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#1 |
Loremaster
Join Date: Nov 2004
Posts: 138
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![]() Do our seal buffs actually DO anything? Sure it changes the numbers in our skill window, but does it have any Gamplay impact? We lost our INT buff line for this right when INT actually means something and I don't notice any benefit of this spell. I haven;t noticed any fizzle changes, or resist rate changes. Only thing I have noticed is my INT is a lot lower then it used to be. We even get Seal Buffs as training options which leads me to belive they are supposed to be good. Does anyoen have any data relating to it that shows it doing something? Or any official wording on what it does? Bewteen gear and Seal of Dark Rumination Adept 3, I have +25 (thats 5 levels worth) of disruption increase that doesn't appear to matter.
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#2 |
Join Date: Nov 2004
Posts: 321
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Im not completely sure but I think its supposed to help out with resists on higher lvl mobs. I will have to do more testing on it. If this is the case it will be invaluable on raid mobs.
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Kalabus 60 Warlock Ascendance |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 19
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![]() I dont think this line is working, or if it is it doesn't do anything. last night in EF, me a 46 warlock and a 43 wizard were killing gales,wooly's,and galebreakers. He was getting resists up to 50% but mostly he was around 30%. My spell is seal of dark rumination(sp?) adept1. the mobs are 47-48 single down arrow. I wasn't getting resisted much but i was only one lvl under, he was 4lvls under, but i thought the spells was supposed to bring the effective casting level up. IMO this spell does nothing. I would like to have my int buff back, at least we know int does something. one more thought: if this spell is only good on raid mobs then its a wasted spell, even hard core raiders exp sometimes. most of my time is spent just exping. Thanks for listening Ravyn 46 Warlock |
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#4 |
Join Date: Nov 2004
Posts: 321
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Its not supposed to raise your effective casting lvl. Its supposed to raise your subjugation, disruption, etc by the said value in the spell. These stats per the dev explanation effects your fizzle and resist rates. The dev said this when they were going to change it to something more effective. Now I honestly cant see what adding Disruption does for you. I have around 325 Disruption self buffed. I would enjoy a comment from a Dev with relation to what these skills being buffed does for you. If it eliminates resists % then I would be happy.
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Kalabus 60 Warlock Ascendance |
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 278
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It affects resist rate greatly, try fightign an orange mob, you shoudl get resisted alot, put teh sela spell up your resists go down greatly. In fact at level 55, having this spell up will in fact make a level 55 mob con even for your spells. So this spell is a great change, we reach our max int in raids so another int buff means nothign. Where this spell = the win. |
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 138
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This is what the spell is supposed to do. What I am asking is if it actually does. Right now I am not noticing any benefit of this spell. If it does raise your casting skill 4 levels and make oranage even con in relation to resists, why are we still get very high resist rates on them? If this spell functione dlike it was suppsoed to it might be a good one, but as it stands now it doesn't appear to do anything at all.
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#7 |
Loremaster
Join Date: Dec 2004
Posts: 487
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With the recent change (21st Sept was it?) even with Seal up I'm now getting a very very high rate of resists (guessing about 75% on 'near-orange solo mobs') on my spells. Just wondering now if our seal line is now useless? On the plus side vivid Seal is +13.4 int @ adept 3 :smileywink:
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#8 |
Join Date: Jan 2005
Posts: 132
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I know this is difficult, but please someone with a good parser and lots of higher-level fight data please parse the resist rate both with and without Seal and compare. I am worried that the original Seal may have done some good, but with recent changes what was meant to be one of our class-defining spell lines has been made worthless. I will try to do this but lately I have been in tank-less groups and limited to blue-con mobs, where the resist rate is already low and the effect of Seal would be hard to see. I am thinking we need data broken into white, yellow, and orange con categories. If it works as advertised, we will see the curve shift a level or two, e.g. the with-Seal resist rate at yellow-con will decrease to the non-Seal resist rate of white-con.
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#9 |
Join Date: Mar 2005
Posts: 202
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![]() This change to resist further increased the value of our seal line. I did some testing last night in Stormfeather's Roost, or whatever that sily instance on the top of Clefts of Rujarks(sp?) zone. The group average was 53. We were fighting about half yellow and half orange encounters in there. Our tank was a paladin, fully fabled. I ran some tests of us fighting oranges w/ seal on and without. When it was OFF, we died. We just couldn't land debuffs, or any damage spells really. When I re-applied the buff, we won. One or two of the named we had to root it, have tank back off, heal up, and go back in. He was taking some big damage from the high orange cons [ named ]. All in all, I'd say the resist rates are about right on. With the buffs up, we can land spells on oranges about 60% of the time. Without it, it was more like 20%-30% if even that. The buff also reduces fizzles and such. Remember though, all of our spell qualities ( App IV, Adept III, Master I/II ) have a lot to do with resists too. I have all T5 and T6 spells at Adept III or better ( been lucky on pearls / vanadium clusters ) and can land spells pretty regularly. Can't wait to ding 55 now to scribe Adept III Ghastly Contract, and Anarchic Maelstrom or whatever it is ![]() Just got Seal of Ebon Thought (Master II) last night, and scribed Skeletal Grasp ( Adept III ). I did notice Skeletal Grasp at Adept III had full 60s duration instead of 50s.
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