View Full Version : HSN: 716 update
Silvean
07-21-2015, 02:45 PM
Pestilence (716) is a new spell. When cast, the sorcerer creates a sickly miasmal aura around them self. All creatures that attack the sorcerer have a chance to contract the potentially deadly pestilence that flows through it. Upon attacking the sorcerer, there is a base 25% chance that the aura will reactively fire on the attacker, using a hidden CS roll. If the aura's attack hits, the attacker will take immediate rot damage (disintegrate), along with some disease damage (disintegrate) over time.
GameMaster Estild
And here are some specifics about the spell:
* The spell has a standard spell duration (1200 seconds + 60 seconds per spell rank) and a set number of charges. The base is 5 charges, increasing by +1 per seed 9 summation of Sorcererous Lore, Necromancy. Once all charges are used up, the self-cast spell fades.
* Necromancy lore also increases the base chance for the reactive attack by 2 * seed 9 summation.
* The spell can be cast directly at a creature or player to attempt to instantly infect them.
* If the target has Disease Resistance (104) active, they get a second chance to ward the spell.
* UnDisease (113) will remove the offensive effect when active on a target.
* If cast at food, it will instantly spoil it.
* The DoT effect lasts for 1-10 rounds, determined by the warding margin / 10.
* Each round triggers every 6 seconds and deals concussion damage based upon how many rounds the effect will last along with a weak disintegrate crit. The former starts strong and gets weaker over time.
* Due to sorcery being a hybrid of elemental and spiritual magic, the disease can affect undead.
* The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage.
GameMaster Estild
http://forums.play.net/forums/19/235/2628/view/2989
LivderaDeralleur
07-21-2015, 03:03 PM
Hm - sounds neat! Too bad my bitty Sorcerer is too young to cast this yet.
So the aura has a chance of flaring even if the creature's attack doesn't hit?
I also hope the 'charges' only deplete when the aura successfully diseases a critter, otherwise it'd fade pretty fast.
Astray
07-21-2015, 03:08 PM
Oh, nice. I guess this could be an answer to ambushing?
Luntz
07-21-2015, 03:11 PM
For research! oh god fml
You gesture at Ryjel.
CS: +495 - TD: +389 + CvA: +13 + d100: +47 - +15 == +151
Warding failed!
CS: +495 - TD: +389 + CvA: +13 + d100: +92 - +15 == +196
Warding failed!
You exhale a virulent green mist toward Ryjel, instantly infecting him. Ryjel convulses violently!
... 60 points of damage!
Spinal column obliterated! Ryjel's vertebrae reduced to a fine powder!
* Ryjel drops dead at your feet!
Ryjel suddenly appears less powerful.
The deep blue glow leaves Ryjel.
The brilliant luminescence fades from around Ryjel.
The bright luminescence fades from around Ryjel.
Ryjel glances around, looking a bit less confident.
The tingling sensation and sense of security leaves Ryjel.
The light blue glow leaves Ryjel.
Ryjel becomes unbalanced for a second, then recovers.
Ryjel appears to lose some internal strength.
The air calms down around Ryjel.
The layer of stone surrounding Ryjel crumbles away.
Ryjel seems to lose some dexterity.
The air about Ryjel stops shimmering.
The shimmering multicolored sphere fades from around Ryjel.
Ryjel just arrived. Wait, wasn't he here already?
Ryjel no longer bristles with energy.
Ryjel seems a bit less imposing.
Ryjel appears somehow different.
Ryjel becomes solid again.
The silvery luminescence fades from around Ryjel.
The glowing specks of energy surrounding Ryjel suddenly shoot off in all directions, then quickly fade away.
The misty halo fades from Ryjel.
Someone exclaims, "Murder by Zaoloo! Call the Guard Captain!"
Cast Roundtime 3 Seconds.
Astray
07-21-2015, 03:12 PM
Two warding checks?
LivderaDeralleur
07-21-2015, 03:15 PM
Two warding checks - the person must've had Disease Resistance on. They get a second chance to ward it in that case.
Luntz
07-21-2015, 03:19 PM
yes he did, 32k for murdering my alt, fun spell the defensive portion seems stronger then offensive, but I only have 50 ranks in necro.
Astray
07-21-2015, 03:20 PM
Ah, makes sense. Never bothered with disease resistance since rarely anything diseases.
Androidpk
07-21-2015, 03:24 PM
For research! oh god fml
http://pastebin.com/2PvBzxWf
You gesture at Ryjel.
CS: +495 - TD: +389 + CvA: +13 + d100: +47 - +15 == +151
Warding failed!
CS: +495 - TD: +389 + CvA: +13 + d100: +92 - +15 == +196
Warding failed!
You exhale a virulent green mist toward Ryjel, instantly infecting him. Ryjel convulses violently!
... 60 points of damage!
Spinal column obliterated! Ryjel's vertebrae reduced to a fine powder!
* Ryjel drops dead at your feet!
Ryjel suddenly appears less powerful.
The deep blue glow leaves Ryjel.
The brilliant luminescence fades from around Ryjel.
The bright luminescence fades from around Ryjel.
Ryjel glances around, looking a bit less confident.
The tingling sensation and sense of security leaves Ryjel.
The light blue glow leaves Ryjel.
Ryjel becomes unbalanced for a second, then recovers.
Ryjel appears to lose some internal strength.
The air calms down around Ryjel.
The layer of stone surrounding Ryjel crumbles away.
Ryjel seems to lose some dexterity.
The air about Ryjel stops shimmering.
The shimmering multicolored sphere fades from around Ryjel.
Ryjel just arrived. Wait, wasn't he here already?
Ryjel no longer bristles with energy.
Ryjel seems a bit less imposing.
Ryjel appears somehow different.
Ryjel becomes solid again.
The silvery luminescence fades from around Ryjel.
The glowing specks of energy surrounding Ryjel suddenly shoot off in all directions, then quickly fade away.
The misty halo fades from Ryjel.
Someone exclaims, "Murder by Zaoloo! Call the Guard Captain!"
Cast Roundtime 3 Seconds.
:0
velderan
07-21-2015, 03:28 PM
Let's get to the real question here. Has Waggle been updated yet?
caelric
07-21-2015, 03:30 PM
Of all the sorc changes so far, this is, by far, the awesomest
Kronius
07-21-2015, 03:32 PM
Of all the sorc changes so far, this is, by far, the awesomest
Agreed.
Astray
07-21-2015, 03:35 PM
It's a very nice addition for sure. It's an offensive/defensive spell that compliments Sorcerers pretty well.
Silvean
07-21-2015, 03:36 PM
Seems like a pretty powerful attack spell on the Tritons. I don't have time to play with it any more right now.
velderan
07-21-2015, 03:37 PM
Speaking of Sorc changes, and while this question belongs elsewhere...any other sorcs out there use Curse of the Star in order for an AS boost, for like the new disintegration bolt dealie?
Luntz
07-21-2015, 03:40 PM
Loving this in otf with 50 ranks in necrolore.
An Ithzir scout fades into view!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +551 with AvD: +34 + d100 roll: +90 = -15
A clean miss.
You exhale a virulent green mist toward an Ithzir scout, instantly infecting him. The Ithzir scout convulses violently!
... 55 points of damage!
Right eye and most of skull removed! What remains is a bloody mess!
The Ithzir scout falls to the ground in a crumpled heap.
Astray
07-21-2015, 03:40 PM
Loving this in otf with 50 ranks in necrolore.
An Ithzir scout fades into view!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +551 with AvD: +34 + d100 roll: +90 = -15
A clean miss.
You exhale a virulent green mist toward an Ithzir scout, instantly infecting him. The Ithzir scout convulses violently!
... 55 points of damage!
Right eye and most of skull removed! What remains is a bloody mess!
The Ithzir scout falls to the ground in a crumpled heap.
You're going fucking Reptile on people, man!
Whirlin
07-21-2015, 03:45 PM
Roll Sorc
712
Chant ret 719
716
wear plate
lie down
profit.
Maerit
07-21-2015, 03:46 PM
Speaking of Sorc changes, and while this question belongs elsewhere...any other sorcs out there use Curse of the Star in order for an AS boost, for like the new disintegration bolt dealie?
I have tried it, but honestly bolt version of 705 is not worth casting. The CS version channeled seems a lot more powerful due to Sorc's needing a lot of outside help to improve their bolt AS. You end up doing more damage as long as the target can be warded. Anything wearing heavier armor is also super resistant to the 705 bolt. Tried it on plate and it was barely tickling my targets.
Maerit
07-21-2015, 03:46 PM
Roll Sorc
712
Chant ret 719
716
wear plate
lie down
profit.
Psssst, they don't have to actually hit you for 716 to flare up - they just have to swing at you!
Whirlin
07-21-2015, 03:49 PM
Psssst, they don't have to actually hit you for 716 to flare up - they just have to swing at you!
Ok... don't lie down!
Between 716 and 709, I actually feel a LOT more confident with my Sorc walking into a room that has more than few mobs in it.
Astray
07-21-2015, 03:55 PM
Ok... don't lie down!
Between 716 and 709, I actually feel a LOT more confident with my Sorc walking into a room that has more than few mobs in it.
It definitely adds a bit of mob control, doesn't it? At 16 mana, initially? Shit may as well be free for older sorcs.
Donquix
07-21-2015, 04:00 PM
Speaking of Sorc changes, and while this question belongs elsewhere...any other sorcs out there use Curse of the Star in order for an AS boost, for like the new disintegration bolt dealie?
Goat uses star extensively as far as I know for his mutant polearm build.
Loving this in otf with 50 ranks in necrolore.
An Ithzir scout fades into view!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +551 with AvD: +34 + d100 roll: +90 = -15
A clean miss.
You exhale a virulent green mist toward an Ithzir scout, instantly infecting him. The Ithzir scout convulses violently!
... 55 points of damage!
Right eye and most of skull removed! What remains is a bloody mess!
The Ithzir scout falls to the ground in a crumpled heap.
Damn, brutal. I only hunt my sorc for necrojuice and as a result, i have 105 ranks of necro lore. Really nice. Curious to see clips from Rhesia with her 80 cagillion necro lore OMG ROTFLARE build.
I have tried it, but honestly bolt version of 705 is not worth casting. The CS version channeled seems a lot more powerful due to Sorc's needing a lot of outside help to improve their bolt AS. You end up doing more damage as long as the target can be warded. Anything wearing heavier armor is also super resistant to the 705 bolt. Tried it on plate and it was barely tickling my targets.
Bolts are awful on plate. I don't think it's meant to replace the CS version at all, sorcs are by design primarily CS based casters. However, if you hit a spot now with a creature that has higher than average TD but weak bolt defense...you have a decent 5 mana option with spell aim training.
Allereli
07-21-2015, 04:05 PM
anyone have a multiple damage cycle example yet?
Astray
07-21-2015, 04:06 PM
anyone have a multiple damage cycle example yet?
I think to get multiple damage cycle going you need a golem or other non-crit kill creature. So far it just seems to be dropping monsters like flies.
Androidpk
07-21-2015, 04:24 PM
Nurgle would be proud
https://41.media.tumblr.com/aecd513870fe722dc338b8005e539763/tumblr_nlbo6oWCNL1say732o1_500.jpg
Drektor
07-21-2015, 04:32 PM
Does this respond to maneuvers too?
Whirlin
07-21-2015, 04:32 PM
An Ithzir herald swings a curved silvery blade at you!
AS: +411 vs DS: +673 with AvD: +34 + d100 roll: +49 = -179
A clean miss.
You exhale a virulent green mist toward an Ithzir herald, but she is unaffected.
You exhale the last of a virulent green mist.
716 is castable via 1750
On Whirlin
Donquix
07-21-2015, 04:54 PM
I think to get multiple damage cycle going you need a golem or other non-crit kill creature. So far it just seems to be dropping monsters like flies.
I had some, just ticked weakly after the fact. definitely wasn't getting insta kills, but only cast a few times. (70ish sorc)
edit: clip
CS: +368 - TD: +299 + CvA: +25 + d100: +49 == +143
Warding failed!
You exhale a virulent green mist toward some stupid critter, instantly infecting him. some stupid critter convulses violent
ly!
... 25 points of damage!
Strike bores into left arm, causing now-weakened bones to crack.
some stupid critter is stunned!
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
some stupid critter's skin necrotizes and falls away as an indiscernible mass causing 7 points of damage!
... 12 points of damage!
Wide segment of skin disappears from chest.
>prep 716
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence...
Your spell is ready.
>cas critter
You gesture at some stupid critter.
CS: +368 - TD: +299 + CvA: +25 + d100: +53 == +147
Warding failed!
You exhale a virulent green mist toward some stupid critter, instantly infecting him. some stupid critter convulses violently!
... 30 points of damage!
Left hand spasms and sprays blood as flesh and bone are torn away!
Cast Roundtime 3 Seconds.
Pustules break out all over some stupid critter causing 5 points of damage!
... 5 points of damage!
Unpleasant wound to right arm!
Riltus
07-21-2015, 05:05 PM
anyone have a multiple damage cycle example yet?
Cleaned up the log. Note that there are 7 damage cycles after the initial attack (warding margin 76/10). Each cycle has a 6 sec. duration. From the initial cast to spell wearing away is 42 seconds. Level 42 w/20 necro ranks vs level 40 spec miner.
>pre 716You trace an intricate sign that contorts in the air while forcefully invoking Pestilence...
Your spell is ready.
>cast minerYou gesture at a spectral miner.
CS: +262 - TD: +152 + CvA: +18 + d100: +48 == +176
Warding failed!
You exhale a virulent green mist toward a spectral miner, instantly infecting him. The spectral miner convulses violently!
... 40 points of damage!
Strike swipes cleanly through the abdomen, but seals up a moment later!
The spectral miner is stunned!
Cast Roundtime 3 Seconds.
>A spectral miner howls in pain as virulent green mist passes through his form causing 15 points of damage!
... 10 points of damage!
A weak slap on the wrist.
That's not going to reform a soul.
>A spectral miner howls in pain as virulent green mist passes through his form causing 10 points of damage!
... 5 points of damage!
Misjudged timing.
You barely catch the spectral miner in the back!
>A spiritual malady wracks a spectral miner causing 8 points of damage!
... 10 points of damage!
Glancing blow to the left arm leaves a trail of vapor in its wake.
>The sickly green miasma around a spectral miner flares causing 8 points of damage!
... 5 points of damage!
Right ankle stung!
>A spectral miner howls in pain as virulent green mist passes through his form causing 5 points of damage!
... 5 points of damage!
Quick strike to the face!
Just nicked an eyelid!
>A spectral miner howls in pain as virulent green mist passes through his form causing 4 points of damage!
... 10 points of damage!
Glancing blow to the left arm leaves a trail of vapor in its wake.
>Light and dark pockmarks appear on a spectral miner causing 2 points of damage!
... 10 points of damage!
Misjudged timing.
You barely catch the spectral miner in the back!
The virulent green mist surrounding a spectral miner disperses.
Mark
Soulance
07-21-2015, 05:18 PM
So....what about on the reverse of this? Which creatures can cast this?
Ardwen
07-21-2015, 05:22 PM
lots in theory, hunting some areas is going to get fun
Allereli
07-21-2015, 05:24 PM
So....what about on the reverse of this? Which creatures can cast this?
Vesperti
Festering taint
There are a whole lot of wiki links to update if anyone has the charity within them to help.
Riltus
07-21-2015, 05:32 PM
TABLE 1 (Reactive Attack)
Necro lore reactive attack bonus measured as a percentage (self-cast version). Total chance for a reactive attack is (25% + lore bonus %).
Necro Ranks|Reactive Bonus %|Reactive Total %
0|0|25
9|2|27
19|4|29
30|6|31
42|8|33
55|10|35
69|12|37
84|14|39
100|16|41
117|18|43
135|20|45
154|22|47
174|24|49
195|26|51
217|28|53
240|30|55
TABLE 2 (DoT)
DoT duration measured in both seconds and damage cycles. Damage cycles are in addition to the initial attack. Number of cycles is: trunc(warding margin/10)
Endroll|Damage Cycles|DoT Duration (sec.)
101-109|0|0
110-119|1|6
120-129|2|12
130-139|3|18
140-149|4|24
150-159|5|30
160-169|6|36
170-179|7|42
180-189|8|48
190-199|9|54
200+|10|60
TABLE 3 (Charges)
Number of charges (5 base + lore bonus)
Necro Ranks|Bonus Charges|Total Charges
0|0|5
9|1|6
19|2|7
30|3|8
42|4|9
55|5|10
69|6|11
84|7|12
100|8|13
117|9|14
135|10|15
154|11|16
174|12|17
195|13|18
217|14|19
240|15|20
Mark
Shaps
07-21-2015, 06:23 PM
What they should do is make this an armor flare addition also. Having plate armor that flared this (when hit), would be very nice. If it applied to swings when you didn't get hit would be overkill I think though.
Though thinking about this spell now... the fact it flares when you can sit in defensive with 700+ DS and just let the creature miss you completely, then get hit with this... is a tad absurd. Considering the spell they gave to Paladins requires actual death to activate. Maybe they should change the Paladin spell to actually activate when hit... as opposed to killed.
subzero
07-21-2015, 06:48 PM
Though thinking about this spell now... the fact it flares when you can sit in defensive with 700+ DS and just let the creature miss you completely, then get hit with this... is a tad absurd. Considering the spell they gave to Paladins requires actual death to activate. Maybe they should change the Paladin spell to actually activate when hit... as opposed to killed.
Paladins are not masters of destruction.
"Sorcerers concentrate on spells of disruption and destruction. Their primary spells deal with the annihilation of animate and inanimate matter. While this is a difficult profession to learn early on, Sorcerers have the potential to be extremely powerful and deadly."
"A Paladin is a martial champion sworn to the service of a patron Arkati, serving both as the fighting arm to slay those who would oppose the patron deity and as the defender of the deity's faithful servants. In recognition of the service of the champion, the patron Arkati grants powerful spiritual abilities to enhance and protect the Paladin on the field of battle. Through close, physical combat, Paladins conquer their foes with force, supplemented by spells of the spiritual magic sphere. To aid with their constant fighting on behalf of their patrons, Paladins have learned to wear heavy armors and are skilled with all of the melee combat forms."
Seems like things are lined up properly to me.
Astray
07-21-2015, 06:55 PM
Though thinking about this spell now... the fact it flares when you can sit in defensive with 700+ DS and just let the creature miss you completely, then get hit with this... is a tad absurd. Considering the spell they gave to Paladins requires actual death to activate. Maybe they should change the Paladin spell to actually activate when hit... as opposed to killed.
You gotta sweat for that 700+ DS and the warding required to get clean kills. I have never really played a paladin and went "dude this is difficult".
No offense to any paladin players.
Fallen
07-21-2015, 07:23 PM
Very cool. Between this, 712, and the Cleric spell from a scroll, one can go a long ways towards protecting themselves from an initial attack.
Shaps
07-21-2015, 07:35 PM
You gotta sweat for that 700+ DS and the warding required to get clean kills. I have never really played a paladin and went "dude this is difficult".
No offense to any paladin players.
So.. what you're saying is.. sitting in Defensive stance.. avoiding 95% of all AS/DS checks.. and having a spell reactively flare.. is equivalent to.. a spell requiring a person to actually die to activate? Cmon now..
I think the spell is very well thought out and implemented.. but I can suggest changes to a shitty spell they gave to another class.. considering the way this one functions.. and suggest a revision.
Astray
07-21-2015, 07:38 PM
So.. what you're saying is.. sitting in Defensive stance.. avoiding 95% of all AS/DS checks.. and having a spell reactively flare.. is equivalent to.. a spell requiring a person to actually die to activate? Cmon now.
Wasn't sayin' that, Shaps muh boy. Go back and look again! The answer is there, in my words.
subzero
07-21-2015, 08:17 PM
Vesperti
Festering taint
There are a whole lot of wiki links to update if anyone has the charity within them to help.
I imagine Dhu Goleras will also.
So.. what you're saying is.. sitting in Defensive stance.. avoiding 95% of all AS/DS checks.. and having a spell reactively flare.. is equivalent to.. a spell requiring a person to actually die to activate? Cmon now..
I think the spell is very well thought out and implemented.. but I can suggest changes to a shitty spell they gave to another class.. considering the way this one functions.. and suggest a revision.
I think you forgot a few periods.
Shaps
07-21-2015, 08:22 PM
Wasn't sayin' that, Shaps muh boy. Go back and look again! The answer is there, in my words.
I'm reading what you wrote.. "you have to sweat for 700DS?".. okay.. sorry you only have 600DS in defensive.. avoiding 90/100% of all attacks.. so a spell that reacts on "NOT GETTING HIT"... is definetly in line with a spell that requires another class to die..
Got it..
Again.. I think the spell is awesome. I'm bitching about the band-aid; slap you in the back of the head and call it a reach around spell fix they gave Paladins.
A simple fix.. make 1613, along with the retribution effect.. make it occur when HIT.. not on a death strike. That would be 1. beneficial; 2. in line with a 16th level Sorc spell; and 3. a reasonable, but not imbalancing fun HSN change.
Astray
07-21-2015, 08:25 PM
I'm reading what you wrote.
Swing and a miss! Take up the bat here, boy-o. I put the ball on a T this time. You can do it, I believe in you Shapples.
Shaps
07-21-2015, 08:44 PM
Swing and a miss! Take up the bat here, boy-o. I put the ball on a T this time. You can do it, I believe in you Shapples.
Holy hell man.. write something cognizant.. don't make me have to remember something..
No idea what's been going on, but I'm simply stating.. I like the spell and the implementation of it.. don't fuck over another class though and call it an upgrade when it requires you to die. If they made the 1613 effect for Paladins passive, utilizing the same lore chart balance.. that reacted on HIT, instead of DEATH.. that would be cool... and reasonable..
Astray
07-21-2015, 09:07 PM
Holy hell man.. write something cognizant.. don't make me have to remember something.
It's like you aren't even trying. I'm not mad, I'm just disappointed.
Kronius
07-21-2015, 09:14 PM
Disease was utter trash. This spell is pretty damn awesome. It gets really good with tons of necro lore. It has a high mana cost, and doesn't last very long in swarms. I'm not seeing what your big gripe is here, Shaps.
I get that you are frustrated with your class, but Sorcs have been the shittiest pures for longer than Paladins have even existed. This is just a realignment.
Fallen
07-21-2015, 09:19 PM
It may be wise to reserve class specific gripes until after HSN. The amount of Dev going out in a few week's time equates to many year's worth going by typical Simu standards. Who knows what else is coming?
Taluric
07-21-2015, 09:20 PM
The paladin effect doesn't take up a spell slot (it isn't 1613, it's innate knowledge like sacrifice that you gain at 13 paladin ranks), doesn't require a warding roll, and hits every single creature in the area not just the room. The whole thing was meant as 'flavor' as opposed to an actual hunting mechanic and on that light it succeeds pretty well. I'm not certain the two deserve to be compared.
Back on topic, the logs posted so far of this are pretty sexy. Before this my personal favorite change for sorcerers was 702 because I found the effect interesting and well designed in terms of power for the level of the spell... this blows that out of the water. I am very curious now what demo is going to get to balance this all out, as ya'll are running out of spell slots to improve.
Androidpk
07-21-2015, 09:22 PM
Yeah, noticed they skipped 713.
Fallen
07-21-2015, 09:24 PM
Yeah, noticed they skipped 713.
Balefire? Wasn't that recently overhauled? It's a pretty boss spell as is. Very modern with its tie-ins to other spells and lores.
Androidpk
07-21-2015, 09:34 PM
But with new HSN flavor.
Shaps
07-21-2015, 09:54 PM
Disease was utter trash. This spell is pretty damn awesome. It gets really good with tons of necro lore. It has a high mana cost, and doesn't last very long in swarms. I'm not seeing what your big gripe is here, Shaps.
I get that you are frustrated with your class, but Sorcs have been the shittiest pures for longer than Paladins have even existed. This is just a realignment.
I'm not frustrated with Paladins at all. I'm very, very happy to see the changes to Sorcs. They are really amazingly, well thought out changes.
What I'm not for though.. is the absurdity of what they're giving Sorcs.. and then giving other classes. I'll admit.. we have a few months for HSN to end..
But the 1613 change for Paladins was utter shit. C'mon.. everyone can admit that. A retribution spell that requires you to DIE. Sorc's meanwhile are given a retributive spell on a MISS.
Let's be clear. I'm willing to compromise. I've made two suggestions. Make the passive 1613 effect give a 5 minute sanct to the room the Paladin died in (giving it a clear reason for existence and allow others to rescue)... OR.. since Sorcs get a spell that activates on a complete AS/DS miss.. just make the retribution effect of 1613 for Paladins activate on a HIT, instead of DEATH.
That would seem reasonable no?
I'm not trying to hamper the flushing out of Sorcs at all.. what I am asking for.. is a considerate thought to balance with the implemenation of these new and exciting spells that Sorcs are getting.
Malisai
07-21-2015, 09:55 PM
The reactive flare's damage has been capped. It's still possible to out right crit kill an attacker and definitely to disable, but that previous numbers were too high.
GameMaster Estild
Kronius
07-21-2015, 09:58 PM
Sorc's meanwhile are given a retributive spell on a MISS.
That doesn't happen often unless you've got a shit ton of necro lore.
Shaps
07-21-2015, 10:00 PM
The reactive flare's damage has been capped. It's still possible to out right crit kill an attacker and definitely to disable, but that previous numbers were too high.
GameMaster Estild
Again.. I'm cool with the spell as a whole.. it's the fact.. a creature can swing at a Sorc.. MISS.. and still the spell activates..
If that is how they want the spell to go.. fine.. but don't try and sugar coat the reimplementation of a spell for Paladins.. that requires the person to DIE. Make the retribution effect on HIT.. then that would be amazing.. not game breaking.. and unique..
OR.. make the Sorc spell only activate if they are HIT.. but the idea they can cast a spell.. sit in defensive.. and it will activate? Cmon.. we can all be objective about something as absurd (though very cool) as that..
Shaps
07-21-2015, 10:01 PM
That doesn't happen often unless you've got a shit ton of necro lore.
If that is the case.. give Paladins the same effect on the retribution effect with the same Lore scale.. instead of only activating on death. C'mon Kronius.. I've known you long enough.. even that seems absurd to you.
Nephelem
07-21-2015, 10:20 PM
The difference in power between activation on hit for a square class vs a pure class is alot. Most capped sorcs will hardly be able to stand in any real hunting area and watch their flares win the game. Also curious if there is a limit to number of activations per second or time interval, and whether maneuver or SMR attacks trigger it.
This seems pretty neat, but I'm curious how it will work when some creatures start busting it out. Their 709 seems to work fairly good, will see what happens with this heh.
In any case, it seems like even more reason to get lots of Necro lore with my sorcerer. With all these changes, I may need to start playing him more.
Silvean
07-21-2015, 10:59 PM
I'm pretty lit up, so maybe it's the liquor talking, but I don't think people are realistic about how Gemstone actually works mechanically. Pestilence is a cool spell and I'm sure I'll get some use out of it but I just had a sub par hunt and it didn't add much.
I started belled and ended up saturated:
Time from node to node: 5 minutes and 15 seconds (child bounty, had to swim in and out of Nelemar)
Critters killed: 18
Pestilence activated defensively: 1*
*Pestilence:
A triton radical brings a hand forward, pointing at you!
A triton radical's eyes glow with silvery grey light, and then everything around you shimmers to match the argentine color.
CS: +424 - TD: +439 + CvA: -4 + d100: +75 - -5 == +61
Warded off!
With a faint flicker, the grey luminescence fades away.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
You exhale a virulent green mist toward a triton radical, instantly infecting him. The triton radical convulses violently!
... 25 points of damage!
Groove etched into skin of chest and quickly fills with blood.
Shaps
07-21-2015, 11:05 PM
I'm pretty lit up, so maybe it's the liquor talking, but I don't think people are realistic about how Gemstone actually works mechanically. Pestilence is a cool spell and I'm sure I'll get some use out of it but I just had a sub par hunt and it didn't add much.
I started belled and ended up saturated:
Time from node to node: 5 minutes and 15 seconds (child bounty, had to swim in and out of Nelemar)
Critters killed: 18
Pestilence activated defensively: 1*
*Pestilence:
A triton radical brings a hand forward, pointing at you!
A triton radical's eyes glow with silvery grey light, and then everything around you shimmers to match the argentine color.
CS: +424 - TD: +439 + CvA: -4 + d100: +75 - -5 == +61
Warded off!
With a faint flicker, the grey luminescence fades away.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
You exhale a virulent green mist toward a triton radical, instantly infecting him. The triton radical convulses violently!
... 25 points of damage!
Groove etched into skin of chest and quickly fills with blood.
What you don't get.. 5min 15sec.. 18 creatures killed.. you know what a weapon swinging class would do in that time? I'm not talking a spell tanking/haste following dual boxer.. I mean a normal person hunting..
No where near 18 dead. When you include the travel time.
The ironic part is.. people with some of the best disablers/mass room killing/AOE'ing ability to go from clear to fried in 3-4 minutes.. are complaining when other classes make a reasonable suggestion.
Don't hate on me.. and sorry your whole bounty took 5 minutes from getting it, travel, kill, travel time.. that must have been rough.
Shaps
07-21-2015, 11:07 PM
Oh.. and you yourself said.. it was "subpar".. hence implying you can go from clear to fried or better in better than 5 minutes. Life must be hard, and your class must be broken.
Silvean
07-21-2015, 11:08 PM
Don't hate on me.. and sorry your whole bounty took 5 minutes from getting it, travel, kill, travel time.. that must have been rough.
That's the point. I was already a badass. I'm not hating on you. Good luck arguing for paladin changes or whatever it is you wanted and I hope you enjoy RPing that class. This game gets damn boring damn quick if you don't get into the RP, in my opinion.
Shaps
07-21-2015, 11:09 PM
You know what would equalize it all? Make all casts a 5 second hard cast time. No stance dancing in that window. People would lose their mind...
But I'll never feel bad for someone coming on here... claiming a "subpar hunt".. that took less than 5min 15sec from get to go.. must be kidding me.
Silvean
07-21-2015, 11:10 PM
But I'll never feel bad for someone coming on here... claiming a "subpar hunt".. that took less than 5min 15sec from get to go.. must be kidding me.
Guy. You missed the point entirely; it's the opposite.
Shaps
07-21-2015, 11:12 PM
That's the point. I was already a badass. I'm not hating on you. Good luck arguing for paladin changes or whatever it is you wanted and I hope you enjoy RPing that class. This game gets damn boring damn quick if you don't get into the RP, in my opinion.
I fully, 100% agree with you. I do it for the RP only really. Not the OP'ness. What I will fight for though.. at every turn.. is fairness.. or at least calling people out on shit when they claim something is not OP, or they're not good enough.
5minute hunt/bounties from clear to fried, is absurd. We all know it. But I'm happy some are able to do it (and I don't mean multi-boxers)... but the idea that classes that can do such.. is fine.. it's when reasonable suggestions are made for other classes.. and people get worked up.. is what bothers me.
Silvean
07-21-2015, 11:12 PM
And just to clarify, sorcerers needed a lore and spell review because their list was firmly lodged in the GS3 era with several spells doing a whole lot of nothing. Even so, they had the potential to be mechanically awesome with the working spells they had. Simu decided to take the progress they made on the lore/spell review, throw it into HSN one day at a time, and make it look like it's all about sorcerers. We're half way through with HSN though, so it might just work out in the balance for paladins or other professions. I think all of this has been said already in other posts.
What I hope comes of this for sorcerers is two things:
1. New flavor and RP avenues in the new spells/lore combinations
2. An actually difficult mechanical choice between Necro and Demon lore that adds some diversity to the profession.
We'll see what happens, because right now it's all about the necro lore (same as it was 6 months ago). I'm hoping for Summon Satan as a Silvean specific spell.
Shaps
07-21-2015, 11:13 PM
Guy. You missed the point entirely; it's the opposite.
What did I miss? You said a "subpar hunt".. 5min 15sec... from clear to almost full.. bounty complete.. 18 creatures killed... from AvG to AvG..
So what about easy did I miss?
Shaps
07-21-2015, 11:14 PM
And just to clarify, sorcerers needed a lore and spell review because their list was firmly lodged in the GS3 era with several spells doing a whole lot of nothing. Even so, they had the potential to be mechanically awesome with the working spells they had. Simu decided to take the progress they made on the lore/spell review, throw it into HSN one day at a time, and make it look like it's all about sorcerers. We're half way through with HSN though, so it might just work out in the balance for paladins or other professions. I think all of this has been said already in other posts.
And what you don't get... I've said I like the Sorc changes.. I'm talking about evening things out.. I don't just hate on things.. I make recommendations that are reasonable.. based upon what SIMU is implementing..
Nothing groundbreaking at all.. just common sense.. But the 1613 change.. why bother? That's just a slap in the face.. I think we can all agree on that.
Silvean
07-21-2015, 11:16 PM
Nothing groundbreaking at all.. just common sense.. But the 1613 change.. why bother? That's just a slap in the face.. I think we can all agree on that.
I think the 1613 thing is kind of cool. If you want more to be added to paladins mechanically, it doesn't have to tagged onto 1613 just because that's the most recent adjustment. I'm sure there's a whole range of interesting ideas. But I don't know about anything other than sorcerers.
Silvean
07-21-2015, 11:17 PM
What did I miss? You said a "subpar hunt".. 5min 15sec... from clear to almost full.. bounty complete.. 18 creatures killed... from AvG to AvG..
So what about easy did I miss?
I was saying that it was so easy for me to hunt that 716 doesn't add anything. It doesn't make it faster. It doesn't make it easier.
Taluric
07-21-2015, 11:19 PM
1613 is still guardian of the meek, the spell didn't change.
Silvean
07-21-2015, 11:20 PM
1613 is still guardian of the meek, the spell didn't change.
I think the issue is that paladins now learn an innate ability called Divine Vengeance with 1613.
Shaps
07-21-2015, 11:22 PM
I think the 1613 thing is kind of cool. If you want more to be added to paladins mechanically, it doesn't have to tagged onto 1613 just because that's the most recent adjustment. I'm sure there's a whole range of interesting ideas. But I don't know about anything other than sorcerers.
The 1613 thing would be cool.. as I stated earlier.. if it put a 5 minute minor sanct on the room the Paladin died in. An effect that only occurs on ones death is asinine.
Otherwise..if they really wanted to make it "cool".. it would kill everything automatically within 9 rooms of it (all the cardinal directions one room out).. but as it stands now.. it's silly.
**caveat** Well 11 potential directions.. N, E, S, W, NE, SE, SW, NW, U, D, current room...
Taluric
07-21-2015, 11:22 PM
I know it's just a matter of semantics but I'm too OCD to not mention it.
Shaps
07-21-2015, 11:24 PM
I think the Sorc changes are awesome.. and probably some are warranted... it's the absurdity of what they have recieved.. compared to others that is completely absurd.
If you can't see that, or even acknowledge that... then I suppose we'll never agree.
Silvean
07-21-2015, 11:24 PM
I'm kinda looking forward to seeing Divine Vengeance wreck an invasion force. I thought 319 was way overpowered when they released that but they do what they do. That's the way the golem crumbles.
Silvean
07-21-2015, 11:27 PM
I think the Sorc changes are awesome.. and probably some are warranted... it's the absurdity of what they have recieved.. compared to others that is completely absurd.
Here's what I'll do. If, at the end of HSN, sorcerers get this whole spell/lore review and other professions get next to nothing, I'll say: You shouldn't have spread the sorcerer spell review across HSN because it makes things look poorly balanced. Now it's time to pick a non-sorcerer issue of importance to the community and focus on that. Maybe it's UAC. Maybe it's paladins. Maybe it's something else.
Man, you are heated about this though.
Shaps
07-21-2015, 11:28 PM
I'm kinda looking forward to seeing Divine Vengeance wreck an invasion force. I thought 319 was way overpowered when they released that but they do what they do. That's the way the golem crumbles.
Which again.. requires a Paladin to DIE.. literally for you to see the "awesomeness" of it.. the player has to DIE. That is insanity... UNLESS... it actually outright killed everything in the room and one room away.
Shaps
07-21-2015, 11:31 PM
Here's what I'll do. If, at the end of HSN, sorcerers get this whole spell/lore review and other professions get next to nothing, I'll say: You shouldn't have spread the sorcerer spell review across HSN because it makes things look poorly balanced. Now it's time to pick a non-sorcerer issue of importance to the community and focus on that. Maybe it's UAC. Maybe it's paladins. Maybe it's something else.
Man, you are heated about this though.
I'm with you on this.. we're not at odds.. I thought the change for Monks was amazing! Very well implemented and a great consideration for them.
I don't care if it's about Paladins or any other class. I actually think Paladins are in a good place right now. It's the insanity of what they're providing Sorcs.. compared to other classes that is crazy IMO.
Because cmon.. Sorcs can complain about "cmans or maunevers".. but really.. how often do they die? When they can Major E-wave a room; DC it.. loot and go?
Be realistic.
Shaps
07-21-2015, 11:36 PM
**be sure to apply the cream directly to the area around the rectum for full relief**
This was a rep comment I recieved... What's silly... is they think I'm against the changes for Sorcs... without realizing what I'm actually advocating.
And for whoever sent that.. I could care less personally.. but I can still reasonably analyze what SIMU is doing and make suggestions that I think would be beneficial to others.
Vorpodu
07-23-2015, 07:46 AM
Maybe a sorcerer killed somebody close to him, we just don't know. Be considerate. Geez.
rolfard
07-23-2015, 08:17 AM
Get back to me when your paladin cloak of shadows flares to "rescue" you and then kills you instead.
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