tonight's update, unaware of these LU24 changes.  The reason I left the game was primarily my dissatisfaction at having to find groups for all the quests I wanted to do.  The reason I liked playing a wizard was my ability to solo.

So now I'm really annoyed, as the shorter duration on our group root makes a huge difference in my ability to survive, let alone take on, a larger-than-three mob group.  And, Aurora's shorter duration makes it much more difficult to take on heroic caster mobs...I used to Ice Comet, Root, Aurora, (Wait), Stun, Root, Aurora, (Wait), Ice Comet...using Aurora primarily to buy time for my Ice Comet to recharge while not having to take damage from a caster...but now the timing's much trickier, if not totally fouled up. 

Bummer, maybe it's time to stop playing again...

Any ideas on the best way to compensate for (a) single ^^^ caster mobs and (b) larger-than-two mob groups?  I'm not concerned at all about raiding, just soloing heroics and group mobs.

thanks.

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