View Full Version : HSN: 709 update
Maerit
07-17-2015, 09:57 AM
Quake has moved to the Arcane spell circle, in slot 1714, and Grasp of the Grave is now 709.
When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a standard maneuver roll, with the caster getting a bonus based upon their Sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone.
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's Sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). For affected targets, they are knocked down and subject to 3-5 seconds of roundtime. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, Necromancy ranks), including a small chance to outright strangle the target!
Watch out for the cold hands of the dead, lest you join them!
Ixix
http://forums.play.net/forums/19/235/2628/view/2845
Peppwyn
07-17-2015, 09:57 AM
Sorcerers get tangle weed!
Maerit
07-17-2015, 09:58 AM
Not sure I like this change. Quake was a multi-room knock-down. Considerably more powerful when you're dealing with targets in adjacent rooms that could take you out with maneuvers upon entering the room. This makes the spell a single-room area, but a much more powerful grapple. Useful, but not necessarily better than Quake was.
Quake was also a great tool for escorts because you could just move + peer + quake and avoid those instant deaths to the poor children you were escorting.
Fallen
07-17-2015, 10:09 AM
Yeah, this seems like sort of a nerf. Quake was pretty much a guaranteed multi-room knockdown. That being said, it doesn't sound like Quake is being modified from its current form, just moved whole to the Arcane circle. Sorcerers should be carrying scrolls. If they want quake, they can get it via a 1714 scroll. Invoking via script/macro is a fast and nearly risk-free endeavor, even in combat.
That being said, I don't know why I wouldn't cast E-wave over this new spell. The chance for repeated knockdowns is not worth the risk of something NOT being knocked down. It all depends on how effective this spell is against like leveled opponents.
caelric
07-17-2015, 10:13 AM
Neat, but meh. I do like the continuing updates as we go through the ranks of the sorc spells. Wonder what might happen when we get to the higher level spells (750, anyone?)
But yeah, I would rather use 435 than this. Or even 410, than this.
Maerit
07-17-2015, 10:24 AM
So one thing I do not like about this spell. You cast it and it summons 4-5 arms into the room that appear a critters. If you cast it multiple times in a row, you can basically summon around 15 arms before the first set start to disappear.
You also see a pair of flayed arms, a three-fingered arm, a decayed arm, a bloody arm, a burnt arm, a three-fingered arm, a clawed arm, a burnt arm, a decaying Citadel guardsman that is lying down and a putrefied Citadel herald that is lying
I was hoping this would allow me to use 713 at an arm and cause ball damage, but:
You gesture at a burnt arm.
The arm is moving to erratically for that.
(grammar ftw?)
However, the arms can deal grapple damage:
A pair of dessicated arms quickly snatch at a putrefied Citadel herald, holding her down before retreating into the floor!
... 10 points of damage!
Blow to the kidneys.
The Citadel herald is stunned!
That's with just 20 necro lore on a target that is 4 levels beneath the caster as an example. 1x Necro lore could make this proc fairly regularly.
Androidpk
07-17-2015, 10:50 AM
I hope demon lores get some love too.
time4fun
07-17-2015, 10:52 AM
410 and 435 always have a chance of not knocking down- this is no different. This seems superior to 410. Obviously it's not superior to 435... Given it's 26 levels below it.
And though I gather sorcerers will miss quaking adjacent rooms... The rest of us won't ;)
nindon
07-17-2015, 10:53 AM
Yeah, this seems like sort of a nerf. Quake was pretty much a guaranteed multi-room knockdown. That being said, it doesn't sound like Quake is being modified from its current form, just moved whole to the Arcane circle. Sorcerers should be carrying scrolls. If they want quake, they can get it via a 1714 scroll. Invoking via script/macro is a fast and nearly risk-free endeavor, even in combat.
That being said, I don't know why I wouldn't cast E-wave over this new spell. The chance for repeated knockdowns is not worth the risk of something NOT being knocked down. It all depends on how effective this spell is against like leveled opponents.
If this spell is player friendly (the announcement refers to "non-flying, non-friendly targets"), then that's a big advantage, and I may use it frequently as a set up for Balefire, if it works for me with like-level targets. Below is a spoiler log.
>pr 709
You trace an intricate sign that contorts in the air while forcefully invoking Grasp of the Grave...
Your spell is ready.
>cast
You gesture.
Numerous grotesque limbs in varying states of decay suddenly burst out of the snow! With startling speed and ferocity, the arms grab at whatever they can!
The arms snatch viciously at a rolton and drag him down to the snow!
The arms snatch viciously at a kobold and drag her down to the snow!
The arms snatch viciously at a kobold and drag her down to the snow!
Cast Roundtime 3 Seconds.
>look
[Icemule Trace, Forest]
Snow crunches beneath your feet as you walk along the narrow path through the forest. The air is cold and crisp, and filled with the sharp scent of pine. Startled by your approach, an owl takes flight from the cover of a nearby tree. It passes so close you feel the rush of air from its wings. You also see a skeletal arm, a mangled arm, a putrid arm, a clawed arm, a flayed arm, a pair of flayed arms, a rolton that is lying down, a kobold that is lying down, a masked figure, a kobold that is lying down and a crystal gate.
Obvious paths: east, south
>A pair of flayed arms quickly snatch at a kobold, holding her down before retreating into the snow!
>A kobold shakes her head and blinks a few times before scrambling back to her feet.
>A flayed arm quickly snatches at a kobold, dragging her down before retreating into the snow!
>A rolton grunts as he scrambles to his feet!
>A kobold shakes her head and blinks a few times before scrambling back to her feet.
>A clawed arm quickly snatches at a rolton, dragging him down before retreating into the snow!
>A putrid arm quickly snatches at a kobold, dragging her down before retreating into the snow!
>A kobold shakes her head and blinks a few times before scrambling back to her feet.
>A mangled arm quickly snatches at a kobold, dragging her down before retreating into the snow!
... 10 points of damage!
Eye gouge, that hurt!
The kobold is stunned!
>A rolton grunts as he scrambles to his feet!
>A skeletal arm quickly snatches at a rolton, dragging him down before retreating into the snow!
>A kobold shakes her head and blinks a few times before scrambling back to her feet.
>look
>[Icemule Trace, Forest]
Snow crunches beneath your feet as you walk along the narrow path through the forest. The air is cold and crisp, and filled with the sharp scent of pine. Startled by your approach, an owl takes flight from the cover of a nearby tree. It passes so close you feel the rush of air from its wings. You also see a rolton that is lying down, a kobold that appears stunned, a masked figure, a kobold and a crystal gate.
time4fun
07-17-2015, 10:57 AM
I hope demon lores get some love too.
Estild has said it will. He specifically said demonologists were going to be very happy. Demonology spells don't really start until higher levels, right?
Fallen
07-17-2015, 10:59 AM
410 and 435 always have a chance of not knocking down- this is no different. This seems superior to 410. Obviously it's not superior to 435... Given it's 26 levels below it.
And though I gather sorcerers will miss quaking adjacent rooms... The rest of us won't ;)
410 very, very rarely misses a knockdown on anything near you in levels unless it is especially resistant to KD in general.
Nindon, can you grab a few shots of the spell in OTF? Ideally, i'd like to see it against things like Grimswarm and Bandits (Spawned at the level of the caster) to get an idea of how it stacks up against the old 709 and 410.
Demonology spells don't really start until higher levels, right?
Depends, Phase (704) has very useful, very strong Demonology ties.
caelric
07-17-2015, 11:03 AM
Estild has said it will. He specifically said demonologists were going to be very happy. Demonology spells don't really start until higher levels, right?
750, anyone?
Whirlin
07-17-2015, 11:12 AM
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's Sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5).
So, I know that this is the SECOND roll on the proc... however, I really can't think of a situation where the likelihood of knockdown wouldn't be 99%... If the sorc is at SORC+21 for CS purposes... even if the sorc doesn't pull a Jeril and train only in Sorc Circle, and just settles at SORC+21, they could still use this spell at 99% effectiveness against something 16 levels above them?
I realize that it is a massive loss to lose Quake, especially given the protection of peering into adjacent rooms, and being able to enter it safely to a pre-lubed mob... But I'd argue that mechanics of quake are relatively unbalanced with current mechanics and overpowered... Off the top of my head, the only other class that has the ability to attack a room that he/she is not located in is a wizard with Meteor Swarm... which has it's own negative implications. Maybe call lightning as well? Dunno if that was nerfed dozens of years ago with the cloud updates.
Anyway... yes, losing Quake is bad, but this replacement spell looks like a strong replacement.
Peppwyn
07-17-2015, 11:13 AM
You trace an intricate sign that contorts in the air while forcefully invoking Grasp of the Grave...
Your spell is ready.
You gesture at a darkly inked fetish master.
Numerous grotesque limbs in varying states of decay suddenly burst out of the ground! With startling speed and ferocity, the arms grab at whatever they can!
The arms snatch viciously at a darkly inked fetish master and drag it down to the ground!
The arms snatch viciously at a murky soul siphon and drag it down to the ground!
Cast Roundtime 3 Seconds.
There is a lot of noise associated with casting the spell, such as additional creatures in the room (each arm). I prefer 410.
time4fun
07-17-2015, 11:19 AM
410 very, very rarely misses a knockdown on anything near you in levels unless it is especially resistant to KD in general.
Nindon, can you grab a few shots of the spell in OTF? Ideally, i'd like to see it against things like Grimswarm and Bandits (Spawned at the level of the caster) to get an idea of how it stacks up against the old 709 and 410.
Depends, Phase (704) has very useful, very strong Demonology ties.
Erm both 410 and 709 are using a standard maneuver roll. The only differences are the bonuses. For 410 you get a bonus based on minor elemental spell ranks, and for 709 you get a bonus based on sorcery spell ranks. If you had to choose one- which would YOU rather get your bonus from? Of course there are also the extra stat bonuses here- in stats that sorcerers always tank vs stats/ranks that not every creature is strong in.
And the secondary knockdown effect seems basically guaranteed given most sorcerers tank their 700s. It starts at a base chance of 70%.
Relax a bit and try it out before you start flipping out.
Also- note: the rest of us would kill to get a single decent release for HSN. Stop your damn bitching.
Fallen
07-17-2015, 11:21 AM
Erm both 410 and 709 are using a standard maneuver roll. The only differences are the bonuses. For 410 you get a bonus based on minor elemental spell ranks, and for 709 you get a bonus based on sorcery spell ranks. If you had to choose one- which would YOU rather get your bonus from? Of course there are also the extra stat bonuses here- in stats that sorcerers always tank vs stats/ranks that not every creature is strong in.
And the secondary knockdown effect seems basically guaranteed given most sorcerers tank their 700s. It starts at a base chance of 70%.
Relax a bit and try it out before you start flipping out.
Could you post where you've seen it stated that the old 709 uses a standard maneuver roll?
time4fun
07-17-2015, 11:22 AM
Quake has moved to the Arcane spell circle, in slot 1714, and Grasp of the Grave is now 709.
When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a standard maneuver roll, with the caster getting a bonus based upon their Sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone.
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's Sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). For affected targets, they are knocked down and subject to 3-5 seconds of roundtime. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, Necromancy ranks), including a small chance to outright strangle the target!
Watch out for the cold hands of the dead, lest you join them!
Ixix
Note- I wasn't comparing the old 709 with 410. There's literally no reason why I would've made that comparison.
Fallen
07-17-2015, 11:24 AM
Yes, but there was a reason I was making the comparison. I was comparing the old quake to this spell.
Peppwyn
07-17-2015, 11:26 AM
A sudden wave of intense cold gnaws at your flesh!
... 5 points of damage!
Brrrr! That was a good hit to the left leg! Knocked you silly.
The chill wind ravages a gnarled arm!
... 10 points of damage!
Almost missed! Bet the gnarled arm wants warm pockets now.
The chill wind ravages a mangled arm!
... 10 points of damage!
A chilly blow to the stomach winds the mangled arm!
The chill wind ravages a pair of decayed arms!
... 10 points of damage!
Cold blast to the ears. The decayed arms should have worn a hat!
The chill wind ravages a pair of fleshless arms!
... 15 points of damage!
The fleshless arms falters as a chill blast of air strikes its left leg!
The chill wind ravages a clawed arm!
... 5 points of damage!
My! It looks like the clawed arm will be stiff in the morning! Better ice down the bruises!
The chill wind ravages a deformed arm!
... 5 points of damage!
Chilly blast to the head. Bet the deformed arm's ears are tingling!
The chill wind ravages a darkly inked fetish master!
... 10 points of damage!
The fetish master appears to be getting cold feet.
The chill wind ravages a skeletal arm!
... 15 points of damage!
The icy blast tears into the skeletal arm's stomach!
The chill wind ravages a pair of dessicated arms!
... 5 points of damage!
The dessicated arms winces at the cold blast to the left arm.
The chill wind ravages a flayed arm!
... 5 points of damage!
Chilly blast to the chest causes heart to skip a beat.
Fallen
07-17-2015, 11:32 AM
So, I know that this is the SECOND roll on the proc... however, I really can't think of a situation where the likelihood of knockdown wouldn't be 99%... If the sorc is at SORC+21 for CS purposes... even if the sorc doesn't pull a Jeril and train only in Sorc Circle, and just settles at SORC+21, they could still use this spell at 99% effectiveness against something 16 levels above them?
I would assume that the first formula allows for straight bonuses to defend based on your Dodge and stat training that cannot be entirely mitigated by the sorcerer's training. Should be easy enough to test. Get a few capped rogues and see how regularly a sorcerer can pull them down.
time4fun
07-17-2015, 11:36 AM
there's no mention of the secondary hit factoring in any bonuses. And it ultimately makes sense- the big advantage 410 has over the new 709 is the potential for 20 seconds of RT. The fact that the secondary is almost guaranteed means you can get up to 20. It also seems to mean that if the first knockdown fails, you're still going to get a 3-5 second knockdown afterwards. But that will require someone to test it- as that seems unlikely.
Also %$@%R@#, and all we got was Divine Retribution.
Silvean
07-17-2015, 11:38 AM
As I recall, the original quake was a mental effect. The sorcerer was manipulating minds to make people think they were experiencing an earthquake. It looks like they're making further progress on separating the sorcerer circle from what they intend for savants.
I love me some sorcerers, as i have had 2 capped sorcerers, but i have to say... I didnt think sorcerers were in need of this much of an update compared to other parts of this game like monks, lores, CoL, UAC as a whole, languages, GUILDS, ect...
azim17
07-17-2015, 11:53 AM
I generally love the flavor of this, but Ill miss the ability when hunting nelemar to knock magus and executioners out of hiding in rooms around you during bounties for them. Makes me curious, will the arms pull something out of hiding or invis?
Silvean
07-17-2015, 11:59 AM
I love me some sorcerers, as i have had 2 capped sorcerers, but i have to say... I didnt think sorcerers were in need of this much of an update compared to other parts of this game like monks, lores, CoL, UAC as a whole, languages, GUILDS, ect...
I think they've written off guilds as of last year's Simucon. I think sorcerers needed an update and it's something I thought of in terms of a lore review and the better implementation or replacement of certain spells, e.g. Disease (716). It seems like this is what they are doing. People quibbled with me over just how useless our very expensive lores were before this update but I maintained they needed a real boost to justify their cost. I am hoping that I'll have no doubt about the matter after HSN, especially about demon lore since that's my game.
Fallen
07-17-2015, 12:01 PM
I love me some sorcerers, as i have had 2 capped sorcerers, but i have to say... I didnt think sorcerers were in need of this much of an update compared to other parts of this game like monks, lores, CoL, UAC as a whole, languages, GUILDS, ect...
I think those are all far more important but also far more difficult to code and balance. This sorcerer stuff looks fairly straight forward, it's just that no one had a mind to bother tinkering with the spells until now. No idea who put in the bribe to earn some GM love, but it's certainly nice.
time4fun
07-17-2015, 12:12 PM
I generally love the flavor of this, but Ill miss the ability when hunting nelemar to knock magus and executioners out of hiding in rooms around you during bounties for them. Makes me curious, will the arms pull something out of hiding or invis?
A sorcery friend of mine just said yes it pulls them out of hiding/invis.
Malisai
07-17-2015, 01:29 PM
A sorcery friend of mine just said yes it pulls them out of hiding/invis.
So good thing, It can grab things that come in after you cast and seems to be very consistent in pulling down targets, can do damage if you are trained properly.
bad things:
cant quake outside the room to safe it. Honestly this is minor to me, as I never was that careful.
Adding many critters to a room (the arms that pull people down). If you have more than one sorcerer its going to get crazy. screen scroll from the grabbing.
has anyone tested this in a large swarm? Is there a limit to how many critters can be pulled down, and kept pulling down?
Luntz
07-17-2015, 01:46 PM
Log of a short dirty hunt I had just now, loving the new changes in otf at least http://pastebin.com/mKLxB3c9
Luntz
07-17-2015, 01:48 PM
>cast circl
You gesture at a summoning circle.
Your spell activates the dormant summoning circle. Pure white flames of essence blaze around each rune and link them together in a complex circular web. As the web completes itself, the runes transform from their translucent color to brilliant frosty white. Lines of frosty white energy snake from the runes to activate the sigil at the center of the circle. The central sigil vanishes, and the web of energy twists upward to encircle you. There is a blinding flash before the world vanishes.
At last, you arrive at your destination...
[Icemule Trace, Town Center]
The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see the Cryheart disk, the white Hapenlok disk, a fierce aurora spirit that is flying around, the earth brown Ellustriel disk, the Vanelis disk, a disheveled black cat, some silver coins, a tidal cheetah that is sitting, a stein of Northern Fury mead, the Iceki disk, a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, a carved ice bench with some stuff on it and a blanket of snow.
Also here: Sir Cryheart, Barzillia who is sitting, Dattawey who is sitting, Shandoneaux who is sitting, Hapenlok, Burgglecut who is sitting, Ellustriel, Vanelis who is sitting, Iceki
Obvious paths: north, east, south, west
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
Cryheart says, "All will be invited."
>
Nindon just arrived.
>
Nindon just went north.
>recite RELCOME TO WOOO DWOOOOOOOOM
You recite:
"RELCOME TO WOOO DWOOOOOOOOM"
>PREP 709
You trace an intricate sign that contorts in the air while forcefully invoking Grasp of the Grave...
Your spell is ready.
>CAST
Speaking quietly to Cryheart, Barzillia says, "So then I have time to catch up."
>
You gesture.
The replenishing effect fades, but you are left with a feeling of wellbeing.
Numerous grotesque limbs in varying states of decay suddenly burst out of the ground! With startling speed and ferocity, the arms grab at whatever they can!
The arms snatch viciously at Cryheart, but he avoids their clutches.
The arms snatch viciously at Barzillia, but he avoids their clutches.
The arms snatch viciously at Dattawey and drag him down to the ground!
The arms snatch viciously at Shandoneaux and drag him down to the ground!
The arms snatch viciously at Hapenlok, but he avoids their clutches.
The arms snatch viciously at Burgglecut and drag him down to the ground!
The arms snatch viciously at Ellustriel and drag her down to the ground!
The arms snatch viciously at Vanelis and drag him down to the ground!
The arms snatch viciously at Iceki and drag him down to the ground!
Cast Roundtime 3 Seconds.
>
You feel at full magical power again.
>PREP 709
You trace an intricate sign that contorts in the air while forcefully invoking Grasp of the Grave...
Your spell is ready.
>CAST
You gesture.
Numerous grotesque limbs in varying states of decay suddenly burst out of the ground! With startling speed and ferocity, the arms grab at whatever they can!
The arms snatch viciously at Cryheart, but he avoids their clutches.
The arms snatch viciously at Barzillia and drag him down to the ground!
The arms snatch viciously at Dattawey and pin him to the ground!
The arms snatch viciously at Shandoneaux and pin him to the ground!
The arms snatch viciously at Hapenlok, but he avoids their clutches.
The arms snatch viciously at Burgglecut and pin him to the ground!
The arms snatch viciously at Ellustriel and pin her to the ground!
The arms snatch viciously at Vanelis and pin him to the ground!
The arms snatch viciously at Iceki and pin him to the ground!
Cast Roundtime 3 Seconds.
>
Hapenlok intones a phrase of elemental power while raising his hands...
>
Hapenlok gestures at you.
>PREP 709
CS: +519 - TD: +327 + CvA: +10 + d100: +81 == +283
Warding failed!
Your mind goes completely blank.
Forced to stance offensive.
UP>
A deformed arm quickly snatches at Cryheart, dragging his down before retreating into the ground!
UP>
That is impossible to do while unconscious!
UP>CAST
That is impossible to do while unconscious!
UP>
A dessicated arm quickly snatches at Hapenlok, but Hapenlok escapes the grasp of the arm. The arm flails briefly before decaying into dust.
UP>
Hapenlok's hands glow with power as he summons elemental energy to his command...
UP>
A skeletal arm quickly snatches at Hapenlok, dragging his down before retreating into the ground!
... 1 point of damage!
Attempt to snare hips shaken loose.
UP>
A flayed arm quickly snatches at Ellustriel, holding her firmly down before retreating into the ground!
UP>
A flayed arm quickly snatches at Burgglecut, holding his firmly down before retreating into the ground!
UP>
Hapenlok gestures at you.
You are awakened by Hapenlok's attack!
A swirling whirlwind drifts into the area, moving slowly towards you.
P>PREP 709
You trace an intricate sign that contorts in the air while forcefully invoking Grasp of the Grave...
Your spell is ready.
P>CAST
P>
You gesture.
Numerous grotesque limbs in varying states of decay suddenly burst out of the ground! With startling speed and ferocity, the arms grab at whatever they can!
The arms snatch viciously at Cryheart, but he avoids their clutches.
The arms snatch viciously at Barzillia, but he avoids their clutches.
The arms snatch viciously at Dattawey and pin him to the ground!
The arms snatch viciously at Shandoneaux and pin him to the ground!
The arms snatch viciously at Hapenlok, but he avoids their clutches.
The arms snatch viciously at Burgglecut and pin him to the ground!
The arms snatch viciously at Ellustriel and pin her to the ground!
The arms snatch viciously at Vanelis and pin him to the ground!
The arms snatch viciously at Iceki and pin him to the ground!
Cast Roundtime 3 Seconds.
P>
Barzillia slings a scratched vultite shield off from over his shoulder.
P>STA
You struggle, but fail to stand.
Roundtime: 9 sec.
PR>
Barzillia removes a thin black steel gladius with a shadowglass pommel from in his black leather back-sheaths.
PR>
A decayed arm quickly snatches at Iceki, holding his firmly down before retreating into the ground!
PR>
Hapenlok stands up.
PR>L
[Icemule Trace, Town Center]
The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see a fleshless arm, a pair of deformed arms, a gnarled arm, a pair of putrid arms, a pair of clawed arms, a swirling whirlwind, a pair of skeletal arms, a skeletal arm, a bloody arm, a pair of bloody arms, the Cryheart disk, the white Hapenlok disk, a fierce aurora spirit that is flying around, the earth brown Ellustriel disk, the Vanelis disk, a disheveled black cat, some silver coins, a tidal cheetah that is sitting, a stein of Northern Fury mead, the Iceki disk, a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, a carved ice bench with some stuff on it and a blanket of snow.
Also here: Sir Cryheart who is lying down, Barzillia who is lying down, Dattawey who is lying down, Shandoneaux who is lying down, Hapenlok, Burgglecut who is lying down, Ellustriel who is lying down, Vanelis who is lying down, Iceki who is lying down
Obvious paths: north, east, south, west
PR>
A pair of bloody arms quickly snatch at Hapenlok, but Hapenlok escapes the grasp of the arms. The arms flail briefly before decaying into dust.
PR>
A swirling whirlwind grows more violent, the sounds of its winds rising to deafening heights as they swirl around you.
PR>
A pair of skeletal arms quickly snatch at Hapenlok, dragging his down before retreating into the ground!
PR>
A pair of clawed arms quickly snatch at Shandoneaux, holding his firmly down before retreating into the ground!
... 1 point of damage!
Slight leg hold.
PR>
Hapenlok waves to you.
PR>
Barzillia stands up.
PR>PREP 709
...wait 1 seconds.
P>CAST
A bloody arm quickly snatches at Barzillia, but Barzillia escapes the grasp of the arm. The arm flails briefly before decaying into dust.
P>
A violent whirlwind continues swirling around you and picks up more sand. Before long it becomes a raging sandstorm.
P>
Cryheart draws a glowing pattern in the air before you.
Your thoughts drift off to a battle field where a lone figure, bedecked in battle worn armor, sends wave after wave of undead to a more peaceful eternity.
UP>
That is impossible to do while unconscious!
UP>PREP 709
That is impossible to do while unconscious!
UP>CAST
That is impossible to do while unconscious!
UP>
A pair of putrid arms quickly snatch at Barzillia, dragging his down before retreating into the ground!
UP>
Cryheart scowls.
UP>CRAWL S
That is impossible to do while unconscious!
UP>CRAWL S
A skeletal arm quickly snatches at Cryheart, holding his firmly down before retreating into the ground!
UP>
That is impossible to do while unconscious!
UP>CRAWL S
That is impossible to do while unconscious!
UP>
Your thoughts slowly come back to you as you find yourself lying on the ground. You must have been sleeping.
A raging sandstorm swirls around you, and you are assaulted by sand and bits of debris...
... 90 points of damage!
Blow to your back removes the spinal column!
The misty halo fades from you.
You notice your blood flow go back to normal.
You lose your extra internal fortitude.
A dark shadow seems to detach itself from your body, swiftly dissipating into the air.
The tingling sensation and sense of security leaves you.
You feel less confident than before.
The brilliant luminescence fades from around you.
The bright luminescence fades from around you.
The silvery luminescence fades from around you.
The very powerful look leaves you.
The white light leaves you.
The dull golden nimbus fades from around you.
The deep blue glow leaves you.
The powerful look leaves you.
The air calms down around you.
The light blue glow leaves you.
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 14 mins...
(If you wish to dismiss this murder charge, use ACCUSE DISMISS Hapenlok.)
A small halfling child cries out, "Murder!". His mother then sends him off for the Halfling deputy.
DEAD>
A tidal cheetah twitches his whiskers.
DEAD>
Barzillia quietly says, "Nae somethin ye see everyday."
DEAD>
A gnarled arm quickly snatches at Barzillia, holding his firmly down before retreating into the ground!
DEAD>
Hapenlok stands up.
DEAD>say MURDERER
You say, "MURDERER."
DEAD>
A pair of deformed arms quickly snatch at Hapenlok, dragging his down before retreating into the ground!
DEAD>
Suddenly the last wisps of a raging sandstorm rise into the air, still swirling, and then disappear.
DEAD>
A fleshless arm quickly snatches at Shandoneaux, holding his firmly down before retreating into the ground!
... 1 point of damage!
Slight leg hold.
DEAD>l
[Icemule Trace, Town Center]
The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see the Cryheart disk, the white Hapenlok disk, a fierce aurora spirit that is flying around, the earth brown Ellustriel disk, the Vanelis disk, a disheveled black cat, some silver coins, a tidal cheetah that is sitting, a stein of Northern Fury mead, the Iceki disk, a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, a carved ice bench with some stuff on it and a blanket of snow.
Also here: Sir Cryheart who is lying down, Barzillia who is lying down, Dattawey who is lying down, Shandoneaux who is lying down, Hapenlok who is lying down, Burgglecut who is lying down, Ellustriel who is lying down, Vanelis who is lying down, Iceki who is lying down
Obvious paths: north, east, south, west
DEAD>
Hapenlok traces a series of glowing runes while chanting an arcane phrase...
Hapenlok gestures.
Hapenlok suddenly disappears.
DEAD>
The voice of Hapenlok raspily says, "Yup."
DEAD>say how dare you, I only wanted to show these people the love of the grave
You say, "How dare you, I only wanted to show these people the love of the grave."
DEAD>moan
You let out a hollow, ghostly moan.
DEAD>wail
You begin to wail, your spirit lamenting your current state.
DEAD>
The dully illuminated mantle protecting Burgglecut begins to falter, then completely fades away.
DEAD>
Burgglecut's movements no longer appear to be influenced by a divine power as the spiritual force fades from around his arms.
DEAD>
Barzillia stands up.
DEAD>depart
Being dead is truly boring...but things could be worse. You could be bored AND in pain.
If you wish to depart this plane, so as to immediately continue on your journey, please click DEPART CONFIRM.
DEAD>laugh
You laugh, the sepulchral sound echoing through the area.
DEAD>laugh
You laugh, the sepulchral sound echoing through the area.
DEAD>
Cryheart says, "And ye can demonstrate that love now."
DEAD>depart confirm
Fallen
07-17-2015, 01:52 PM
What level is your sorcerer, Luntz?
Also, I like that the spell stacks, where it will pin people/creatures who are already prone.
Luntz
07-17-2015, 02:04 PM
The one that did the icemule altered beast attack is 70 with 36 ranks in lore.
subzero
07-17-2015, 02:09 PM
Can't say that I like the loss of Quake.
Fallen
07-17-2015, 02:11 PM
The one that did the icemule altered beast attack is 70 with 36 ranks in lore
Thanks. You still knocked prone everyone in the room, either with the first or second attack, including a few post-capped characters.
I think this spell is a win for Sorcerers. The spell has the ability to stack RT on prone targets, be repeatedly cast for effect (unlike E-wave), repeatedly knock prone creatures in the room with 1 cast, and still reliably hit things within a big level range of you.
I think the reliability of the knockdown took a slight hit, but not as bad as I had hoped from what little I've seen of the spell in action. Knocking down things in adjacent rooms was at times as much a hindrance as it was a help. The old spell isn't gone either, it's just on the arcane circle, so you can have it on scrolls to your heart's content.
Good stuff. I'm not looking forward to dealing with creatures who cast this spell.
Luntz
07-17-2015, 02:12 PM
Also I tried 709 in illistim and got arrested, think justice was just off in TC from an invasion or two.
Tgo01
07-17-2015, 02:17 PM
Wait, so this new 709 isn't player friendly?
Fallen
07-17-2015, 02:19 PM
Wait, so this new 709 isn't player friendly?
Group friendly only, just like the old Quake.
Tgo01
07-17-2015, 02:22 PM
Group friendly only, just like the old Quake.
Well that's a downer. I was actually going to use this spell on my hunts but I don't want to have to babysit the arms.
Fallen
07-17-2015, 02:27 PM
Well that's a downer. I was actually going to use this spell on my hunts but I don't want to have to babysit the arms.
Good point.
Silvean
07-17-2015, 02:39 PM
Worst part of babysitting the arms is when I give you a ride home afterward.
Androidpk
07-17-2015, 02:43 PM
Arms?
Tenlaar
07-17-2015, 02:45 PM
What is the reaction time for them targeting new entries to the room? Do you actually need to worry about people who are just passing through being dragged down?
Tgo01
07-17-2015, 02:46 PM
What is the reaction time for them targeting new entries to the room? Do you actually need to worry about people who are just passing through being dragged down?
If it doesn't instantly hit targets entering the room then I really don't want to cast it, that was mostly what I was gonna use it for :/
Malisai
07-17-2015, 02:47 PM
What is the reaction time for them targeting new entries to the room? Do you actually need to worry about people who are just passing through being dragged down?
It was pretty quick. Ill have to try it again, but it seems to check for targets, then when it finds one, attempts to pull it down. So there is a delay but its not much.
It doesnt seem to instantly target things entering the room, but if they are there when the spell checks for additional grab attempts, it will target that mob.
Tgo01
07-17-2015, 02:52 PM
It was pretty quick. Ill have to try it again, but it seems to check for targets, then when it finds one, attempts to pull it down. So there is a delay but its not much.
It doesnt seem to instantly target things entering the room, but if they are there when the spell checks for additional grab attempts, it will target that mob.
So it sounds like it does a check, say, every second, and if someone happens to be in the room when this check is done then it will target them?
Allereli
07-17-2015, 02:59 PM
Well this has started poorly!
I have some fixes in the pipe to address the RT issues, that's definitely not working as intended. I'll let you know when those are out.
<<Which part is capped at 99, and floored at 5? The spell ranks or the level? Or the total of the part after 70 +?>>
The total end result is capped and floored - so if the target has >99% chance of being hit, it's adjusted down to 99, and if it's <5%, it's adjusted up. So there's always a 1% chance of dodging the arm, and a 5% chance of the arm getting you (obviously that's from the target perspective, and most of you won't be targets but I hope that it clears it up).
Ixix
http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2874
Malisai
07-17-2015, 04:14 PM
So it sounds like it does a check, say, every second, and if someone happens to be in the room when this check is done then it will target them?
That seems to be how its working for me.
Kronius
07-18-2015, 08:38 AM
As someone who used Quake to do magus bounties in Nelemar, I can't say I'm too thrilled with Quake being moved to the Arcane Circle. Multi-room hide pull was important to me. I'll make due.
The ability to pull hidden and invis out helps.
Astray
07-18-2015, 09:19 AM
I personally like this update. I do have a complaint and a concern though.
My complaint is that it spawns a lot of arms. I'd rather have it spawn something like "a grouping of skeletal/decaying hands" or something and it'd tell you how many are there if you looked at it (based on the number there that's how many targets it would be able to grab and damage).
My concern is what is going to happen to Limb Disruption? This replaces the necro lore benefit of the spell. I mean yeah you can still blow a limb off and that's great but now the added benefit of having these limbs drag stuff to the floor is kinda useless now.
rolfard
07-18-2015, 09:41 AM
^ this. I already have one arm crawling spell.
subzero
07-18-2015, 01:51 PM
I personally like this update. I do have a complaint and a concern though.
My complaint is that it spawns a lot of arms. I'd rather have it spawn something like "a grouping of skeletal/decaying hands" or something and it'd tell you how many are there if you looked at it (based on the number there that's how many targets it would be able to grab and damage).
My concern is what is going to happen to Limb Disruption? This replaces the necro lore benefit of the spell. I mean yeah you can still blow a limb off and that's great but now the added benefit of having these limbs drag stuff to the floor is kinda useless now.
I always wanted it to work like Fleshshiver, which is similar to how unfocused 708 (who uses it that way anyhow?) sometimes works:
http://i.imgur.com/TmOxKUl.jpg
Malisai
07-18-2015, 02:55 PM
709 fixes
http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view/2895
Hello my malevolent, sorcerous friends.
Here's the (hopefully) concise rundown on some updates that I just released for Grasp of the Grave:
The initial knockdown should be correctly applying roundtime to critters now.
The arms should not be targetable or automatically targeted anymore.
708 arms and 709 arms should get along better (I found this one quite amusing though to be honest).
STOP 709 or STOP GRASP will now destroy any of your arms that are in the room.
And some questions that I've seen pop up:
"Arm" vs "arms" - "arms" have an doubled chance of dealing bonus damage, including the chance to strangle the target. There is a flat 25% chance of creating a pair of arms vs. an arm.
Quake (1714 now) does not use the Standard Maneuver Roll attack. It's its own thing.
Quake will start showing up on scrolls soon.
Custom arms: this is something that I didn't think of and I don't have anything in there to support it, but I like it, so I wrote that one down. So maybe (maybe) someday.
Ixix
Fallen
07-18-2015, 03:23 PM
Awesome. The old Quake was and is awesome. Glad it is staying free of the SMR and will be available freely on scrolls.
Astray
07-18-2015, 03:40 PM
"Arm" vs "arms" - "arms" have an doubled chance of dealing bonus damage, including the chance to strangle the target. There is a flat 25% chance of creating a pair of arms vs. an arm.
This is neat. Because now I have a 25% chance to engage in erotic asphyxiation if I cast at players.
Androidpk
07-18-2015, 03:42 PM
Don't abuse the act verb.
Astray
07-18-2015, 03:45 PM
Has anyone pointed out the redundancy of necro lores on 708 yet? On the officials.
Fallen
07-18-2015, 03:54 PM
Has anyone pointed out the redundancy of necro lores on 708 yet? On the officials.
I'm not getting the complaint. Necromancy is the animation of the dead. If anything, I wish any limbs we blow off which results in a limb in the ground has a flat chance due to necromancy lore to animate. Especially spells like Torment.
Astray
07-18-2015, 04:02 PM
I'm not getting the complaint. Necromancy is the animation of the dead. If anything, I wish any limbs we blow off which results in a limb in the ground has a flat chance due to necromancy lore to animate. Especially spells like Torment.
I figure if we have a spell that focuses solely on creating limbs that knock down, drag, incur RT and even strangle, there isn't much of a point in keeping an effect similar, and at a lore based chance, to a lower level spell.
In my mind, it's redundant. Why not do something else with 708? Like have the limb become an AoE bomb if you cast at it again?
Fallen
07-18-2015, 04:17 PM
I figure if we have a spell that focuses solely on creating limbs that knock down, drag, incur RT and even strangle, there isn't much of a point in keeping an effect similar, and at a lore based chance, to a lower level spell.
In my mind, it's redundant. Why not do something else with 708? Like have the limb become an AoE bomb if you cast at it again?
I'd rather the higher the endroll the more limbs you remove. That being said, once on the ground I'd prefer they have a chance to animate.
That being said, permanently blowing off a limb is quite a bit different than just knocking something onto the ground. I used it to stop certain maneuver/spell attacks and deal with unstunnable creatures. The spell could be better, but it does have it's uses.
Allereli
07-18-2015, 04:19 PM
I figure if we have a spell that focuses solely on creating limbs that knock down, drag, incur RT and even strangle, there isn't much of a point in keeping an effect similar, and at a lore based chance, to a lower level spell.
In my mind, it's redundant. Why not do something else with 708? Like have the limb become an AoE bomb if you cast at it again?
That makes no sense. The 708 spell focuses on removing limbs, not what happens to the limbs after, that is a bonus.
Astray
07-18-2015, 04:21 PM
That makes no sense. The 708 spell focuses on removing limbs, not what happens to the limbs after, that is a bonus.
Fine fine, I rescind my nonsense! I eagerly await the next batch of spells updated.
Fallen
07-18-2015, 06:04 PM
Fine fine, I rescind my nonsense! I eagerly await the next batch of spells updated.
I just hope it's a defensive spell, as the other professions are going to start hunting sorcerers soon due to all the dev focus.
Donquix
07-18-2015, 06:05 PM
I just hope it's a defensive spell, as the other professions are going to start hunting sorcerers soon due to all the dev focus.
yeah...at this point, if they don't put out the full elore review at least shit is going to get savage.
Astray
07-18-2015, 06:18 PM
I just hope it's a defensive spell, as the other professions are going to start hunting sorcerers soon due to all the dev focus.
If it's a defensive spell, I wonder what it'll be. Maybe some maneuver defense on Cloak. That'd be nice.
gs4-PauperSid
07-18-2015, 07:04 PM
Did we say Hot Summer Nights? Clearly we meant Hooray Sorcerer Nights! ...
caelric
07-18-2015, 07:30 PM
I just hope it's a defensive spell, as the other professions are going to start hunting sorcerers soon due to all the dev focus.
Come at me, bro!
Malisai
07-18-2015, 07:53 PM
If it's a defensive spell, I wonder what it'll be. Maybe some maneuver defense on Cloak. That'd be nice.
There was a tease that 716 will either change or be modified to have some self cast component, but not much other than that.
As to 708, 708 does what it does. I would like to see either of these two options for it. First, with lore training you can have a chance of blowing off an additional 1,2,all other limbs or based on lore, the limb explodes and deals AOE damage.
Tenlaar
07-18-2015, 08:12 PM
I would like to see other professions getting some things too.
Silvean
07-19-2015, 10:24 AM
This is neat. Because now I have a 25% chance to engage in erotic asphyxiation if I cast at players.
They won't know if they're coming or going!
Astray
07-19-2015, 10:26 AM
They won't know if they're coming or going!
You must spread some Reputation around before giving it to Silvean again.
Maerit
08-15-2015, 01:39 AM
Couldn't find anyone that knew the answer, so I did some experiments and 709 will trigger the shroud in warcamps:
You trace an intricate sign that contorts in the air while forcefully invoking Grasp of the Grave...
Your spell is ready.
You gesture at a Grimswarm orc ranger.
Numerous grotesque limbs in varying states of decay suddenly burst out of the dirt! With startling speed and ferocity, the arms grab at whatever they can!
The arms snatch viciously at a Grimswarm orc guard and pin him to the dirt!
The arms snatch viciously at a Grimswarm orc acolyte and drag her down to the dirt!
The arms snatch viciously at a Grimswarm orc hunter and drag her down to the dirt!
The arms snatch viciously at a Grimswarm orc ranger and drag him down to the dirt!
The arms snatch viciously at a Grimswarm orc hunter and drag her down to the dirt!
A sudden burst of energy leaps from the mystical shroud surrounding this area and strikes you right in the eyes!
You are disoriented and stunned!
Roundtime: 18 sec.
Cast Roundtime 3 Seconds.
Fallen
09-11-2015, 09:26 PM
For war griffins, I've checked into that and it is intentional that they are not able to be knocked down by knock down spells and attacks, on account of their size and strength. Grasp of the Grave checks takes that into account and doesn't target a critter when that is the case (as opposed to showing an attack but always failing, or something along those lines).
So short answer, it's working as intended, but thank you for bringing it up so that I could double check that.
For fire sprites, I'll look into that as well.
Ixix
This had to do with why War Griffins were not targeted by the spell once they are on the ground.
Androidpk
09-11-2015, 09:30 PM
Can you use 708 to target wings on a flying critter?
Maerit
09-12-2015, 10:48 AM
No, but you can Web war griffins I believe. Can't Web fire sprites though. The Web just burns up immediately.
Fallen
09-12-2015, 11:03 AM
You can definitely web Griffins, but likely not by warding them. The bolt is your best option.
nindon
09-12-2015, 12:00 PM
Can you use 708 to target wings on a flying critter?
No, you cannot target wings with 708, but you can ground a griffin by using 708 to target its left leg and right arm or its right leg and left arm.
Grounded griffins are more susceptible to 710. I'm not necessarily recommending 710 for griffins. It's just something I noticed.
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