View Full Version : Immolation (519)
Taluric
01-15-2016, 04:28 PM
The overall lethality of the spell for immolation-specced wizards is being reduced, but the usefulness and power of the spell for non-specialized wizards is being increased. The chance to incinerate (instant kill) a target is now calculated as a seed 1 summation of ((lore ranks - 10) / 2), but with a reduced chance for any warding result that is less than 150. The penalty is calculated at 2% per 1 WM. So if the wizard had a base 10% chance to incinerate the target, but the warding result was 125, the chance would be reduced to 5%. With 192 lore ranks, the base chance is 13%.
When not EVOKEd, the base damage of the spell has been increased. Training in Elemental Lore, Fire will now provide a % chance for one additional crit cycle, determined by (lore ranks / 1.5), so at 100 ranks, there is a 66% chance, and at 150 ranks, there is a 100% chance. The spell may also now be CHANNELed for increased damage, when one or more of the wizard's hands are empty and they are in an offensive stance. Lastly, when the spell is not EVOKEd, it will no longer cause RoundTime to the target, with the exception of players who manually choose to roll around on the ground in an attempt to extinguish the immolate effect. However, the spell can be EVOKEd to still cause RoundTime (in exchange for the decreased damage potential). This allows a wizard to optionally use the spell to disable or as an effective warding attack spell.
GameMaster Estild
This message was originally posted in Wizards, Major Elemental Circle. To discuss the above, follow the link below.
http://forums.play.net/forums/19/237/2655/view/1119
http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/2417
Fallen
01-15-2016, 06:42 PM
So its 3 with a possibility of 4 strikes? What determines the effectiveness of the 4th strike?
Yes. The extra flare based upon lore will be the second strike, if it happens. The last 2 strikes are just for flavor and represent the cooling down effect after the target was put on fire.
GameMaster Estild
Savor the flavor.
Tgo01
01-17-2016, 12:11 AM
Someone should copy and paste over all posts in the "Immolate mana cost is now too high" thread on the officials. It looks like a thread I want to read but it keeps saying "I could not find that post." whenever I click on it as a guest.
Donquix
01-17-2016, 01:11 AM
"ya'll are whiney bitches, it kills fine." --GMs
paraphrased.
Tgo01
01-17-2016, 01:29 AM
"ya'll are whiney bitches, it kills fine." --GMs
paraphrased.
That's pretty much what I figured they were saying.
Soulance
01-17-2016, 01:33 AM
Looking at the logs provided and comparing it to Divine Fury (317) and Wither (1115), I don't see a problem. Those spells would have similar results against those targets. I'm not against reviewing if Immolation is strong enough, but any comparison should be against those current spells and not the former 519.
GameMaster Estil
Every attack spell in the game has a chance of stunning the target. There's nothing inherent about 317 or 1115 that causes said spells to stun outside of the critical damage they deal, just as with 519, 415, 705, etc.
Some creatures are intentionally designed to be difficult to ward, especially against certain casters. However, looking at Methais' CS and comparing it to a greater water elemental's TD, it's far from impossible.
GameMaster Estild
And yet a single cast of Elemental Disjunction (530) can remove 30-50 of their TD. These are literally the most elemental creatures in the game (in name and in the defensive spells they cast).
GameMaster Estild
Because it always takes Pain (711) at least 3 casts, 9 seconds of castRT, and 33 mana to kill a target no matter what. In addition, the maximum roundtime applied to the target is 7 seconds per cast. The previous 519 was instantly killing many creatures in one cast and if not, it would disable them for 30 seconds from a single cast. Without a doubt, Pain is a very strong spell, but it's more situational than people like to think. Most sorcerers don't hunt exclusively with it since they can use other spells that will likely kill the target faster and for less mana. Even if wizards were to get a similar spell, I can tell you now that it would not work with Rapid Fire, since those 9 seconds of castRT are a very intentional disadvantage of Pain.
That entirely depends on your training and the target. Against normal creatures (without heavy armor or innate crit padding), such as the Ithzir, it should reasonably kill in 1-2 casts. Usually, it's a just a matter of luck if you hit a lethal location or not. Ironically, as noted above, when compared to Pain, it's always at least 3 casts, 9 seconds of castRT and 33 mana. Doesn't matter if you're 100 levels over the creature and your CS is 500 against its TD of 3.
GameMaster Estild
Yes, I have. And below is just a short clip (completely unedited and each new creature was spawned once the first was killed) to illustrate it. But don't take my word for it, or anyone else's for the matter. Go out and test it yourself. The spell is very lethal against any creature that is not inherently designed to be resistant to critical attacks, just as with 317, 1115, 719, or any critical attack ability.
As noted before, in many of these casts, I outright kill the creature with a single cast. That will never happen with 711.
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +435 + CvA: +19 + d100: +32 == +152
Warding failed!
Small flames of yellow and orange hues begin to lick at an Ithzir seer. Before long, the flames grow more violent, reaching hungrily up her body. She falls to the ground and the flames engulf her. Black smoke rises in tendrils from the large blaze around an Ithzir seer as she burns.
The Ithzir seer falls to the ground and dies.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
Blustery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +435 + CvA: +19 + d100: +63 == +183
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 50 points of damage!
Skin and some muscle burnt off chest.
... 35 points of damage!
an Ithzir seer takes a breath of super-heated air and expires gasping.
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
Blustery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +440 + CvA: +19 + d100: +32 == +147
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 30 points of damage!
Flames cook an Ithzir seer's back. Looks about medium well.
... 35 points of damage!
Skin and muscle seared off right hand. Not much left.
The seer's crystal-tipped staff falls to the ground.
... 20 points of damage!
Nasty burns to chest make you wish you never heard of heartburn.
... 10 points of damage!
Burst of flames to left arm burns skin bright red.
The flames around an Ithzir seer continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +440 + CvA: +19 + d100: +24 == +139
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 30 points of damage!
Flames cook an Ithzir seer's abdomen. Looks about medium well.
... 25 points of damage!
Flames incinerate left arm to the bone. Not a pleasant sight.
... 20 points of damage!
Nasty burns to left leg. Gonna need lots of butter.
It is knocked to the ground!
... 15 points of damage!
Burst of flames char forehead a crispy black.
The flames around an Ithzir seer continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +440 + CvA: +19 + d100: +40 == +155
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 35 points of damage!
Several fingers consumed from left hand. The rest are unusable.
... 60 points of damage!
Flames engulf body. Chest left a smoldering ruin.
The Ithzir seer vainly struggles to rise, then goes still.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The light blue glow leaves an Ithzir seer.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +435 + CvA: +19 + d100: +21 == +141
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 25 points of damage!
Abdomen bursts into flames. Would be funny without the blood.
... 25 points of damage!
Flames burn hole in chest exposing ribs!
... 20 points of damage!
Flames engulf head searing hair and scalp. Sickening!
... 15 points of damage!
Burst of flames to left eye incinerates eyelid. Gruesome.
The flames around an Ithzir seer continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +435 + CvA: +19 + d100: +43 == +163
Warding failed!
Small flames of yellow and orange hues begin to lick at an Ithzir seer. Before long, the flames grow more violent, reaching hungrily up her body. She falls to the ground and the flames engulf her. Black smoke rises in tendrils from the large blaze around an Ithzir seer as she burns.
The Ithzir seer falls to the ground and dies.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
Blustery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +435 + CvA: +19 + d100: +35 == +155
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 50 points of damage!
Skin and some muscle burnt off chest.
... 30 points of damage!
Flames cook an Ithzir seer's chest. Looks about medium well.
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at an Ithzir seer.
CS: +536 - TD: +435 + CvA: +19 + d100: +96 == +216
Warding failed!
Wisps of black smoke swirl around an Ithzir seer and she bursts into flame!
... 40 points of damage!
The lower half of an Ithzir seer's right leg is almost completely burned away.
An Ithzir seer falls to the ground grasping her mangled right leg!
... 45 points of damage!
Right eye evaporates in a burst of flame. Death from shock follows.
The Ithzir seer vainly struggles to rise, then goes still.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +536 - TD: +440 + CvA: +25 + d100: +72 == +193
Warding failed!
Wisps of black smoke swirl around a triton radical and it bursts into flame!
... 40 points of damage!
Flame burns everything but the bones from a triton radical's left hand.
... 45 points of damage!
Left arm incinerated. Unfortunate.
... 20 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
... 10 points of damage!
Burst of flames to right arm burns skin bright red.
The flames around a triton radical continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +536 - TD: +440 + CvA: +25 + d100: +76 == +197
Warding failed!
Wisps of black smoke swirl around a triton radical and it bursts into flame!
... 60 points of damage!
Intestines rupture from intense heat; a triton radical dies a slow, painful death.
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
A triton radical seems slightly different.
Blustery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at a triton radical.
CS: +536 - TD: +430 + CvA: +25 + d100: +92 == +223
Warding failed!
Wisps of black smoke swirl around a triton radical and it bursts into flame!
... 45 points of damage!
Flame consumes a triton radical's right arm all the way to the shoulder.
The radical's bronze scaling fork falls to the ground.
... 70 points of damage!
Flame burns through a triton radical's abdomen. Greasy smoke billows forth.
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The warm glow fades from around a triton radical.
Blustery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +536 - TD: +440 + CvA: +25 + d100: +72 == +193
Warding failed!
Wisps of black smoke swirl around a triton radical and it bursts into flame!
... 70 points of damage!
Flame burns through a triton radical's abdomen. Greasy smoke billows forth.
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
A triton radical seems slightly different.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
>incant 519
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You channel at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +536 - TD: +430 + CvA: +25 + d100: +84 == +215
Warding failed!
Wisps of black smoke swirl around a triton radical and it bursts into flame!
... 45 points of damage!
Intense heat causes left eye to evaporate. Death from shock is unavoidable.
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The guiding force leaves a triton radical.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
GameMaster Estild
Soulance
01-17-2016, 01:38 AM
Now what I found interesting was the part Estild said about costing more mana on other spells. Yet, he states that you could accomplish a pushdown with 530 as your opener. So how is using 30 mana + Immolate a few times less of a mana drain? Maybe I just don't know the numbers and it's way to late to even think about putting some together. Just doesn't sound like "less" mana.
Tgo01
01-17-2016, 01:41 AM
Immolation has a hardRT now?
Also I'm not sure what Estild thinks he was proving there. Sure, maybe comparing Immolation to Wither the spells are similar (other than Immolation costing 4 more mana), but empaths can throw 240 on and get double and triple strikes for absolutely zero extra mana and zero added castRT.
What can wizards do? Throw on rapid fire for a cost of 15 mana every minute and cast Immolation in 1 second for 19 mana per cast?
Tgo01
01-17-2016, 01:43 AM
Now what I found interesting was the part Estild said about costing more mana on other spells. Yet, he states that you could accomplish a pushdown with 530 as your opener. So how is using 30 mana + Immolate a few times less of a mana drain? Maybe I just don't know the numbers and it's way to late to even think about putting some together. Just doesn't sound like "less" mana.
Estild must be on crack. No way in hell I would bother casting 230 on any critter much less every critter when I can just cast 240 and have my spirit do all the work for me.
Soulance
01-17-2016, 01:44 AM
Is the hard rt because he is CHANNELing it?
Tgo01
01-17-2016, 01:45 AM
Is the hard rt because he is CHANNELing it?
Probably. What does channeling with Immolation do now? Don't tell me it's one of those spells where you have to channel it to get any real damage out of it?
Donquix
01-17-2016, 01:50 AM
same as most others, phantom endroll added.
Tgo01
01-17-2016, 01:53 AM
same as most others, phantom endroll added.
Was the spell redesigned with this in mind? Like they expected people to channel Immolate now?
Does haste help with the hardRT? If not it seems like they designed this spell to not be used at all with Rapid Fire. Holy shit, why didn't they just remove Immolate from the game altogether?
Astray
01-17-2016, 03:56 AM
The overall lethality of the spell for immolation-specced wizards is being reduced, but the usefulness and power of the spell for non-specialized wizards is being increased.
Fucking what?
Donquix
01-17-2016, 05:02 AM
Was the spell redesigned with this in mind? Like they expected people to channel Immolate now?
Does haste help with the hardRT? If not it seems like they designed this spell to not be used at all with Rapid Fire. Holy shit, why didn't they just remove Immolate from the game altogether?
I mean, like every spell I assume the endroll affects your crit ranks to some degree. Also with immolate specifically it helps ensure you stay over the 150 margin threshold so you don't take a penalty to your instakill chance.
Tgo01
01-17-2016, 05:09 AM
I mean, like every spell I assume the endroll affects your crit ranks to some degree. Also with immolate specifically it helps ensure you stay over the 150 margin threshold so you don't take a penalty to your instakill chance.
I'm just curious if they designed the spell with this in mind. Like they chose 150 as the threshold because they expected wizards to channel the spell.
To my knowledge Immolation wasn't a channeled spell before so while this sounds like a buff that you can now channel Immolate it actually sounds more like yet another nerf because they probably redesigned the spell thinking a wizard hunting like level critters or uphunting would need to channel the spell to have a good success rate with the spell. So now the spell is worse than it was before and you now need a 3 second hardRT to have a decent shot at it doing good damage and getting instant kills.
Of course I doubt a GM would ever admit to this even if all of this is true.
Methais
01-17-2016, 11:31 AM
Fucking what?
Basically investing fire lore into the spell is a waste now.
War mages are the new cookie cutter build.
Wrathbringer
01-17-2016, 11:42 AM
I think all these changes are great and make wizards and the overall game better and more enjoyable.
Astray
01-17-2016, 11:43 AM
Basically investing fire lore into the spell is a waste now.
Why punish someone for investing time and effort into a build that pays out later? What the fuck is the point of that?
Soulance
01-17-2016, 12:22 PM
It'd be nice if channeling gave you an AS/CS boost instead.
Soulance
01-17-2016, 12:25 PM
I think all these changes are great and make wizards and the overall game better and more enjoyable.
"You must spread some Reputation around before giving it to Wrathbringer again."
DAMN IT! :buttkick:
Methais
01-17-2016, 01:01 PM
Why punish someone for investing time and effort into a build that pays out later? What the fuck is the point of that?
That's just how Simu rolls.
SHAFT
01-17-2016, 01:23 PM
They did this to fuck with methais. He was growing far too powerful and soon would've taken over elanthia.
Tis a pity as I was rooting for him...
Whirlin
01-17-2016, 02:07 PM
I agree that the lore benefits of this spell aren't high enough, systemic problem with the entire lore review.
The first sentence basically says the floor has been raised, but the ceiling has been lowered.
Compared to the previous itteration, it now looks like both the evoked and channeled versions of the spells still have the instant-death ability... The previous itteration had them mutually exclusive between damage and disabling, basically.
Evoke: Forces target into hard RT, less damage
Cast: Middle Ground, moderate damage
Channel: Damage, yay damage.
Methais
01-17-2016, 04:43 PM
Except no sane wizard is going to stand in offensive locked in hard RT, especially at cap.
Not sure the numbers but the instant death chance was significantly lowered too.
Tgo01
01-17-2016, 05:10 PM
Except no sane wizard is going to stand in offensive locked in hard RT, especially at cap.
Not sure the numbers but the instant death chance was significantly lowered too.
I really think they designed Immolate to not be used with Rapid Fire. It's like they expect you to channel the spell thus being put into hardRT so the castRT of Rapid Fire is meaningless.
Can anyone confirm if the new haste reduces channel castRT? I'm guessing not only no but hell no but I'd love to be wrong.
Methais
01-17-2016, 05:17 PM
They could have just made RF not work with immolate if that were the case instead of all this other bullshit.
Upon further speculation, I've come to the conclusion that the wizard nerfs were implemented as a diversion to draw attention from the Taintedmeat fiasco.
Fucking vegans!
Tgo01
01-17-2016, 05:22 PM
They could have just made RF not work with immolate if that were the case instead of all this other bullshit.
The GMs are getting sneaky in their old age. They wanted to nerf the hell out of Immolate + Rapid Fire and they did so without being obvious about it.
Immolate just looks like an absolute garbage spell now. I guess if I ever play again I'll play my wizard as a bolter for the very first time ever, and I'm sure with the rapid fire nerf I'm going to hate it.
subzero
01-17-2016, 05:30 PM
I really think they designed Immolate to not be used with Rapid Fire. It's like they expect you to channel the spell thus being put into hardRT so the castRT of Rapid Fire is meaningless.
Can anyone confirm if the new haste reduces channel castRT? I'm guessing not only no but hell no but I'd love to be wrong.
https://www.youtube.com/watch?v=JdKI1wj-JpI
Tgo01
01-17-2016, 07:51 PM
Wizards are intended to primarily bolt with warding spells being a secondary option. Clerics, empaths, and sorcerers are the opposite. Wizards have the highest bolt AS and the most options when it comes to bolting and the other casters have the opposite. This is an intended design and won't be changing. As such, when comparing the best warding based based attack spells between a wizard and the others, the advantage is going to be given to the former since it's considered their forte. More so, due to Mana Leech (516) also have a means to regain mana during a hunt, which offsets the 2-4 mana discrepancy between 1115, 317, and 519. Lastly, we see the same issues when comparing Fire Spirit (111) to Major Fire (908).
GameMaster Estild
Yes because comparing a pure profession's level 8 spell to a level 11 minor circle spell that almost everyone in the entire game can learn makes sense when comparing 519 to 1115 and 317.
So there we have it, "by design" Immolate is supposed to suck compared to the options other pures have. What a joke the wizard profession has become overnight.
Since "by design" wizards are supposed to be shitty CS users it means we are left with swinging and bolting, the former of which is only an attractive option because the latter of which blows chunks in comparison with the now overly nerfed rapid fire.
Tgo01
01-17-2016, 08:01 PM
Thread: Immolation (519)
And yet comparing a major spell to profession spell is an okay comparison. You're retarded.
profession circle > major circle > minor circle
This isn't rocket surgery, pal. A major circle spell (519) that is 4 levels higher than a pure circle spell (1115) is a valid comparison.
A minor circle spell (111) that is 3 levels higher than a pure circle spell (908) isn't even in the realm of a valid comparison and honestly Estild should be ashamed that he even brought it up. Yes, I said it, ashamed. To the corner with him!
Maerit
01-17-2016, 08:15 PM
Yes because comparing a pure profession's level 8 spell to a level 11 minor circle spell that almost everyone in the entire game can learn makes sense when comparing 519 to 1115 and 317.
So there we have it, "by design" Immolate is supposed to suck compared to the options other pures have. What a joke the wizard profession has become overnight.
Since "by design" wizards are supposed to be shitty CS users it means we are left with swinging and bolting, the former of which is only an attractive option because the latter of which blows chunks in comparison with the now overly nerfed rapid fire.
Is 317 a bad comparison for 519? That spells seems to be the most similar by design that I can find. How often is 317 a 1-shot kill?
Tgo01
01-17-2016, 08:15 PM
Following up on the wizards are suppose to suck at CS spells rant, since wizards are supposed to bolt, thus they are supposed to train in spell aiming that the other pures don't have to, shouldn't bolting be superior to other pures' CS spells?
Isn't the exact opposite true though? The only real saving grace of bolts is no hardRT but then again apparently bolts are designed to have a horrible chance of hitting the head and eyes for instant death crits unless a bolt is channeled so that theory goes out the window.
Is 317 a bad comparison for 519? That spells seems to be the most similar by design that I can find. How often is 317 a 1-shot kill?
I think 317 and 519 are comparable. I have never played a cleric so I'm not sure how powerful 317 is in comparison to 519 but I do know clerics have access to 240 and if 317 + 240 is anything like 1115 + 240 then 317 + 240 completely destroys 519 + 515. It's not even a fair contest. 317 would would eat 519 for breakfast, lunch, AND dinner for a week straight. Then 317 would shit 519 out, raise it back from the dead just so it can eat the shit out of 519 again.
time4fun
01-17-2016, 08:26 PM
Following up on the wizards are suppose to suck at CS spells rant, since wizards are supposed to bolt, thus they are supposed to train in spell aiming that the other pures don't have to, shouldn't bolting be superior to other pures' CS spells?
Isn't the exact opposite true though? The only real saving grace of bolts is no hardRT but then again apparently bolts are designed to have a horrible chance of hitting the head and eyes for instant death crits unless a bolt is channeled so that theory goes out the window.
I think 317 and 519 are comparable. I have never played a cleric so I'm not sure how powerful 317 is in comparison to 519 but I do know clerics have access to 240 and if 317 + 240 is anything like 1115 + 240 then 317 + 240 completely destroys 519 + 515. It's not even a fair contest. 317 would would eat 519 for breakfast, lunch, AND dinner for a week straight. Then 317 would shit 519 out, raise it back from the dead just so it can eat the shit out of 519 again.
Wizard bolts ARE superior.
And no one said Wizards should "suck" at CS spells.
You just don't get to be the best at everything. I'm sorry that's so distressing. But in time you'll learn to live with it.
Every other profession has.
Tgo01
01-17-2016, 08:32 PM
Wizard bolts ARE superior.
Bullshit. Do bolts have a chance to instant kill shit without looking at eye crits/head crits/whatever? No? They don't?
Do bolts apparently have a built in limitation where they purposefully hit the chest/back more often than the eyes/head? They do?
Can bolts aim like physical attacks can even though bolts require training in spell aim? They can't?!
Get outta here!
And no one said Wizards should "suck" at CS spells.
In a contest between two players that means first place is the best and second place is the worst. The worst = the suck. Why is math up to the number 2 so difficult?
You just don't get to be the best at everything.
It would be awesome if wizards were the best at something. As it is now wizards are the best at enchanting and spelling up. That's about it. Even warriors laugh at wizard's pathetic TD stats. WARRIORS!
Every other profession has.
This coming from the person who admits that her paladin only dies to roundtime induced from CMANs? Which is pretty laughably hard to believe considering paladins can double in CMAN and PF and wizards can only single in both.
Maerit
01-17-2016, 08:36 PM
Following up on the wizards are suppose to suck at CS spells rant, since wizards are supposed to bolt, thus they are supposed to train in spell aiming that the other pures don't have to, shouldn't bolting be superior to other pures' CS spells?
Isn't the exact opposite true though? The only real saving grace of bolts is no hardRT but then again apparently bolts are designed to have a horrible chance of hitting the head and eyes for instant death crits unless a bolt is channeled so that theory goes out the window.
I think other casters are "expected" to train in spell aiming as well based on how much utility and value comes from the spells effected by spell aiming. They are just not as primary an offensive weapon as they are to wizards. 720 is pretty worthless as a killing spell without spell aiming. 708 is a pretty worthless disabler without spell aiming. 118 could be made more useful with spell aiming, same with 111, 306 and 1110. In the end - all pures benefit from spell aiming, wizards just have the most value and the lowest cost to train.
Additionally - Wizards are not "required" to over-train in spell bases for CS attacks unless that is their preference. It's not a very solid argument since 2x in spell aiming is a far cheaper TP investment when compared to the over-training required to be an effective CS caster.
I think 317 and 519 are comparable. I have never played a cleric so I'm not sure how powerful 317 is in comparison to 519 but I do know clerics have access to 240 and if 317 + 240 is anything like 1115 + 240 then 317 + 240 completely destroys 519 + 515. It's not even a fair contest. 317 would would eat 519 for breakfast, lunch, AND dinner for a week straight. Then 317 would shit 519 out, raise it back from the dead just so it can eat the shit out of 519 again.
I have no experience with 240, but based on the spell description isn't this just a chance to re-cast your last spell? It looks like it should be pretty powerful, but it isn't 100% reliable is it? You'd have to be well past cap to make it 98% reliable, but I can see why it's so strong.
I feel like the best thing they could do is to give wizards more synergy spells. 512 is a great place to start. 512 should be the setup - disabler and 519 the finisher. Imagine casting 512, critting and encasing them in a block of ice, then casting 519 for all it's glory and adding steam flares to every hit of fire damage.
I alternatively suggested that 512 freeze targets completely on a sufficiently high warding roll, and then using a crush based attack (505 bolt, 510, 1709, or a crush weapon) to shatter the opponent. Of course, it would require over-training to get warding rolls high enough for that to happen.... but it would be a great way to create setup + finish mechanics.
The whole 1-and-done thing seems like it needed to be down-tweaked, but making the spell too weak without creating mechanics to support some reliable combat mechanics is over-doing it.
Tgo01
01-17-2016, 08:48 PM
I think other casters are "expected" to train in spell aiming as well based on how much utility and value comes from the spells effected by spell aiming.
My sorc has around 10 million experience and has never put a single rank in spell aiming and does just fine. About 4 million experience behind my wizard and did almost as well before the wizard nerfs.
Additionally - Wizards are not "required" to over-train in spell bases for CS attacks unless that is their preference.
Maybe not for CS purposes but they sure as shit are going to overtrain in spells for DS, TD, and AS.
I have no experience with 240, but based on the spell description isn't this just a chance to re-cast your last spell? It looks like it should be pretty powerful, but it isn't 100% reliable is it?
At base it's a 60% chance to have your spell recast at no mana cost and no RT cost with an extra +25 CS. That's pretty huge compared to 515. No, it's not 100% reliable, but with summoning lore my empath's spirit almost always casts 1115 once, sometimes 1115 twice. With SMC his spirit's CS is boosted by about 40. So that's a damn good chance to cast an extra 1-2 Withers, with a +40 CS bonus, at no mana cost and no increased RT added in.
I would take that deal any day over rapid fire. Sure, I'm talking about fully lored out 240, but if we want to compare just base to base I can do that too.
60% chance to recast my attack spell with +25 CS bonus with no mana cost and no extra RT added compared to...1 minute of 1 second castRT spells that cost the full amount of mana and this spell lasts 1 minute and comes with a 3 minute cooldown. Let me think, which would I rather have...
You'd have to be well past cap to make it 98% reliable, but I can see why it's so strong.
And rapid fire is pretty much shit even at post cap, it's even more shit before cap.
Maerit
01-17-2016, 09:00 PM
My sorc has around 10 million experience and has never put a single rank in spell aiming and does just fine. About 4 million experience behind my wizard and did almost as well before the wizard nerfs.
I think you should know better at this point about using this "does just fine" argument. It's one you've belittled throughout the entire argument thus far. There are plenty of wizards in this game that never use 519/515 and "did just fine". Just because you chose to not train into spell aiming doesn't negate the significant power it adds to various sorcerer spells (708 and 720 being the primary examples).
I'm exactly the same on my sorcerer. I don't put anything into spell aiming, but I'm not capped either. When I get into Duskruin though, I make sure to have 2x spell aim so I can obliterate anything that survives 717 with a follow-up 720. Wizards can "do just fine" without 515 and 519. It doesn't make them super fun to play like before - and they aren't as reliable in hunting as they were previously - but they can still "do just fine".
Don't get me wrong, the changes are too heavy handed. That's why I suggest things like 512 being a setup spell that works with 519 making a warding wizard viable and reliable. This is what the wizard class is missing that other pures already have (i.e. 240 for Clerics/Empaths and Sorcerers with their plethora of control spells).
Tgo01
01-17-2016, 09:06 PM
I think you should know better at this point about using this "does just fine" argument. It's one you've belittled throughout the entire argument thus far.
I then followed up my "just fine" line with saying at 4 million less experience my sorc did almost as well as my wizard pre nerf.
There are plenty of wizards in this game that never use 519/515 and "did just fine".
Well that's great, I guess. You said pures were "expected" to train in spell aiming too, you have said nothing to prove why you think this is true. I on the other hand proved this isn't even remotely true because my sorc did "just fine" without any spell aiming. How would training in spell aiming had helped my sorc more than he was already doing?
Just because you chose to not train into spell aiming doesn't negate the significant power it adds to various sorcerer spells (708 and 720 being the primary examples).
You said sorcs were "expected" to train in spell aiming, now you're saying it helps with certain spells that are by no means required to even be used?
Maerit
01-17-2016, 09:27 PM
You said sorcs were "expected" to train in spell aiming, now you're saying it helps with certain spells that are by no means required to even be used?
It is my belief that Simu expects all pures to eventually train in spell aiming. If that was not the case, they would not have given every single pure a significant benefit from the skill. Required is not the same as expected.
I expect you will respond to this comment, but I cannot require you to do so!
Keep in mind, I'm not trying to engage in an argument with you TG. I think that 519's nerf was too heavy-handed, and the spell needs to be reliable. I can rely on 719 when it's applicable (which is only about 20% of the targets I hunt in general), and I can definitely rely on 711. It doesn't sound like anyone can really rely on 519 - and that feels like a design flaw.
Tgo01
01-17-2016, 09:33 PM
Required is not the same as expected.
Giving someone an option is not the same as expected. Wizards can train in two handed weapons but they aren't expected to train in two handed weapons.
Estild flat out said wizards are "intended" to bolt.
Keep in mind, I'm not trying to engage in an argument with you TG. I think that 519's nerf was too heavy-handed, and the spell needs to be reliable. I can rely on 719 when it's applicable (which is only about 20% of the targets I hunt in general), and I can definitely rely on 711. It doesn't sound like anyone can really rely on 519 - and that feels like a design flaw.
519 blows donkey nuts but now we have Estild flat out admitting this is apparently by design because wizards are supposed to play second fiddle to other pures when it comes to CS spells.
Maerit
01-17-2016, 09:43 PM
519 blows donkey nuts but now we have Estild flat out admitting this is apparently by design because wizards are supposed to play second fiddle to other pures when it comes to CS spells.
Well, unfortunately that argument holds water since none of my sorcerer's bolt spells are anywhere near as strong as my wizard's bolt spells when you compare the DF and crit tables. 705 bolt is pretty pathetic when compared to 904 or a wizard with lores that improve 903. 713 ball is crap when compared to 908 or especially 518.
My complaint would then be - please make bolts as reliable as melee/ranged combat. A mechanic to setup bolt spells to make sure they are reliable and cause damage appropriate to being unable to aim them would be desired. I could propose numerous ways to do this.
916 with water lore (for the light refracting properties) allows you to cast bolts that force enemy DS down and adds phantom crit weighting to bolts just like what Rogues get when ambushing from hiding.
914 <Element>storm (not sandstorm) allows you to super-charge the storm causing it to inflict elemental criticals every time you cast a bolt at the target.
And wizards need more than just one mechanic to improve bolt reliability. Otherwise they become "1-trick" characters.
Wizards deserve reliable hunting tactics. The changes seem to have removed most of the reliability wizards had come to expect from their hunting options, and that seems to be what everyone is hinting at, but failing to say clearly. The primary reason why they added this new channel mechanic is because the strength in bolting is that you're barely at risk when casting bolts. I think Simu fails to recognize that Wizards who bolt are in double leathers while every weapon-wielding character is wearing at least Brig... Maybe the better solution is to allow Earth lore to train down spell hindrance when wearing heavy armor, so you could potentially train up to Augmented Chain and be able to have limited to no hindrance while casting bolt spells.
So many different approaches. Something does need to be fixed, in my opinion. It will take the geniuses with all their fancy numbers and balance equations until RSN is completed to figure out how to fix it, unfortunately!
Tgo01
01-17-2016, 10:00 PM
705 bolt is pretty pathetic when compared to 904
According to gswiki the DFs and AvDs are exactly the same. Okay but 705 costs 1 more mana point.
713 ball is crap when compared to 908
According to gswiki 713 actually has higher DFs than 908, 908 has +10 more AvD but most of the time this won't make up for the lower DFs. Both 713 and 908 use a single lore to both increase the DF by the same amount and increase the number of targets affected. 713 also has the added benefit of the chance for another damage cycle from your demon that is based on both EMC and SMC, both of which most sorcs are probably going to get if they want to ensorcell. Again 713 costs 5 more mana than 908 but then again 713 has a higher DF and has that chance for another damage cycle so...not sure you helped Estild's point at all here. Try again please.
Methais
01-17-2016, 11:28 PM
like the best thing they could do is to give wizards more synergy spells. 512 is a great place to start. 512 should be the setup - disabler and 519 the finisher. Imagine casting 512, critting and encasing them in a block of ice, then casting 519 for all it's glory and adding steam flares to every hit of fire damage.
I alternatively suggested that 512 freeze targets completely on a sufficiently high warding roll, and then using a crush based attack (505 bolt, 510, 1709, or a crush weapon) to shatter the opponent. Of course, it would require over-training to get warding rolls high enough for that to happen.... but it would be a great way to create setup + finish mechanics.
Stop coming up with things that make sense and might be fun. They don't take kindly to that sort of thing.
Fallen
01-17-2016, 11:34 PM
I liked the idea of making immolation a multi element spell. At least then you wouldn't have to be stuck with fire lore.
Methais
01-18-2016, 12:58 AM
I liked the idea of making immolation a multi element spell. At least then you wouldn't have to be stuck with fire lore.
Most of our attack spells should be like that, with different effects based on the element, and throw in some synergy between all the elements.
I don't know why they're so hell bent on not being creative with shit. Most of the ELR was high seed slot machine procs, and now this bullshit.
Fallen
01-18-2016, 07:54 PM
The Evoke form of Immolate is currently bugged and doesn't stack RT properly. A fix should be incoming.
Methais
01-18-2016, 07:58 PM
Posted this in the other thread. Probably shoulda posted it here, so I'm doing that anyway...
Just a few clips while I was out. I'll post more shortly.
I did had a lot more casts than these with similar results, and the occasional high damage or one shot kill.
These are all with 101 fire lore, CHANNELing in offensive with both hands empty. Keep in mind that you can't learn from most lost souls and n'ecare at level 100.
>chan cra
You channel at an enormous rift crawler.
An enormous rift crawler is awakened by your attack!
CS: +530 - TD: +460 + CvA: +25 + d100: +66 == +161
Warding failed!
Wisps of black smoke swirl around an enormous rift crawler and it bursts into flame!
... 35 points of damage!
The rift crawler is stunned!
... 10 points of damage!
Minor burns to abdomen. Looks painful.
... 10 points of damage!
The flames around an enormous rift crawler continue to burn!
You channel at an enormous rift crawler.
CS: +530 - TD: +451 + CvA: +25 + d100: +98 == +202
Warding failed!
Wisps of black smoke swirl around an enormous rift crawler and it bursts into flame!
... 60 points of damage!
The rift crawler is stunned!
... 40 points of damage!
Flames cook an enormous rift crawler's abdomen. Looks about medium well.
... 20 points of damage!
... 5 points of damage!
Minor burns to back. Looks uncomfortable.
The flames around an enormous rift crawler continue to burn!
>chan n'
You channel at a n'ecare.
CS: +530 - TD: +362 + CvA: -6 + d100: +73 == +235
Warding failed!
Wisps of black smoke swirl around a n'ecare and he bursts into flame!
... 60 points of damage!
Flame consumes a n'ecare's right arm all the way to the shoulder.
The n'ecare's blackened jeddart-axe falls to the ground.
... 30 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
... 20 points of damage!
Burst of flames to left arm burns skin bright red.
The flames around a n'ecare continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You channel at a lost soul.
CS: +530 - TD: +412 + CvA: +25 + d100: +10 == +153
Warding failed!
Wisps of black smoke swirl around a lost soul and he bursts into flame!
... 40 points of damage!
Massive blow obliterates the right knee.
The lost soul falters as a sickly light flows freely down its leg.
... 50 points of damage!
Body swirls violently from a strong hit to the back.
Neat effect!
... 25 points of damage!
The lost soul's head wavers as your attack passes right through it!
... 5 points of damage!
Weak blow leaves a brief imprint on the lost soul's chest!
The flames around a lost soul continue to burn!
Cast Roundtime 3 Seconds.
>chan sou
You channel at a lost soul.
CS: +530 - TD: +412 + CvA: +25 + d100: +54 == +197
Warding failed!
Wisps of black smoke swirl around a lost soul and she bursts into flame!
... 40 points of damage!
Brutal blow to the neck sends head flying!
The head floats up and settles back in place as easily as a hat.
What is this, a haberdashery?
... 40 points of damage!
A massive blow to the left shoulder hoists the lost soul high into the air.
It hangs there a moment, suspended, before falling forward.
... 25 points of damage!
Hard blow strikes deep into the right eye socket.
Within moments the eyeball pops back out!
... 10 points of damage!
Direct assault cleaves straight through the breastbone.
Alas, it mends before you can make a wish.
The flames around a lost soul continue to burn!
Cast Roundtime 3 Seconds.
Methais
01-18-2016, 08:57 PM
Here's some more offensive CHANNEL with both hands open on plane 5. Pretty sure vaespilons are weak to fire too.
Second half is using 415 on plane 4, which are way higher than plane stuff.
You channel at a lost soul.
CS: +530 - TD: +412 + CvA: +25 + d100: +88 == +231
Warding failed!
Wisps of black smoke swirl around a lost soul and she bursts into flame!
The elemental energy surrounding you amplifies the attack!
... 60 points of damage!
Huge strike vaporizes the right thigh.
The lost soul convulses, falling inward upon itself while the leg mends.
... 25 points of damage!
Hard blow strikes deep into the left eye socket.
Within moments the eyeball pops back out!
... 10 points of damage!
Weak attack slips silently through the lost soul's fingers, stirring the breeze.
The flames around a lost soul continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You channel at a lost soul.
CS: +530 - TD: +412 + CvA: +25 + d100: +34 == +177
Warding failed!
Wisps of black smoke swirl around a lost soul and she bursts into flame!
... 40 points of damage!
A massive blow to the left shoulder hoists the lost soul high into the air.
It hangs there a moment, suspended, before falling forward.
... 50 points of damage!
Tremendous strike!
Vapor rushes from the neck following the blow!
... 20 points of damage!
Strike swipes cleanly through the abdomen, but seals up a moment later!
... 10 points of damage!
Weak attack slips silently through the lost soul's fingers, stirring the breeze.
The flames around a lost soul continue to burn!
Fiery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
You channel at a lost soul.
CS: +530 - TD: +412 + CvA: +25 + d100: +2 == +145
Warding failed!
Wisps of black smoke swirl around a lost soul and she bursts into flame!
The elemental energy surrounding you amplifies the attack!
... 70 points of damage!
Massive strike to the chest crashes through the lost soul's back in a cloud of vapor.
Slowly, the lost soul reforms its torso.
You hear a sound like a weeping child as a white glow separates itself from the lost soul's body as it rises, disappearing into the heavens.
The lost soul slumps silently to the floor, her red eyes fading to grey.
The tingling sensation and sense of security leaves a lost soul.
The brilliant luminescence fades from around a lost soul.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
[killcounter: Total kills: 2031]
You channel at a lost soul.
CS: +530 - TD: +427 + CvA: +25 + d100: +15 == +143
Warding failed!
Wisps of black smoke swirl around a lost soul and she bursts into flame!
... 30 points of damage!
Strong strike splits the belly open, revealing ghostly organs.
Haggis anyone?
... 30 points of damage!
Strong strike splits the belly open, revealing ghostly organs.
Haggis anyone?
... 25 points of damage!
Good hit!
Left shoulder is ripped from its socket then wriggles back into place.
... 15 points of damage!
Quick strike rips left arm open!
To your dismay it quickly closes on its own.
The flames around a lost soul continue to burn!
Cast Roundtime 3 Seconds.
You channel at a vaespilon.
CS: +530 - TD: +429 + CvA: +15 + d100: +50 == +166
Warding failed!
Wisps of black smoke swirl around a vaespilon and she bursts into flame!
a vaespilon's exterior hardens for a moment and softens the attack!
... 40 points of damage!
Extreme heat causes a vaespilon's right leg to expand and snap. That must hurt!
The vaespilon is stunned!
... 60 points of damage!
... 30 points of damage!
... 30 points of damage!
Nasty burns to right hand. Gonna need lots of butter.
The flames around a vaespilon continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
You channel at a vaespilon.
CS: +530 - TD: +439 + CvA: +15 + d100: +6 == +112
Warding failed!
Wisps of black smoke swirl around a vaespilon and she bursts into flame!
... 38 points of damage!
Right arm scorched so bad it might as well be gone.
The vaespilon's wooden staff falls to the ground.
The vaespilon is stunned!
... 42 points of damage!
Skin and some muscle burnt off chest.
... 24 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
... 25 points of damage!
Left hand fried to a crisp. Think barbecue sauce.
The flames around a vaespilon continue to burn!
Fiery elemental energy energizes you.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
You channel at a vaespilon.
CS: +530 - TD: +439 + CvA: +15 + d100: +3 == +109
Warding failed!
Wisps of black smoke swirl around a vaespilon and she bursts into flame!
The elemental energy surrounding you amplifies the attack!
... 46 points of damage!
Unbelievable heat melts a vaespilon's hand down to the wrist.
... 44 points of damage!
A large patch of flesh is seared off a vaespilon's back.
... 16 points of damage!
Burst of flames to left leg blackens kneecap.
... 21 points of damage!
Nasty burns to right leg. Gonna need lots of butter.
The flames around a vaespilon continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
coalesces around the lost soul for a brief instant!
CS: +530 - TD: +451 + CvA: +15 + d100: +36 == +130
Warding failed!
Wisps of black smoke swirl around a lost soul and he bursts into flame!
... 35 points of damage!
Vicious blow to neck might have been fatal a few centuries ago.
... 15 points of damage!
The lost soul glares maliciously as the strike slides through its right hand.
... 5 points of damage!
Left ankle stung!
The lost soul stamps in silent annoyance.
The flames around a lost soul continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You channel at a lost soul.
CS: +530 - TD: +407 + CvA: +15 + d100: +84 == +222
Warding failed!
Wisps of black smoke swirl around a lost soul and he bursts into flame!
... 70 points of damage!
Amazing shot cleaves the torso in half at the waist!
You watch agape as the misty form knits itself back together!
... 50 points of damage!
Tremendous strike!
Vapor rushes from the neck following the blow!
... 15 points of damage!
The lost soul glares maliciously as the strike slides through its left hand.
... 10 points of damage!
Flashy attack passes through the side of the neck.
Ethereal fluids spray forth and quickly vanish into vapor!
The flames around a lost soul continue to burn!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You channel at a lost soul.
CS: +530 - TD: +407 + CvA: +15 + d100: +45 == +183
Warding failed!
Wisps of black smoke swirl around a lost soul and he bursts into flame!
... 40 points of damage!
A strong blow cleaves the left wrist!
The hand dangles, spinning slowly, and then snaps back in place!
You hear a sound like a weeping child as a white glow separates itself from the lost soul's body as it rises, disappearing into the heavens.
The lost soul slumps silently to the floor, his red eyes fading to grey.
The tingling sensation and sense of security leaves a lost soul.
The brilliant luminescence fades from around a lost soul.
The silvery luminescence fades from around a lost soul.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
You channel at a n'ecare.
CS: +530 - TD: +362 + CvA: -6 + d100: +79 == +241
Warding failed!
Wisps of black smoke swirl around a n'ecare and he bursts into flame!
... 65 points of damage!
Left leg completely charred.
... 70 points of damage!
Flame burns through a n'ecare's abdomen. Greasy smoke billows forth.
You hear a sound like a weeping child as a white glow separates itself from the n'ecare's body as it rises, disappearing into the heavens.
The n'ecare wails in terrifying pain one last time and lies still.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
=================================
incant 415
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +31 == +159
Warding failed!
You blast a fallen crusader for 60 points of damage.
... 25 points of damage!
The fallen crusader's head wavers as your attack passes right through it!
The fallen crusader is knocked over by the blast!
A vortex of elemental energy suddenly strikes a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +17 == +145
Warding failed!
You blast a fallen crusader for 68 points of damage.
... 25 points of damage!
Quick strike to the left leg!
The fallen crusader makes no bones about it.
** Your runestaff resonates with an extremely high-pitched sound and causes your skin and muscles to harden! **
Cast Roundtime 3 Seconds.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +25 == +153
Warding failed!
You blast a fallen crusader for 88 points of damage.
... 50 points of damage!
Hard strike to the abdomen.
Ethereal entrails seem to spill from the fallen crusader's mangled substance,
vanishing into misty tendrils as they strike the ground.
You hear a sound like a weeping child as a white glow separates itself from the fallen crusader's body as it rises, disappearing into the heavens.
The fallen crusader clutches at the air as his incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
** Necrotic energy from your lor runestaff overflows into you! **
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at an enormous rift crawler.
CS: +545 - TD: +446 + CvA: +25 + d100: +51 == +175
Warding failed!
You feel the unnatural surge of necrotic power wane away.
You blast an enormous rift crawler for 59 points of damage.
... 40 points of damage!
Head explodes in flames! Grab some marshmallows.
As the rift crawler dies, the beast's massive body curls in on itself, convulses once, and stills.
Cast Roundtime 3 Seconds.
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +402 + CvA: -2 + d100: +28 == +154
Warding failed!
You blast a fallen crusader for 28 points of damage.
... 30 points of damage!
Strong hit to the chest!
Tendrils of mist explode as the strike passes right through.
A vortex of elemental energy suddenly strikes a fallen crusader!
CS: +530 - TD: +402 + CvA: -2 + d100: +7 == +133
Warding failed!
You blast a fallen crusader for 21 points of damage.
... 20 points of damage!
Quick strike sinks deep into the left eye socket.
** Necrotic energy from your lor runestaff overflows into you! **
You feel energized!
Cast Roundtime 3 Seconds.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +402 + CvA: -2 + d100: +7 == +133
Warding failed!
You blast a fallen crusader for 52 points of damage.
... 25 points of damage!
Good hit!
Right shoulder is ripped from its socket, then wriggles back into place.
A vortex of elemental energy suddenly strikes a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +402 + CvA: -2 + d100: +38 == +164
Warding failed!
You blast a fallen crusader for 26 points of damage.
... 60 points of damage!
Mighty blow rips through the fallen crusader's chest, causing it to pause as it reforms.
Cast Roundtime 3 Seconds.
>
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +402 + CvA: -2 + d100: +48 == +174
Warding failed!
You blast a fallen crusader for 64 points of damage.
You hear a sound like a weeping child as a white glow separates itself from the fallen crusader's body as it rises, disappearing into the heavens.
The fallen crusader clutches at the air as her incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
The dully illuminated mantle protecting a fallen crusader begins to falter, then completely fades away.
Cast Roundtime 3 Seconds.
>incant 415
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at a fallen crusader.
CS: +530 - TD: +400 + CvA: -2 + d100: +69 == +197
Warding failed!
You blast a fallen crusader for 91 points of damage.
... 70 points of damage!
Massive strike to the chest crashes through the fallen crusader's back in a cloud of vapor.
Slowly, the fallen crusader reforms its torso.
A vortex of elemental energy suddenly strikes a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +22 == +150
Warding failed!
You blast a fallen crusader for 98 points of damage.
... 30 points of damage!
Smash to the cheek deforms left eye socket.
Vapor swirls as the ethereal bones reform.
Cast Roundtime 3 Seconds.
>
A fallen crusader's flesh wounds regenerate very quickly.
A fallen crusader stands up with a grunt.
>incant 415
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +79 == +207
Warding failed!
You blast a fallen crusader for 72 points of damage.
... 70 points of damage!
Amazing shot cleaves the torso in half at the waist!
You watch agape as the misty form knits itself back together!
The fallen crusader is knocked over by the blast!
A vortex of elemental energy suddenly strikes a fallen crusader!
CS: +530 - TD: +400 + CvA: -2 + d100: +24 == +152
Warding failed!
You blast a fallen crusader for 31 points of damage.
... 25 points of damage!
Massive blow strikes the fallen crusader and drives it back!
Good thing those ribs aren't made of bone.
Cast Roundtime 3 Seconds.
>incant 415
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +67 == +195
Warding failed!
You blast a fallen crusader for 29 points of damage.
You hear a sound like a weeping child as a white glow separates itself from the fallen crusader's body as it rises, disappearing into the heavens.
The fallen crusader clutches at the air as his incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
The guiding force leaves a fallen crusader.
Cast Roundtime 3 Seconds.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +12 == +140
Warding failed!
You blast a fallen crusader for 68 points of damage.
The elemental energy surrounding you amplifies the attack!
... 25 points of damage!
Good hit!
Right shoulder is ripped from its socket, then wriggles back into place.
A vortex of elemental energy suddenly strikes a fallen crusader!
CS: +530 - TD: +400 + CvA: -2 + d100: +84 == +212
Warding failed!
You blast a fallen crusader for 77 points of damage.
... 50 points of damage!
Strong attack separates head from shoulders.
Head disappears in the breeze as a new one forms on the fallen crusader's shoulders!
Fiery elemental energy energizes you.
Cast Roundtime 1 Second.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +400 + CvA: -2 + d100: +40 == +168
Warding failed!
You blast a fallen crusader for 60 points of damage.
The elemental energy surrounding you amplifies the attack!
... 50 points of damage!
Hard strike to the abdomen.
Ethereal entrails seem to spill from the fallen crusader's mangled substance,
vanishing into misty tendrils as they strike the ground.
You hear a sound like a weeping child as a white glow separates itself from the fallen crusader's body as it rises, disappearing into the heavens.
The fallen crusader clutches at the air as his incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
The guiding force leaves a fallen crusader.
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
You gesture at a glistening cerebralite.
CS: +530 - TD: +450 + CvA: +25 + d100: +25 == +130
Warding failed!
You blast a glistening cerebralite for 55 points of damage.
... 15 points of damage!
A vortex of elemental energy suddenly strikes a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +409 + CvA: -2 + d100: +92 == +211
Warding failed!
You blast a fallen crusader for 32 points of damage.
... 50 points of damage!
Body swirls violently from a strong hit to the back.
Neat effect!
The fallen crusader is knocked over by the blast!
Cast Roundtime 3 Seconds.
>
The flames around a glistening cerebralite continue to burn!
... 20 points of damage!
Nasty burns to left arm. Gonna need lots of butter.
The flames around the cerebralite die down.
>
The flames around a fallen crusader continue to burn!
... 10 points of damage!
Weak blow leaves a brief imprint on the fallen crusader's chest!
You gesture at a glistening cerebralite.
CS: +530 - TD: +450 + CvA: +25 + d100: +30 == +135
Warding failed!
You blast a glistening cerebralite for 25 points of damage.
A translucent shell appears around the cerebralite, absorbing most of the blow.
... 5 points of damage!
A vortex of elemental energy suddenly strikes a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +409 + CvA: -2 + d100: +29 == +148
Warding failed!
You blast a fallen crusader for 84 points of damage.
... 30 points of damage!
A fine strike immobilizes the left leg for an instant.
The fallen crusader looks miffed.
Fiery elemental energy energizes you.
Cast Roundtime 3 Seconds.
You gesture at a glistening cerebralite.
CS: +530 - TD: +450 + CvA: +25 + d100: +23 == +128
Warding failed!
You blast a glistening cerebralite for 48 points of damage.
A translucent shell appears around the cerebralite, absorbing most of the blow.
The elemental energy surrounding you amplifies the attack!
... 5 points of damage!
A vortex of elemental energy suddenly strikes a fallen crusader!
CS: +530 - TD: +409 + CvA: -2 + d100: +51 == +170
Warding failed!
You blast a fallen crusader for 62 points of damage.
You hear a sound like a weeping child as a white glow separates itself from the fallen crusader's body as it rises, disappearing into the heavens.
The fallen crusader clutches at the air as his incorporeal form begins to dissipate.
Fallen
01-18-2016, 09:17 PM
Looks like 415 + 515 is the way to go.
Tgo01
01-18-2016, 10:51 PM
Another post from SVEN2010:
To be fair here, comparing immolation to 1115 and 317 is more than a bit unfair.
Empaths: 7 damage-based spells across 3 spell circles. 1115 being their most powerful single-target damage spell
Clerics: 9 damage-based spells across 3 spell circles. 317 being their most powerful single-target damaging spell.
Wizards: 20 damage-based spells across 3 spell circles. Immolation being one of a few core single-target damaging spells
So because wizards have a bunch of mostly useless damage based spells across 3 circles means wizards are in a better position? Isn't sandstorm still mostly worthless? Same for boil earth? Weapon fire?
Sure, wizards have like 8 gajillion different bolt spells but this isn't necessarily a good thing. I'd rather have all the bolt spells condensed into 3 bolt spells that you can change which bolt you are casting via a command of some sort.
inc 904 major fire
Or something.
Since every single class in the entire game can only cast one damage dealing spell at a time what difference does it make how many damage dealing spells each class has access to?
Also going by just CS spells Immolation is supposed to be the highest damage dealing spell wizards have access to so...yeah...
Methais
01-18-2016, 10:54 PM
Who is that guy anyway?
Tgo01
01-18-2016, 10:57 PM
Who is that guy anyway?
People have told me like 3 different people via private messages and rep comments so this guy is pretty good at flying under the radar. Either that or two thirds of the GS population don't know what they're talking about, and that would be impossible!
Allereli
01-18-2016, 10:58 PM
To be fair here, comparing immolation to 1115 and 317 is more than a bit unfair.
The weirdest thing about it was that Estild said those are the spells it should be compared to.
caelric
01-18-2016, 11:01 PM
The level of fucktardedness is strong in him.
time4fun
01-18-2016, 11:15 PM
Even I think the Immolation nerf was too much
subzero
01-19-2016, 12:20 AM
So because wizards have a bunch of mostly useless damage based spells across 3 circles means wizards are in a better position? Isn't sandstorm still mostly worthless? Same for boil earth? Weapon fire?
Sure, wizards have like 8 gajillion different bolt spells but this isn't necessarily a good thing. I'd rather have all the bolt spells condensed into 3 bolt spells that you can change which bolt you are casting via a command of some sort.
inc 904 major fire
Or something.
Since every single class in the entire game can only cast one damage dealing spell at a time what difference does it make how many damage dealing spells each class has access to?
Also going by just CS spells Immolation is supposed to be the highest damage dealing spell wizards have access to so...yeah...
So many cool things they could probably pull off with the wizard list if they weren't set on requiring damn near full 2x training in a single lore for the spells to be effective...
phantasm
01-19-2016, 12:57 AM
Well, now that they got the nerf out of the way...they can start with the long awaited ELR and wizard improvements!
Tgo01
01-19-2016, 03:25 AM
Immolation (519) has been updated to address some concerns. The spell has had an additional concussion-only cycle added to bring it more in line with similar damaging spells of it's class. This should noticeably boost it's effectiveness against crit-resistant foes and streaks of bad luck.
Also, the EVOKEable disabling version of the spell has had it's mana cost reduced to 15 mana. There was also a bug that prevented the RT from actually being applied to the target for this version, this has been fixed.
As always, we'll be monitoring the changes and considering your feedback.
-Viduus
See? Complaining does work.
Donquix
01-19-2016, 04:35 AM
Endrolls and the new damage cycle, no fire lore.
This is a great compromise i think. They didn't want immo having 5 full damage cycles, clearly. Only having the 2 full hits made it a 4 mana more expensive 415 without the 415 knockdown effect. Now it's still a shell of its former self but, a lot more workable.
CS +491 - TD +395 + CvA +25 + d100 +86 == +207
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 71 points of damage!
CS +491 - TD +381 + CvA +25 + d100 +37 == +172
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 51 points of damage!
CS +491 - TD +381 + CvA +25 + d100 +89 == +224
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 80 points of damage!
CS +491 - TD +381 + CvA +25 + d100 +68 == +203
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 61 points of damage!
CS +491 - TD +381 + CvA +25 + d100 +6 == +141
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 42 points of damage!
CS +491 - TD +381 + CvA +25 + d100 +28 == +163
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 61 points of damage!
CS +491 - TD +381 + CvA +25 + d100 +65 == +200
Warding failed!
Wisps of black smoke swirl around a festering taint and it bursts into flame causing 70 points of damage!
CS +491 - TD +393 + CvA +19 + d100 +19 == +136
Warding failed!
Wisps of black smoke swirl around an Ithzir initiate and she bursts into flame causing 48 points of damage!
CS +491 - TD +393 + CvA +19 + d100 +57 == +174
Warding failed!
Wisps of black smoke swirl around an Ithzir initiate and she bursts into flame causing 59 points of damage!
CS +491 - TD +389 + CvA -2 + d100 +83 == +183
Warding failed!
Wisps of black smoke swirl around an Ithzir janissary and he bursts into flame causing 88 points of damage!
CS +491 - TD +389 + CvA -2 + d100 +84 == +184
Warding failed!
Wisps of black smoke swirl around an Ithzir janissary and he bursts into flame causing 90 points of damage!
CS +491 - TD +439 + CvA +19 + d100 +94 == +165
Warding failed!
Wisps of black smoke swirl around an Ithzir adept and he bursts into flame causing 46 points of damage!
CS +491 - TD +448 + CvA +25 + d100 +80 == +148
Warding failed!
Wisps of black smoke swirl around a war griffin and it bursts into flame causing 31 points of damage!
Warding failed!
-You feel the unnatural surge of necrotic power wane away.
Wisps of black smoke swirl around an Ithzir initiate and she bursts into flame causing 14 points of damage!
CS +491 - TD +371 + CvA +9 + d100 +9 == +138
Warding failed!
Wisps of black smoke swirl around an Ithzir scout and he bursts into flame causing 26 points of damage!
CS +491 - TD +371 + CvA +9 + d100 +28 == +157
Warding failed!
Wisps of black smoke swirl around an Ithzir scout and he bursts into flame causing 41 points of damage!
CS +491 - TD +429 + CvA +19 + d100 +87 == +168
Warding failed!
Wisps of black smoke swirl around an Ithzir adept and she bursts into flame causing 61 points of damage!
Fallen
01-19-2016, 07:02 AM
Good.
Methais
01-20-2016, 01:28 AM
I'm still paying 19 mana for EVOKE, and earlier it didn't seem like it was locking stuff down still.
[Graendlor Pasture - 6754]
Flowing to the northwest, the stream bubbles over rocks and wood with a pleasant, relaxing laughter. The thin carpet of meadow grasses spreads away from the stream, interspersed with a few large clumps that appear untouched by the herds. You also see a spotted gak.
Obvious paths: north, east, southwest
Maximum Mana Points: 503
Remaining Mana Points: 315
>prep 519
>
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
>evoke gak
You gesture at a spotted gak.
CS: +530 - TD: +6 + CvA: +25 + d100: +55 == +604
Warding failed!
Wisps of black smoke swirl around a spotted gak and she bursts into flame causing 211 points of damage!
The spotted gak collapses to the ground, emits a final bellow, and dies.
Cast Roundtime 3 Seconds.
Maximum Mana Points: 503
Remaining Mana Points: 296
Fallen
01-20-2016, 01:54 AM
I'm still paying 19 mana for EVOKE
That should be fixed. It was only happening if the initial cast outright killed the target.
and earlier it didn't seem like it was locking stuff down still.
Did the creature roll around and extinguish the flame? If not, post a log.
GameMaster Estild
+
Is it intended that you cannot channel evoke Immolation?
This should be fixed now. Sorry about that!
~ Konacon
drauz
01-20-2016, 02:16 AM
Did I miss a post at the beginning of all these changes that explained why these changes were needed in the first place?
Fallen
01-20-2016, 02:25 AM
Did I miss a post at the beginning of all these changes that explained why these changes were needed in the first place?
Basically, 506 was problematic because it is able to be given to everyone (MA wizard or embeddables) and maintained with 100% uptime. It was also a level 6 spell, which was inappropriate for the level of power it granted. The nerf was just as much to "balance" other classes as it was to exact more of a cost (more TPs, 2 spell slots) from Wizards to receive the same benefit.
515 was nerfed because it allowed 0 RT casting. Staff has stated 0 RT anything related to offensive combat abilities is "broken" and won't be allowed again. The spell was also able to be maintained 100% of the time, which is apparently a big no-no with staff. It could also be stacked, despite having a 1 minute duration.
519 was nerfed because it could both deal out tremendous damage and apply RT disabling, which is the strongest form of disabler. Despite needing a massive amount of fire lore, this was seen as overpowered, especially because they don't like Wizards being a strong CS/Warding based class. They want you bolting or swinging a weapon, apparently.
Not saying I agree or disagree with any/all of the above, but that was the reasoning given for the most part. I can't link you a specific post because I don't think there was one, to answer your question directly. This is what i've gathered by reading the back-and-forths between players and staff over the length of these changes.
SashaFierce
01-20-2016, 02:50 AM
They want you bolting, or swinging a weapon apparently.
I think this is the main problem they need to address. We are the only pure profession to be required to go into offensive stance, yet we are not given the tools to successfully do so. It's so much safer to cast from guarded stance.
drauz
01-20-2016, 03:36 AM
Stuff.
Ok, so they just way overdid the nerfs.
Couldn't they have just put a cooldown when cast on someone else for Haste. Like 5 minutes or whatever.
Seems like taking the cast time down to 1s and taken the stackable duration away would have been fine for 515.
For 519 well..if you put 202 ranks into fire lore, your fire spells damn well better be powerful.
drauz
01-20-2016, 03:42 AM
I think this is the main problem they need to address. We are the only pure profession to be required to go into offensive stance, yet we are not given the tools to successfully do so. It's so much safer to cast from guarded stance.
I think this could go a long way. I wish they would redo how bolting works, but this would just take way to much time and resources. I wish bolts were just CS spells and some how spell aim was what raised your CS. Just an off the cuff idea.
tyrant-201
01-20-2016, 03:47 AM
Immolation is/was never a viable spell to hunt with rapidfire, even under the best circumstances. I know this because I play/played a 2x post capped DR wizard spec'd in fire lore. You run out of mana far too quickly, even @ 2.5x HP.
Donquix
01-20-2016, 03:49 AM
uhh...how? You could stack rapid fire ahead of time, so the hunting would be exactly the same but with no cast time. save a few mana points here or there if you had to release immo for some mass CC.
tyrant-201
01-20-2016, 03:50 AM
uhh...how? You could stack rapid fire ahead of time, so the hunting would be exactly the same but with no cast time. save a few mana points here or there if you had to release immo for some mass CC.
How? You're asking how a spell which costs 19 mana and takes 2-3 casts to kill something might cost too much mana to use on a regular basis?
Methais
01-20-2016, 08:27 AM
Immolation is/was never a viable spell to hunt with rapidfire, even under the best circumstances. I know this because I play/played a 2x post capped DR wizard spec'd in fire lore. You run out of mana far too quickly, even @ 2.5x HP.
It depends where you're hunting. Pretty much anywhere but Scatter and maybe plane 4 was fine with RF Immolate even before I maxed out 3x HP. I hunted like that for years when when my mana pool was like 364.
Only thing that made me stop was when 502 came out, since rapid 502 was just as effective but for way less mana.
tyrant-201
01-20-2016, 03:57 PM
It depends where you're hunting. Pretty much anywhere but Scatter and maybe plane 4 was fine with RF Immolate even before I maxed out 3x HP. I hunted like that for years when when my mana pool was like 364.
Only thing that made me stop was when 502 came out, since rapid 502 was just as effective but for way less mana.
Is that with wracking? That'd likely change everything, but I was GoS.
subzero
01-20-2016, 08:38 PM
"YourContributionIsMeaningless."
Should have made it Cuntribution, but since you suck, you didn't. Anyway...
https://www.youtube.com/watch?v=DksSPZTZES0
SHAFT
01-20-2016, 09:36 PM
Tacos
Methais
01-21-2016, 12:35 AM
Is that with wracking? That'd likely change everything, but I was GoS.
Not with wracking, I'm in Voln. Just Immolate and mana leech. Too bad Immolate is trash now.
Methais
02-03-2016, 05:27 PM
My almost 4x post cap wizard's Immolate vs. my mostly fresh cap cleric's Divine Fury, alternating casts against the same critters. I'm not sure if crusaders are vulnerable to fire at all. Judging by the numbers, I hope not. This was all from the same hunt on plane 4, no casts edited out or cherry picked. Everything is using CAST from guarded stance on both characters.
_______________________________________
WIZARD:
Expr: 26587906
Elemental Lore - Air...............| 201 101
Elemental Lore - Fire..............| 201 101
Spell Lists
Major Elemental....................| 101
Spell Lists
Minor Elemental....................| 101
Spell Lists
Wizard.............................| 101
__________________________________________________ ___
CLERIC:
Expr: 7814746
Spiritual Lore - Blessings.........| 165 65
Spiritual Lore - Religion..........| 120 30
Spiritual Lore - Summoning.........| 70 15
Spell Lists
Major Spiritual....................| 56
Spell Lists
Minor Spiritual....................| 56
Spell Lists
Cleric.............................| 135
__________________________________________________ _______________________
Methais gestures at an enormous rift crawler.
CS: +530 - TD: +451 + CvA: +25 + d100: +55 == +159
Warding failed!
Wisps of black smoke swirl around an enormous rift crawler and it bursts into flame causing 47 points of damage!
... 25 points of damage!
Burst of flames char abdomen a crispy black.
The rift crawler is stunned!
... 20 points of damage!
... 10 points of damage!
The flames around an enormous rift crawler continue to burn!
You gesture at an enormous rift crawler.
Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward an enormous rift crawler!
CS: +486 - TD: +410 + CvA: +25 + d100: +32 == +133
Warding failed!
The rift crawler is cloaked in a blinding platinum light and assailed for 41 points of damage!
... 25 points of damage!
Precise burst of energy causes the rift crawler's neck to blacken and peel.
... 15 points of damage!
... 15 points of damage!
Attack hits the rift crawler's throat but doesn't break the skin.
Close!
Cast Roundtime 3 Seconds.
You gesture at a fallen crusader.
CS: +530 - TD: +403 + CvA: -2 + d100: +49 == +174
Warding failed!
Wisps of black smoke swirl around a fallen crusader and she bursts into flame causing 48 points of damage!
... 35 points of damage!
Right arm ripped in half at elbow!
The fallen arm evaporates as a new one materializes.
... 50 points of damage!
Body swirls violently from a strong hit to the back.
Neat effect!
... 10 points of damage!
Glancing blow to the stomach.
Good thing it won't be eating soon.
... 10 points of damage!
Wild attack passes through the left leg, viciously assaulting the air!
The flames around a fallen crusader continue to burn!
Cast Roundtime 3 Seconds.
look
>
Mellchiah chants a reverent litany and clasps his hands while tightly focusing his thoughts...
Mellchiah gestures at a fallen crusader.
Particles of dust and soot rise from the floor at Mellchiah's feet as he releases a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +361 + CvA: -2 + d100: +87 == +210
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 147 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the fallen crusader's body as it rises, disappearing into the heavens.
The fallen crusader clutches at the air as her incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
Methais gestures at a fallen crusader.
CS: +530 - TD: +410 + CvA: -2 + d100: +80 == +198
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 61 points of damage!
... 35 points of damage!
Swift attack whistles right through the fallen crusader's face.
Dimples!
... 50 points of damage!
Brutal assault cuts a swath through the torso!
Fortunately for the fallen crusader, it doesn't need lungs.
... 20 points of damage!
Strong hit rips arm from wrist to elbow.
The wound vanishes as the ethereal flesh swirls around in chaotic patterns.
... 5 points of damage!
Quick blow to the belly causes the fallen crusader to drift backwards slightly.
The flames around a fallen crusader continue to burn!
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +376 + CvA: -2 + d100: +19 == +127
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 56 points of damage!
... 20 points of damage!
Powerful hit to the fallen crusader's neck leaves trails of vapor in its wake!
... 20 points of damage!
Hard shot to the fallen crusader's back sends it drifting forward!
Cast Roundtime 3 Seconds.
Methais gestures at a fallen crusader.
CS: +530 - TD: +408 + CvA: -2 + d100: +7 == +127
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 19 points of damage!
... 25 points of damage!
Quick strike to the left leg!
The fallen crusader makes no bones about it.
It is knocked to the ground!
... 15 points of damage!
Smoky tendrils rise from the fallen crusader's neck as the attack sweeps through.
... 5 points of damage!
Glancing blow to the right arm leaves a trail of vapor in its wake.
... 5 points of damage!
Glancing blow to the left arm leaves a trail of vapor in its wake.
The flames around a fallen crusader continue to burn!
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +371 + CvA: -2 + d100: +41 == +154
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 82 points of damage!
... 30 points of damage!
The fallen crusader wails eerily as your blow passes through its vocal cords.
... 20 points of damage!
Strong hit rips arm from wrist to elbow.
The wound vanishes as the ethereal flesh swirls around in chaotic patterns.
... 20 points of damage!
Powerful hit to the fallen crusader's neck leaves trails of vapor in its wake!
Cast Roundtime 3 Seconds.
Methais gestures at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +410 + CvA: -2 + d100: +65 == +183
Warding failed!
Wisps of black smoke swirl around a fallen crusader and she bursts into flame causing 70 points of damage!
... 60 points of damage!
Mighty blow rips through the fallen crusader's chest, causing it to pause as it reforms.
... 15 points of damage!
Top of the head momentarily flattened.
... 5 points of damage!
Right ankle stung!
The fallen crusader stamps in silent annoyance.
The flames around a fallen crusader continue to burn!
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +376 + CvA: -2 + d100: +43 == +151
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 75 points of damage!
... 25 points of damage!
Attack whistles right through the chest!
It's like fighting fog!
... 20 points of damage!
A fine strike pins the right leg for an instant.
The fallen crusader looks miffed.
It is knocked to the ground!
... 15 points of damage!
Quick strike rips left arm open!
To your dismay it quickly closes on its own.
Cast Roundtime 3 Seconds.
Methais gestures at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +403 + CvA: -2 + d100: +34 == +159
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 29 points of damage!
... 30 points of damage!
Hard strike shatters arm into vapor.
The arm reforms before your eyes!
... 10 points of damage!
Wild attack passes through the left leg, viciously assaulting the air!
... 10 points of damage!
Glancing blow to the stomach.
Good thing it won't be eating soon.
The flames around a fallen crusader continue to burn!
>
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +361 + CvA: -2 + d100: +20 == +143
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 59 points of damage!
... 25 points of damage!
Good hit!
Left shoulder is ripped from its socket then wriggles back into place.
... 10 points of damage!
Wild attack passes through the left leg, viciously assaulting the air!
Cast Roundtime 3 Seconds.
[SOMEHOW DIDN'T GET THE NUMBERS PASTED ON THIS ONE, I'm guessing around 130-140 endroll]
rl around a fallen crusader and she bursts into flame causing 21 points of damage!
... 15 points of damage!
The fallen crusader glares maliciously as the strike slides through its left hand.
... 25 points of damage!
Good hit!
Right shoulder is ripped from its socket, then wriggles back into place.
... 15 points of damage!
A strong blow bursts the left calf open in a spray of vapor.
New muscle erupts from the middle of the wound, consuming the injured tissue.
... 5 points of damage!
Glancing blow to the left arm leaves a trail of vapor in its wake.
The flames around a fallen crusader continue to burn!
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +376 + CvA: -2 + d100: +95 == +203
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 76 points of damage!
... 75 points of damage!
Amazing shot cleaves the torso in half at the waist!
You watch agape as the misty form knits itself back together!
... 25 points of damage!
Massive blow strikes the fallen crusader and drives it back!
Good thing those ribs aren't made of bone.
Cast Roundtime 3 Seconds.
Methais gestures at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +403 + CvA: -2 + d100: +8 == +133
Warding failed!
Wisps of black smoke swirl around a fallen crusader and she bursts into flame causing 31 points of damage!
... 30 points of damage!
Hard strike shatters arm into vapor.
The arm reforms before your eyes!
... 25 points of damage!
Quick strike to the left leg!
The fallen crusader makes no bones about it.
It is knocked to the ground!
... 15 points of damage!
The fallen crusader fades for a second as the blow passes through the chest.
... 10 points of damage!
Glancing blow to the stomach.
Good thing it won't be eating soon.
The flames around a fallen crusader continue to burn!
Your spell is ready.
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +361 + CvA: -2 + d100: +63 == +186
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 134 points of damage!
... 40 points of damage!
A strong blow cleaves the left wrist!
The hand dangles, spinning slowly, and then snaps back in place!
... 25 points of damage!
Strong attack rips through the neck!
To your horror, the fallen crusader's substance flows around the wound without leaving a trace!
The fallen crusader clutches at the air as her incorporeal form begins to dissipate.
Methais gestures at a fallen crusader.
CS: +530 - TD: +399 + CvA: -2 + d100: +100 == +229
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 113 points of damage!
... 40 points of damage!
Brutal blow to the neck sends head flying!
The head floats up and settles back in place as easily as a hat.
What is this, a haberdashery?
... 20 points of damage!
Powerful hit to the fallen crusader's neck leaves trails of vapor in its wake!
... 10 points of damage!
Glancing blow to the stomach.
Good thing it won't be eating soon.
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +360 + CvA: -2 + d100: +27 == +151
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 57 points of damage!
... 30 points of damage!
The fallen crusader's hand explodes from the brutal strike!
Trails of ether spurt high into the air in all directions.
... 15 points of damage!
Quick strike connects with the fallen crusader's lower back!
Luckily there was nothing vital there.
Cast Roundtime 3 Seconds.
You gesture at a fallen crusader.
CS: +530 - TD: +399 + CvA: -2 + d100: +83 == +212
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 91 points of damage!
... 50 points of damage!
Hard strike to the abdomen.
Ethereal entrails seem to spill from the fallen crusader's mangled substance,
vanishing into misty tendrils as they strike the ground.
... 20 points of damage!
A fine strike immobilizes the left leg for an instant.
The fallen crusader looks miffed.
It is knocked to the ground!
... 5 points of damage!
Weak blow leaves a brief imprint on the fallen crusader's chest!
The flames around a fallen crusader continue to burn!
Cast Roundtime 3 Seconds.
Methais gestures at a fallen crusader.
CS: +530 - TD: +403 + CvA: -2 + d100: +69 == +194
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 74 points of damage!
... 50 points of damage!
Hard strike to the abdomen.
Ethereal entrails seem to spill from the fallen crusader's mangled substance,
vanishing into misty tendrils as they strike the ground.
... 10 points of damage!
Glancing blow to the stomach.
Good thing it won't be eating soon.
... 10 points of damage!
Light strike to the fallen crusader's head.
A wisp of vapor trickles earthward.
The flames around a fallen crusader continue to burn!
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +361 + CvA: -2 + d100: +32 == +155
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 87 points of damage!
... 35 points of damage!
Painful attack flays the leg from thigh to calf.
New skin lies, snakelike, beneath the old.
... 20 points of damage!
Hard shot to the fallen crusader's back sends it drifting forward!
... 15 points of damage!
A strong blow bursts the left calf open in a spray of vapor.
New muscle erupts from the middle of the wound, consuming the injured tissue.
The fallen crusader clutches at the air as his incorporeal form begins to dissipate.
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
The dull golden nimbus fades from around a fallen crusader.
The warm glow fades from around a fallen crusader.
The deep blue glow leaves a fallen crusader.
The powerful look leaves a fallen crusader.
Mellchiah gestures at a fallen crusader.
Particles of dust and soot rise from the ground at Mellchiah's feet as he releases a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +376 + CvA: -2 + d100: +67 == +175
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 112 points of damage!
... 35 points of damage!
Vicious blow to neck might have been fatal a few centuries ago.
... 20 points of damage!
Strong hit rips arm from wrist to elbow.
The wound vanishes as the ethereal flesh swirls around in chaotic patterns.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +410 + CvA: -2 + d100: +90 == +208
Warding failed!
Wisps of black smoke swirl around a fallen crusader and he bursts into flame causing 57 points of damage!
... 70 points of damage!
Massive strike to the chest crashes through the fallen crusader's back in a cloud of vapor.
Slowly, the fallen crusader reforms its torso.
... 10 points of damage!
Large gash to the left arm seals as strike passes through.
... 10 points of damage!
Hard strike connects with the fallen crusader's back!
A thin arc of mist spews forth, evaporating quickly.
The flames around a fallen crusader continue to burn!
Cast Roundtime 3 Seconds.
You gesture at a fallen crusader.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +530 - TD: +410 + CvA: -2 + d100: +10 == +128
Warding failed!
Wisps of black smoke swirl around a fallen crusader and she bursts into flame causing 19 points of damage!
The elemental energy surrounding you amplifies the attack!
... 30 points of damage!
Strong hit to the chest!
Tendrils of mist explode as the strike passes right through.
... 20 points of damage!
Hard shot to the fallen crusader's back sends it drifting forward!
look
... 5 points of damage!
Quick strike to the face!
Just nicked an eyelid!
Mellchiah gestures at a fallen crusader.
Particles of dust and soot rise from the ground at Mellchiah's feet as he releases a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +376 + CvA: -2 + d100: +81 == +189
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 100 points of damage!
... 40 points of damage!
A massive blow to the left shoulder hoists the fallen crusader high into the air.
It hangs there a moment, suspended, before falling forward.
... 15 points of damage!
Quick strike rips right arm open!
To your dismay it quickly closes on its own.
Methais gestures at a fallen crusader.
CS: +530 - TD: +394 + CvA: -2 + d100: +68 == +202
Warding failed!
Wisps of black smoke swirl around a fallen crusader and she bursts into flame causing 68 points of damage!
... 40 points of damage!
A massive blow to the right shoulder hoists the fallen crusader high into the air.
It hangs there a moment, suspended, before falling forward.
... 45 points of damage!
Hard blast to the side of the right eye.
Strike carries right on through the bridge of the nose,
the other eye, and the rest of the head!
... 10 points of damage!
Large gash to the left arm seals as strike passes through.
... 3 points of damage!
Glancing blow to the left arm leaves a trail of vapor in its wake.
You gesture at a fallen crusader.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward a fallen crusader!
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +486 - TD: +352 + CvA: -2 + d100: +41 == +173
Warding failed!
The fallen crusader is cloaked in a blinding platinum light and assailed for 82 points of damage!
... 40 points of damage!
A strong blow cleaves the left wrist!
The hand dangles, spinning slowly, and then snaps back in place!
... 15 points of damage!
The fallen crusader fades for a second as the blow passes through the chest.
The fallen crusader clutches at the air as her incorporeal form begins to dissipate.
You gesture at an enormous rift crawler.
CS: +530 - TD: +445 + CvA: +25 + d100: +62 == +172
Warding failed!
Wisps of black smoke swirl around an enormous rift crawler and it bursts into flame causing 70 points of damage!
... 30 points of damage!
The rift crawler is stunned!
... 10 points of damage!
... 10 points of damage!
The flames around an enormous rift crawler continue to burn!
Cast Roundtime 3 Seconds.
Mellchiah chants a reverent litany and clasps his hands while tightly focusing his thoughts...
Mellchiah gestures at an enormous rift crawler.
Particles of dust and soot rise from the floor at Mellchiah's feet as he releases a pulsating, platinum ripple of energy toward an enormous rift crawler!
CS: +486 - TD: +404 + CvA: +25 + d100: +5 == +112
Warding failed!
The rift crawler is cloaked in a blinding platinum light and assailed for 42 points of damage!
... 20 points of damage!
... 10 points of damage!
Blade slashes across the rift crawler's face!
Nice nose job.
Mellchiah chants a reverent litany and clasps his hands while tightly focusing his thoughts...
Mellchiah gestures at an enormous rift crawler.
Particles of dust and soot rise from the floor at Mellchiah's feet as he releases a pulsating, platinum ripple of energy toward an enormous rift crawler!
CS: +486 - TD: +404 + CvA: +25 + d100: +37 == +144
Warding failed!
The rift crawler is cloaked in a blinding platinum light and assailed for 94 points of damage!
... 25 points of damage!
The rift crawler is stunned!
... 10 points of damage!
You gesture at an enormous rift crawler.
CS: +530 - TD: +445 + CvA: +25 + d100: +61 == +171
Warding failed!
Wisps of black smoke swirl around an enormous rift crawler and it bursts into flame causing 68 points of damage!
As the rift crawler dies, the beast's massive body curls in on itself, convulses once, and stills.
Cast Roundtime 3 Seconds.
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