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Unread 03-07-2005, 12:31 AM   #1
QQ-Fatman

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spells that need to be adjusted:
 
1. Breath of the tyrant (21)
   It does lower damage and has higher recast time than ice spike now. A +50% damage buff would be good.
 
2. Ball of fire (23)
   It does lower damage, has higher cast/recast time, costs more power than warlock's dark distortion. At least a +50% damage buff is needed.
 
3. Plasmatic pulse (27.6), Flamestrike (46)
   They are completely useless now after the live update #3 patch. They do very low damage compared to other dd spells. Please lower the cast/recast time to 1 second so they can be used to complete HO or to be cast in between any other spells.
 
4. Pyre (28.6), Inferno (44.6)
   They need to debuff enemies' STA, not INT. And wizards only have 2 AE-DD, they need to have lower cast/recast time or do higher damage.
 
5. Heat stroke (32.6), Heat convulsions (46.4)
   They need a lower cast time. A 4 sec cast time with a 2 sec recast time is so strange. They also need to do much more damage. The stifle effect is good, but the chance might be too low though.
 
6. Tether (33), Truss (45.6)
   The snare effect is useless compared to warlock's fear effect. They need to at least decrease mobs speed by 50% or more (for a short time so it wont allow kiting) so we'll have a chance to recast root spells again.
 
7. Ball of flames (37)
   It does pretty good dps, but its dpm (damage per mana) is horrible. Please lower its mana cost by 50%.
 
8. Paralyze (44)
   It's the upgrade of blazing intimidation, so they need to have the same cast time (2 sec). It also needs to do more damage than blazing intimidation.
 
9. Protoflame (4SMILEY
   Broken spell needs to be fixed!!!
 
10. Fiery pulse (49)
   Obviously it should be the upgrade of scorching pulse, not inferno.

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Unread 03-07-2005, 12:36 AM   #2
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Got nothing else to say but...
 
/AGREE!
 
On all accounts.  Good job on this post.
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Unread 03-07-2005, 02:46 AM   #3
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Excellent post. Couldn't agree more. I wish to add Hand of the Tyrant to the list as well. Dazzling Seal appears to partially overwrite it and buffs far more INT than it does. I say partially overwrite because strangely enough the heat AC increase for both spells seem to stack, but the INT buff does not. I don't personally think a 150 AC increase to heat resistance is worth the concentration slot in having HoTT up. This looks suspiciously like the copy paste issue at play again, so basically the INT buff values for HoTT needs to be increased upwards to make it a viable upgrade to Dazzling Seal.
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Unread 03-07-2005, 05:54 AM   #4
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protoflame isnt broke, its just plain horrible. at adept 1 it does like 1 DPS, sometimes 2 ( ticks of 5 damage)...i mean.. come on
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Unread 03-07-2005, 06:33 AM   #5
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I agree
 
I would also like to see the accord, burning radiance and even, yes, the invisiblity lines.
 
I went from Distorted visons app1 to app 4.
 
In the spell discription, it says grants level 34 invisiblity to target for app1. The app 4 grants level 35 invis to target.
 
That is the only increase between the two spells. So what would app 2 and 3 be an increase of? Nothing.
 
The spell grades are to close to make any real difference unless you are going from app 1 to app 4/adept 1 or adept 3.
 
And there isn't much difference from app 4 to adept 1, really. I've been taking screen shots when I upgrade spells. Before and after. Some times, I'm just dissappointed in the small upgrade of them.
 
I would think that Flametounge would have a better chance to create proc then burning radiance, but seems it's best as a saves buff. I've used it on myself and meleed lower level mobs that couldn't really hurt me, just to see, and it's never gone off.
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Unread 03-07-2005, 09:31 AM   #6
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Flametongue procs a LOT on melee dps like scouts/monks. They swing much more often than we do, so using yourself as a base comparison will not be a fair estimate of how often the spell procs. Trust me it is an effective spell that I make sure I have cast on all melee in my group.
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Unread 03-07-2005, 09:45 AM   #7
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Sorano wrote:
Flametongue procs a LOT on melee dps like scouts/monks. They swing much more often than we do, so using yourself as a base comparison will not be a fair estimate of how often the spell procs. Trust me it is an effective spell that I make sure I have cast on all melee in my group.



I just wanted to see it proc. It never proced once for me. When grouped with scouts/monks, I do cast it on them, but haven't gotten any feed back on it.
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Unread 03-07-2005, 09:54 AM   #8
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Stavenham wrote:

Sorano wrote:
Flametongue procs a LOT on melee dps like scouts/monks. They swing much more often than we do, so using yourself as a base comparison will not be a fair estimate of how often the spell procs. Trust me it is an effective spell that I make sure I have cast on all melee in my group.

I just wanted to see it proc. It never proced once for me. When grouped with scouts/monks, I do cast it on them, but haven't gotten any feed back on it.
User a parser and see yourself, it's usually much more reliable than personal feedback anyway. Flametongue does proc quite often. Just today in a party, I kept it buffed on three melee's - monk, assassin, and guardian. Together, 3 of them had at least 5 proc's per fight, which was pretty decent. 5x50=250 damage, and the buff lasts for around 15 fights. Although we were fighting blue^^'s mostly so the melee didn't miss much.

Message Edited by Eleison on 03-06-2005 11:54 PMEdit: some data issues.And I agree that many wizard/sorc spells really need to be looked into. I have used Plasmatic Pulse 300+ times and it hasn't even dot'ed once.

Message Edited by Eleison on 03-07-2005 12:18 AM

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Unread 03-07-2005, 02:43 PM   #9
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Stavenham wrote:
I agree
 
I would also like to see the accord, burning radiance and even, yes, the invisiblity lines.
 
I went from Distorted visons app1 to app 4.
 
In the spell discription, it says grants level 34 invisiblity to target for app1. The app 4 grants level 35 invis to target.
 
That is the only increase between the two spells. So what would app 2 and 3 be an increase of? Nothing.
 
The spell grades are to close to make any real difference unless you are going from app 1 to app 4/adept 1 or adept 3.
 
And there isn't much difference from app 4 to adept 1, really. I've been taking screen shots when I upgrade spells. Before and after. Some times, I'm just dissappointed in the small upgrade of them.
 
I would think that Flametounge would have a better chance to create proc then burning radiance, but seems it's best as a saves buff. I've used it on myself and meleed lower level mobs that couldn't really hurt me, just to see, and it's never gone off.


i got distorted visions the other day, i was really pleased that i got an invis with no speeed decrease.

last night distorted visions adept 1 dropped of everling in nek castle, when i scribed it the invis level went up by 1 and i got a 20% speed decrease... is this right or is this a bug? because according to stavenham app 4 increases invis level by 1 with no speed decrease??? has anyone else had the same problem?

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Unread 03-07-2005, 04:59 PM   #10
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I just upgraded Distorted Visions to adept 1 today and also got the 20% spd decrease. *sigh* I was finally happy I got an invis w/o slow effect. :smileysad:
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Unread 03-07-2005, 06:00 PM   #11
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There is a speed decrease on app 1 and app 4. It wasn't always there, but added when they upped our damage.
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Unread 03-07-2005, 07:28 PM   #12
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Almost all spell upgrades are bugged it seems. I went from app3 to app4 in intensify and not a single change(10gold lost). Paralyze definitely needs a much low cast time. Freeze is 1 second cast, blazing intimidation 2sec, paralyze 4sec. It should be the other way around 4,2,1.
 
Refering to flametounge (fiery granduer) the buff is very good and needs no adjustments it procs well.
 
Protoflame??? Is this a tease or what? 4 damage for level 48 pets at adept I and only 70 damage if they die, they cannot guard you or taunt and cost 100 power to summon... please I'd rather not have them than be slapped in the face with this insult.
 
Ball of fire could use a shorter cast time, maybe 2 sec cast time like Ball of Flames. As for recast 9 sec might be good, 6 may make lowbies overpowered since we get the spell at level 23.
 
Vitalic Harvest would be nice if the stun was lowered to 6 sec instead of like 12sec at adept I -- or maybe a /respec that offers a class trait with lower stun(preferably not in the same choice line as Fiery Eflux)
 
All of our aoe's are a waste of time other than Icy Wind, should up the damage or ditch them.
 
This is just my opinion but I'd rather have no spell at all if it's not going to be good or usefull. I don't need it staring me in the face laughing at me.
 
Stackable buff like dazzling seal, HoTT or similar ones should either a) not stack at all-- or b) stack completely ie all the int/str bonus and all the resists etc stack together. (It avoids confusion, makes SOE look better as developers, and lets us easily decide which spells we want in those limited 5 concentration slots)
 
------------------------------------------
RAIDING-- I find myself pumping mana 90% of the time and doing damage 10% -- I chose a wizzy to nuke and deal DPS
 
that being said -- enchanter classes could use a few mana transfer spells that work well --
--singularity could be increased 300% to give the tank a larger portion of power back for holding agro (at least then I'd only be pumping healers)
-----------------------------------------
last but not least -->>Mail of Frost<<-- yes the ward/hate debuff
this is one of the most useless wastes of space in my spell book i have
with adept I - it lowers hate by 117 and does 370 point ward
at level 50 mobs hit for 1700+ on a caster in pristine T5 rare armor a 370 point ward does nothing
and tanks taunts add 800+ hate
 
I have almost never lost agro when using this spell-- for a 15 minute recast I find this spell way beyond the term useless
 
I could go for a 30 minute recast even with an instant (complete hate debuff or even better a hate tranfer to target---so we target tank, hit mail and he gets the agro)-- ie. make it an OS(Oh S***) skill and then it'd be usefull
 
I must say I do greatly appreciate the dmg and spell updates we have received so far.
 
 
PS. scouts need the loving before we get more of it =)
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Unread 03-07-2005, 09:20 PM   #13
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there was definately no speed decrease in the description of the app 1 but there is for adept 1
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Unread 03-07-2005, 10:29 PM   #14
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adamflanagan wrote:


Stavenham wrote:
I agree
 
I would also like to see the accord, burning radiance and even, yes, the invisiblity lines.
 
I went from Distorted visons app1 to app 4.
 
In the spell discription, it says grants level 34 invisiblity to target for app1. The app 4 grants level 35 invis to target.
 
That is the only increase between the two spells. So what would app 2 and 3 be an increase of? Nothing.
 
The spell grades are to close to make any real difference unless you are going from app 1 to app 4/adept 1 or adept 3.
 
And there isn't much difference from app 4 to adept 1, really. I've been taking screen shots when I upgrade spells. Before and after. Some times, I'm just dissappointed in the small upgrade of them.
 
I would think that Flametounge would have a better chance to create proc then burning radiance, but seems it's best as a saves buff. I've used it on myself and meleed lower level mobs that couldn't really hurt me, just to see, and it's never gone off.


i got distorted visions the other day, i was really pleased that i got an invis with no speeed decrease.

last night distorted visions adept 1 dropped of everling in nek castle, when i scribed it the invis level went up by 1 and i got a 20% speed decrease... is this right or is this a bug? because according to stavenham app 4 increases invis level by 1 with no speed decrease??? has anyone else had the same problem?



 

Same with Distorted Visions.  I went from App I to Adept I and the Adept gave me a 20% speed reduction.....umm what a joke!  Granted the higher level invis is nice, but I'll take the lower level invis for no speed decrease any day and twice on Sundays!

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Unread 03-08-2005, 01:47 AM   #15
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RAIDING-- I find myself pumping mana 90% of the time and doing damage 10% -- I chose a wizzy to nuke and deal DPS..
 
This is really very sad. Because at level 37 when things get really bad and healer losing power that is what I have to focus on. A mana battery. I remember in EQ1 that necro's had the same issue except they had a powerful pet tanking and serving as a DOT.
 
As far as the spells I must state that everyone is correct.
1- Heat Stroke is a ridiculous spell -by the time I cast it the mob is at 50%.
2- Freeze does not work on high level mobs although ice spike does and they are roughly 1 level difference.
3- Adepts should be easier to find and drop with more frequency.
4- Familiars should serve some purpose like buff or aggro sheild or at least increase power pool- if this is not an option it should not take up a concentration slot- that just does not make any sense. SOE read some fantasy books and you will see that familiars always provide some aid to the wizzard. So for right now familiars are worthless.
5- We should have some type of ward and as far as Accord, Burning Radiance  and Concurrence go- they should do something- they do not serve any purpose and do not help in any significant way at the present time. The only buff that sort of works is Flametongue and that is only if you cast it on a melee character because it does nothing for spells.
6- There should be a significant difference between adept 3 and adept 1 for all spells.
7- Plasmatic Pulse - broken- it says so on the spell. It says Deals damage and then it says ERROR underneathe it.
8- Protoflame - another indication that SOE hates Wizzards.
9- Ball of Fire and Ice Spear and Ball of Flames should all be on different recast timers. Ball of fire becomes obsolete once Ice Spear is obtained.
10- And these mezz spells are ridiculous- they do not last and when you try to recast it is too late-- you are dead.
11- Frozen manacle and thether and truss barely last- just enough to run away but not to use to solo a yellow or orange solo mob.
12- I read on another post that Wizzards should focus on agility versus Intelligence to avoid getting hit- this make sense. But now I am supposed to give up intelligence= power for agility= to not get hit -- this is not a good enough reason. I chose a wizzard primarily to be a powerful mage not to be worried about having to parry. If this is the case then SOE you need to give us better equipment with increased agility on very light armor.
13- Adept invisibility does not help one bit- I still run slower than usual.
14- Basically, I am goibng to wait until I get to 42 or 45 if nothing improves I am cancelling my account. I don't have time to waste playing a class that has so many problems.
15- Pyre needs a decrease in cast timer.
 
The idea of the game is fantastic and the look of the environment and the people in the game are great and that is really why I have remained. I keep hoping something is going to get better. The increase in damage they provided us really is not significant enough to make a difference. More damage is more aggro and that means quicker death.
 
I must say all of these problems, in addition to the horrible robes every mage uses really make me an unsatisified customer.
 
People will get tired of the same old thing to the point it the entire game is one big grind. Give people the opportunity to be unique instead of this elitist mentality of who can get a horse and who has adpet 3's.
 
16 - I think the premise SOE has is the following: the longer it takes to do things is the longer people will remain as subscribers. Not a good methodology. 
 
Horses that cost 9pp and Magic carpets that will cost 50pp. I have one thing to tell you SOE acknowledge these issues and correct them. I realize I am only one costomer and that what I may post here may mean little to nothing but I am sure many feel the same way. I know 112 people on Neriak server that do and asked to make this post addressing all of things.
 
 
I usually never post....but as I have attained higher levels I have noticed how things become more difficult.
 
And GM petitions - the worst customer service in any game. I hope a representative responds to show me that someone is taking things into consideration.
 
Thank You,
 
A very unhappy customer.
 
 
 
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Unread 03-08-2005, 03:13 AM   #16
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I have to agree with everything posted here. Wizards still need some serious work even after the DPS boost.As well, the LV 10 shield trait needs to be looked into. From all reports it is worse than the spell it is supposedly an upgrade for.Boreal: Bought the Adept1 version of this spell and the only difference between it and the Appr1 version was 2 mana in the casting cost (higher or lower I can't remember). Adept1 vrs Appr1 should at least do SOMETHING worthwhile better. If not why even allow us to upgrade the spell at all?Fendaria
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Unread 03-08-2005, 03:46 AM   #17
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Fendaria wrote:
I have to agree with everything posted here. Wizards still need some serious work even after the DPS boost.

As well, the LV 10 shield trait needs to be looked into. From all reports it is worse than the spell it is supposedly an upgrade for.

Boreal: Bought the Adept1 version of this spell and the only difference between it and the Appr1 version was 2 mana in the casting cost (higher or lower I can't remember). Adept1 vrs Appr1 should at least do SOMETHING worthwhile better. If not why even allow us to upgrade the spell at all?


Fendaria


I really dont understant why spell upgrading has to be limited in damagewise? Why SOE doesnt want a spell to have cast time / recast time / mana cost / duration changed while we upgrade it, like in many other games (single player RPG or MMORPG.) Some utility spells just dont really need to do damage. They need some useful upgrades - not damage. For example: It would be much better if we had +3sec duration for ring of cold each time we upgrade it, than a +10 cold damage. SOE really needs to revamp the spells / combat arts upgrading system. The current one is too boring!
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Unread 03-08-2005, 04:41 AM   #18
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Anyone know what the deal is with upgrading our evac? I recently went from app4 to adept1, and the only difference I noticed is I now fizzle it a lot more. For a spell like evac where time is critical that's a downgrade in my book! I read in test server patch notes that scout evac is being changed to no upgrade, since there is no difference it app1-adept1, but there is no mention of wizzy evac in there. Does the same thing apply to us and come next patch we will suddenly see our evac as a white spell with no level?
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Unread 03-08-2005, 04:55 AM   #19
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There are lots of spells that have grades to them, but getting them means nothing. Mainly, our buffs. These should be either adjusted to have actual benefits from going from app to adept to master, or just take them out, so we don't waste resources and money on these kinds of things.
 
The worst is that the mana cost for them goes up, with no noticable increase in the buffs.
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Unread 03-08-2005, 08:48 AM   #20
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QF, I would suggest you rename this thread a compiled list of broken wizzy spells. I would also suggest you either remove the top two spells asking for a damage increase, or put them at the bottom of the list under a 'would be nice' section. The main issues we appear to have are the cast/recast times on spells and some downright broken ones like protoflame. Asking for a damage increase maybe a bit much after the last patch. I would rather they fixed totally broken spells first.
 
Also add ice comet to the list of bugged spells. Level 50 players have reported that it doesn't appear to do any damage to raid mobs and gives no resist message yet consumes mana.

Message Edited by Sorano on 03-08-2005 05:00 PM

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Unread 03-08-2005, 10:05 AM   #21
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This has been mentioned in another topic, but I think Mail of Frost should also be on there. I didn't know how incredibly useless it is until my RL friend got it today, the ward is really, really, really sad. I watched him accidentally get aggro a few times, one time he casted Mail of Frost (Adept 1 too!) and it absorbed about 400 of the damage. i.e. didn't do crap, as the mobs (white^^) hit over 1k. (I think one special attack did 1900...) and later they fought some green^^ mobs, and Mail of Frost, which is supposed to take off some hate, never managed to remove aggro...it was always up to the tank to taunt furiously and the worse part was the 15min recast. I know it shouldn't be like a mystic's or defiler's ward, but it should at least do SOMETHING that makes it worth casting. i.e. make it resist full damage for say 3 attacks, or shear off LOTS of hate, and increase the timer to make it an emergency spell. Or just decrease timer and leave it as it is so we can use it more often and actually see the effect more clearly.
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Unread 03-09-2005, 02:23 AM   #22
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Agreed, good post.  And yes, add mail of frost.  It is pretty much worthless.  The conjurer version absorbs three full hits, ours stops a fraction of one hit, kind of ridiculous.  And instead of a minor hate drop, it should reduce the hate on all nukes by a percentage.  We are already getting out DPSed at high level by the pet classes simply because they can split their aggro between the pet and the player.
 
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Unread 03-09-2005, 03:39 AM   #23
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Not much mention of the AEs here. If they would fix our AEs, the class would be about 90% of the way to fixed. By "fix our AEs", I very specifically mean they need to convert Inferno, Fiery Pulse, and Icy Wind into the elemental counterparts to the Warlock's Devastation, Nil Distortion, etc. Devastation does roughly Ice Comet damage to EVERY mob in an encounter, within SIX seconds, and they can cast it every 45 seconds. Fine. Change Icy Wind (which currently does an ASTOUNDING 1000 damage in FORTY seconds!) to where it does precisely what Devastation does, only ice-based instead of disease- or poison-based. Inferno / Fiery Pulse? They currently share the same cast time, the same recast chain, and practically the same damage, which, at about 225 damage for a five-second cast, make them 100% worthless compared to direct damage. Change one of them to be a match for Nil Distortion, and the problem is solved.This would make Wizards a closer match to Warlocks for soloability, at which Wizards are currently quite poor indeed. It would also shorten the jaw-dropping gap in DPS between the two classes, as well as reduce the number of UTTERLY WORTHLESS SPELLS the Wizard has to puzzle over.
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Unread 03-09-2005, 06:15 AM   #24
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Asterra wrote:Not much mention of the AEs here.
Yes, it is pretty sad we need at least 6 or 7 mobs to make our AEs out perform our single target nukes. The casting times on them are way too long as well.Fendaria
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Unread 03-09-2005, 06:23 PM   #25
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QQFatman wrote:

spells that need to be adjusted:
..... 


Nearly all spells need a serious reduction in casting time.

Message Edited by Moruk on 03-09-2005 05:23 AM

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Unread 03-09-2005, 06:23 PM   #26
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Message Edited by Moruk on 03-09-2005 05:24 AM

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Unread 03-09-2005, 06:33 PM   #27
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Ball of Flames power cost reduction would help quite a bit. If 3 of them are supposed to equal 1 Nil, thats great, but after 3, you are OOP.... lol.
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Unread 03-10-2005, 09:58 PM   #28
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Sorano wrote:
QF, I would suggest you rename this thread a compiled list of broken wizzy spells. I would also suggest you either remove the top two spells asking for a damage increase, or put them at the bottom of the list under a 'would be nice' section. The main issues we appear to have are the cast/recast times on spells and some downright broken ones like protoflame. Asking for a damage increase maybe a bit much after the last patch. I would rather they fixed totally broken spells first.
 
Also add ice comet to the list of bugged spells. Level 50 players have reported that it doesn't appear to do any damage to raid mobs and gives no resist message yet consumes mana.

Message Edited by Sorano on 03-08-2005 05:00 PM



I post the fixed version in "Spells, Abilities, and Combat Arts" forum... but no one replies it (well someone 5-star it lol) so it's on the 3rd page now...
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Unread 03-10-2005, 10:36 PM   #29
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QQFatman wrote:
I post the fixed version in "Spells, Abilities, and Combat Arts" forum... but no one replies it (well someone 5-star it lol) so it's on the 3rd page now...

Bah you removed your issue #1 and #2 off that list (BoTT and BoFi). I agreed with those changes.Fendaria

Message Edited by Fendaria on 03-10-2005 12:36 PM

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Unread 03-11-2005, 07:58 PM   #30
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Also I would like to see our debuff line changed .
I seem to be spending the majority of my time in a fight applying / reapplying resist debuffs.  They dont last long enough, and if they get resisted then my nukes are that much harder to land.  Constant debuffing isnt my favorite, I'd rather just nuke away SMILEY
 
 
 
Either of the following would be acceptable imo:
 
- reduce the damage component on all our debuffs, give them a serious resist modifier (make them hard to resist), while increasing their duration
 
OR
 
- remove the elemental debuff component from our dots, and then introduce a brand new line of debuffs that do no damage at all but only reduce elemental resists, are long lasting, very hard to resist.  That way you can still dot for damage with your existing dots if you are the dotting sort.
 
 
 
I guess I would just simply prefer wiz/warlock nukes to be hard to resist, to not have to debuff much or at all, but if that's not 'balanced', then I would prefer to cast a single long lasting debuff once, then commence nukage.
 
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