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Post by Finwen on Mar 27, 2015 7:13:39 GMT -5
I have my Druid fully geared, and if it wasn't for shamans having panther I would hands down box the Druid instead. They are pretty beastly. The one issue I have in general are raid bosses resisting faster DoTs. It's incredibly hard to land dots from the shaman, even with the mob fully debuffed. It seems that once my bots start to land dots then my shaman can, before that it's next to impossible.
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Post by zephyr on Mar 27, 2015 7:23:00 GMT -5
So, I just went through Paladins and added significant hate generation to the procs from the divine might line of spells. (The spells that add a proc - not the undead ones though.)
Could someone with a paladin login to test and let me know how its working?
And im working on resists now, im probably putting an item in that lowers resists thats global and a quest.
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Post by Finwen on Mar 27, 2015 9:38:37 GMT -5
The resist item would be awesome. The DoT resist issue is an odd one though, because DDs land np almost every time. Do they just have a higher resist threshold?
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Post by zephyr on Mar 27, 2015 9:47:39 GMT -5
Dots have a higher resist check than nukes for some reason. The resist item I just finished should lower resists enough to nullify it pretty well.
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Post by teflawn on Mar 27, 2015 10:13:55 GMT -5
is there any chance you can look at boosting 2h weapon damage with the a look at boosting the damage bonus they get at the moment the end game weapons for paladins shadownights and berserker are all 2 handed SK damage 155 delay 27 dmg bon 17 paladin damage 148 + 5magic Delay 23 dmg bon 17 berserker 163 delay 29 dmg bon 48
i realize most every weapon has been boosted and made faster but this seems to have given the 2handed weapons a hit to the damage they should be dishing out i don't know how hard it would be to just set it up so that the damage bonus on 2haned weapons would just be twice there delay or if the delay calculator could be tweaked in some other manner
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Post by Genesis on Mar 27, 2015 16:47:28 GMT -5
Thanks for the hate mod on Divine Might Zephyr, that should help with maintaining agro. Appreciate the swift response to the problem.
Is it also possible to convert one of our stuns to an AOE snap? Could increase the reuse time to the same as the SK's AOE spell. SK's get a good AOE hate spell that pretty much assures them of grabbing agro on everything around them. When I group with Gamoril, it's very hard to maintain agro on groups of mobs, especially if we're trying to AOE them down or if the healers generate too much agro through healing. I generally use AOE heals but they only seem to work if the group is damaged. Healing people with full health doesn't appear to generate much agro at all, and it sucks not to be able to grab it back quickly if people pull adds off me.
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Post by Finwen on Mar 27, 2015 17:23:35 GMT -5
So, I just went through Paladins and added significant hate generation to the procs from the divine might line of spells. (The spells that add a proc - not the undead ones though.) Could someone with a paladin login to test and let me know how its working? And im working on resists now, im probably putting an item in that lowers resists thats global and a quest. So as I'm sure everyone is aware monk bots are horrible horrible agro whores. With the new changes, my paly is able to hold agro off of a monk bot, so I'd say that's a significant improvement.
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Post by zephyr on Mar 27, 2015 18:36:03 GMT -5
Let me know if you can hold aggro against your warrior if you have time - i may have overdone the hate mod
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Post by Finwen on Mar 27, 2015 19:04:19 GMT -5
They are on the same account, hehe. But I'm out for the next 18hours or so, will do what I can when I get back.
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Post by Gamoril on Mar 27, 2015 20:13:12 GMT -5
Thanks for the quick reply Zephyr. It's awesome to see Decrepit Skin being worked on. Can't wait to test the fix.
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Post by Debian/Mint on Apr 6, 2015 23:08:05 GMT -5
Chanters have always been a class I'd like to play a lot more or even main, but nothing much ever became them in EMUs nor live when I played.
I do recall briefly playing a server not too long ago that started everyone at 65 or 70 with a few select spells for each class and the chanter had 2 target-able illusions with the decent enhancements on them. Haste dmg boost melee or spell and some fucii. An idea I and I'm sure many others have thought about is making illusions more then cosmetic; Quarm, Sargetnt Slate, nor Doljonijiarnimorinar care if youre a troll or a human. Give some more of those nice illusions some cool npc racial abilities, increased combat/spell power/effects.......
....What about a usable ability like that of an activated AA that is part of the illusion. The ability appears in like the special AA tab and is only usable while wearing the illusion. Think the drakkins breath weapons on live but individual to each illusion. Utility purposes could be added to small groups or solo play to benefit various situations or just bring something new to the scene. Siren illusion could give a chance to proc a screech or silence spell on mobs, a rhino could receive a haste penalty but get a high chance to stun the mob in turn lessening the amount of inc dmg but also reducing ones own dps, or make it a seal or bulthar, EB, over-capped swimming for those water fights or what ever sounds fun.
I think that was my spiel about illusions....I'm toying with the idea of making a chanter just now but I'd like to hold out for something big and/or game changing about them before I invest the time. oh and work in the morning should probably be factored in.
Debian-75 Bst Mint-72 SK
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Post by zephyr on Apr 7, 2015 8:16:37 GMT -5
I believe someone was working on those spells. One issue on EMU is that you cant have more than 480 spells in your spellbook. Ive been having to remove Rk1/Rk2 spells just to get spells in past 70. Ill have to remove more spells to add new spells in, so I have to figure out what spells are redundant/not used first.
Any suggestions on Enchanters?
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taid
Noobie
Posts: 47
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Post by taid on Apr 7, 2015 9:34:59 GMT -5
Speaking of enchanter, would it be possible to add some mobs that's <= 80 (i believe that's the new lvl limit for dire charm) in later zones (txevu and tacvi). mez up to 85 is right on the spot imho, and the new rune looks pretty good too. but the dps department is a bit lacking without a pet. those pets don't last very long anyways with the boss aoe spells/rampage. last but not the least, the epic 1.5 gives a 1500 rune, would it be possible to re consider and bump up a little?
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Post by Debian/Mint on Apr 7, 2015 13:33:03 GMT -5
Chanter spells that shouldn't be an issue removing from their books, or ones at least I've never found useful when playing on EMUs.
level 1: true north, Reclaim energy(who uses it?) 5: Sentinel 6: See Invis 8: Bind sight, 10: serpent sight, 20: shifting sight, 27: ultravision, 32: cast sight, 44: Leviathan Eyes
13+: Wuggan's line of spells. Since they are LDON disarm and what not type of spells, unless that feature is going to go live they are wasted space. (13, 14, 23, 24, 33, 34 all have one or two)
15: Identify 16+: focus spell casters summoned items. I don't recall ever seeing these used on EMUs so I would say they are likely safe to remove.
-Mass enchant metals: I guess useless unless JC is ever to become a thing here or for boredom to create jewelry? If you need to mass enchant metals just grab a stack and do /twist 8(or what ever slot the single cast spell is in and come back in 5 min)
27: Clarify mana line of spells(useful or no?)
29: Ward of Alendar, 55: Protection of Alendar (Buff this up like runes, don't remove)
30: Mana Sieve, 36: Wandering Mind, 52: Scryer's Trespass, (Either buff/scale (cha or int?)to be used against casters OR remove as it really is obsolete) 34: Gife of Mana (needs some love, perhaps combine this and (17) Intellectual Superiority line of spells into one with scaling? and maybe (35) insight as well, this would free up more pages in our books and perhaps make the buffs useful.)
61+: 'Imbue' line of spells unless otherwise needed for vital quests
Those are most of the spells sub 70 that really serve no purpose and could be removed to free up slots for newer spells. Do correct me if I'm wrong though.
Wondering about all the other illusion spells that are listed on Alla under chanter that are not standard like ogre pirate, erudite pirate etc. There are 67 listed at level 1 and if so, those perhaps could be removed from the chanter book as well.
Hope the info is useful
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Post by Tynnonium on Apr 8, 2015 15:57:11 GMT -5
I would leave identify in just for anyone who doesn't use MQ2.
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