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Unread 03-27-2006, 04:18 AM   #1
Kana

 
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A question for my fellow Mystics (and Defilers):  Would a reduction in ward duration be beneficial?  I think so, and here's two examples to illustrate why:
 

Fast pulling XP groups.  Mobs are dying so fast that I'm often having to cancel my ward to avoid aggro on the next pull.  A shorter duration ward would help with this.

Healing those that steal aggro from the MT.  When a mob it decides to turn it's attention to the local squishy, I immediately ward them.  This is normally enough to allow the MT to regain aggro, but there sits a mage, at half health, with a mostly full ward.  If the ward duration was shorter, I wouldn't have to bother healing him back to full, the ward would simply expire and take care of it.

This would no doubt cause some sort of balance concern with other priests, but I thought I'd throw it out there anyway.  There may be a downside to a shorter duration, but providing it still heals on expiration, I'd personally be in favor of it.

How about 15 or 20 seconds instead of the current 30.  Thoughts?

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Unread 03-27-2006, 04:30 AM   #2
radical_EDWARD

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I think this is a great idea. We also need a reduction on our debuffs duration. That way i can cast debuffs nonstop and have no down time what so ever.
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Unread 03-27-2006, 04:56 AM   #3
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Well, that's not the worst idea ever . . . but it would make a top 10 list.

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Unread 03-27-2006, 06:34 AM   #4
Kana

 
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Wow, maybe it's not the best idea ever, but top 10 worst?  I guess I don't see such a big downside to a shorter duration.
 
So, the ward expires earlier, and the tank gets healed for the remaining amount.  Sure, now he's unwarded, but he has more HPs.  What's the difference?
 
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Unread 03-27-2006, 09:35 AM   #5
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Wards used to last for a shorter duration. It generally sucked. I would not in any way, shape or form move to have their duration reduced again.
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Unread 03-27-2006, 01:06 PM   #6
tebion

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shorter duration? definitely a huge no from me, the duration is good as it is atm
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Unread 03-27-2006, 04:43 PM   #7
Karlen

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If you want a short-duration ward, you could leave your wards at apprentice 1.
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Unread 03-27-2006, 04:58 PM   #8
tebion

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Zotar99 wrote:If you want a short-duration ward, you could leave your wards at apprentice 1.

rofl, ... but true SMILEY
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Unread 03-27-2006, 05:13 PM   #9
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radical_EDWARD wrote:
I think this is a great idea. We also need a reduction on our debuffs duration. That way i can cast debuffs nonstop and have no down time what so ever.

I would love to see all our debuffs have the same timer, would make my life alot easier, but i gotta say i prefer longer timers, shorten timers ?? You mad lol talk about power drain.
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Unread 03-27-2006, 06:11 PM   #10
fitzerelli

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omg no, dead against shorter durations on wards, means u have to cast more, casting time is one of the most valuable commodities there is. u can only cast one spell at a time so careful what u wish for

debuffs on the other hand i wish chimerik/eidilion/lethargy lasted alittle longer as they feel like they wear off pretty quick

Message Edited by fitzerelli on 03-27-200605:17 AM

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Unread 03-27-2006, 06:45 PM   #11
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as for the 'squishy' grabbing aggro. They get to have a few ward freebies. If the constantly overnuke I let them die a few times. My main priority is to the MT in the groups I fight in. If he goes down it is long odds everyone will.

 

Story to relate wizard in a group the other night was either hitting something really good, or he was just a [Removed for Content].

The tank would pull and the wizard would start throwning nukes one after another. Wizard would grab aggro. He would then run around the group screaming HELP ME HELP ME. This got old quick. 3rd 4th 5th 6th 7th 8th time he did it (span of 20 minutes the tank managed to get aggro back. From then on out everytime he did it I would cast torpor on him just to watch the death scene.

 

 

As for the wards being shorter duration...I dont even want to put that bug in the mind of the devs. Dang things would last 3 seconds.  By time they got thru with them.

Message Edited by Kaharthemad on 03-27-200605:47 AM

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Unread 03-28-2006, 02:06 AM   #12
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Zotar99 wrote:If you want a short-duration ward, you could leave your wards at apprentice 1.

ROFL.....that is genius.
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Unread 03-29-2006, 01:40 AM   #13
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Kanali wrote:
A question for my fellow Mystics (and Defilers):  Would a reduction in ward duration be beneficial?  I think so, and here's two examples to illustrate why:
 

Fast pulling XP groups.  Mobs are dying so fast that I'm often having to cancel my ward to avoid aggro on the next pull.  A shorter duration ward would help with this.

Healing those that steal aggro from the MT.  When a mob it decides to turn it's attention to the local squishy, I immediately ward them.  This is normally enough to allow the MT to regain aggro, but there sits a mage, at half health, with a mostly full ward.  If the ward duration was shorter, I wouldn't have to bother healing him back to full, the ward would simply expire and take care of it.

This would no doubt cause some sort of balance concern with other priests, but I thought I'd throw it out there anyway.  There may be a downside to a shorter duration, but providing it still heals on expiration, I'd personally be in favor of it.

How about 15 or 20 seconds instead of the current 30.  Thoughts?

Kanail


Now that's just crazy talk.

The only time I've gotten ward agrorecently from the ward from a previous fight was when a high level conjurer was using his pet as the tank and I'd used a group ward on the last fight near the end. If there had been a real tank, it would have been a non-issue.

As for swishies with a unused ward sitting on them?  Unless it is vital for that particular swishy caster to live for the groups survival or whatever mission we are on, casters that take agro usually get torpor. If more than one person is getting beat on I use a groupward (which often is the case, some casters forget they should assist the tank and not nuke that other mob in the encounter). If the caster dies before it lands... oh well, lesson learned for the caster.  If I do ward the offending caster with a single target, I do not heal him. Waste of time and mana to do so if you have a good tank. Ward will keep him from dying until the tank gets the mob off.

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Unread 03-29-2006, 10:43 PM   #14
Arfiniel

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Here's a thought:  instead of reducing the duration so you don't have to click it off before the next pull (and therefore avoiding the aggro that comes with that), ADJUST THE WARD AGGRO.  Why not just fix the problem instead of coding around it.
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Unread 03-29-2006, 10:53 PM   #15
Banditman

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There is no problem with Ward aggro.  It behaves differently, but it behaves fairly.
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Unread 03-29-2006, 11:01 PM   #16
Arfiniel

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You are indeed correct.  A single-target ward on the tank should not draw aggro, and usually doesn't (depending on the tank and how they pulled).
 
Group ward aggro can be insane if the tank gets a big wallop on pull.  Not using the group ward on pull is just managing your own aggro.
 
My comment was more of a statement that reducing ward duration is not the solution.  However, changing the aggro is not the solution either.
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Unread 03-30-2006, 01:56 AM   #17
tebion

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well, more aggro is the tradeoff we have to take for having the kinda "perfekt" heal. we are the only ones where our special "heals" can unleash their complete power in one big hit, we can cope with spikes in damage best -> we should get the most aggro for it, too, or its unbalanced.imo ward aggro is exactly correct where it is, playing a shaman is all about knowing what to do and to get a feeling how good a tank is or not. Nothing to fix in this regard imo.
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Unread 03-30-2006, 08:55 AM   #18
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I don't know about reducing the duration....but how about the casting times?:smileyvery-happy:
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Unread 03-30-2006, 10:08 AM   #19
rickfrey29726

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are you kidding me?        obviously you dont play on a pvp server. save the shaman's best tool.
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