View Full Version : HSN:ELR - Ice Patch (512) Updated!
bp0731
08-28-2015, 02:19 PM
HSN: ELR - Ice Patch (512) Updated!*on 08/28/2015 11:07 AM EDT
Hi everybody! (Skip down to == MECHANICS == if you don't want to read my ramblings)
This is not a water lore update, in fact it's not any kind of a lore update! That's right, you heard me. There are NO LORE ADDITIONS in today's spell update, but have no fear, I'm still doing something as watery as I can... So, let's talk Ice Patch. It makes patches of ice (Appropriately named) that make things hilariously fall to the ground so that everyone around can have a good laugh. Humor is great, but let's make it even better! Every once in a while you might find yourself mucking around in a bog, eyeing your destination and thinking to yourself, "If only I could just hop up and walk right over this bog I wouldn't have to get my robes dirty..." Wouldn't that be great?!
Have I got the thing for you!
== MECHANICS ==
The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).
Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.
Questions? Comments? Love? Hate? CANDY? All of those things are welcome.
(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)
~ Konacon
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/140
Lord Orbstar
08-28-2015, 02:25 PM
Really pleased
darkcipher
08-28-2015, 02:27 PM
Nice, this spell might actually be useful, for a change.
Viekn
08-28-2015, 02:30 PM
wondering if I can now get across Malestrom Bay with this spell vs. water walking. Not sure how that would work though, because I'd probably have to freeze the room in front of me to move I'd guess?
Fallen
08-28-2015, 02:32 PM
Can someone show a clip of the spell providing direct damage to a target? I'm curious if it's a maneuver attack or a warding spell.
Also: It would be interesting to see if use of this spell allows you to safely cast a lightning-based spell in a water room. Ice is a poor conductor of electricity.
Allereli
08-28-2015, 02:41 PM
Also: It would be interesting to see if use of this spell allows you to safely cast a lightning-based spell in a water room. Ice is a poor conductor of electricity.
Not yet, but it seems to be under consideration.
Taernath
08-28-2015, 02:42 PM
You gesture at a cave troll.
An airy mist quickly gathers around a cave troll.
CS: +180 - TD: +55 + CvA: +17 + d100: +80 == +222
Warding failed!
The mist leaves the entire lower half of a cave troll's body encased in a thick block of ice.
... 20 points of damage!
A frosty blow to the neck. Bet that smarts!
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>l
[Upper Trollfang]
The trail curves, following the contour of the large hill to the north. Part of the hill has slumped onto the trail, forcing you to detour around a jumble of grey boulders and dirt. You eye the top of the slope fearfully, and quicken your pace to pass swiftly by. You also see a cave troll that is held in place by a block of ice.
Obvious paths: east, northwest
>
A cave troll's flesh wounds regenerate slowly.
A cave troll's neck regenerates and looks fully healed.
A cave troll looks a little dubious about his situation.
A cave troll claws at you!
You skillfully dodge the attack!
>
A great brown bear lumbers noisily into the area drooling hungrily!
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>stance off
You are now in an offensive stance.
>cast trol
You gesture at a cave troll.
An airy mist quickly gathers around a cave troll. The mist leaves a bit of frost scattered around him, but not much else.
Cast Roundtime 3 Seconds.
-------------------
Looks like it prevents movement too. He didn't mention water lore, but I have 0.
Fallen
08-28-2015, 02:43 PM
Hopefully they'll allow it. Would make for a great situational use of the spell.
Neat. That's another Warding-based spell for Wizards. Thanks, T.
Whirlin
08-28-2015, 03:23 PM
This cannot be used in the water room on the way to OTF
caelric
08-28-2015, 03:25 PM
Probably because water walking makes no difference in that room, either.
Whirlin
08-28-2015, 03:29 PM
Cast it about half a dozen times, never saw above a 25 damage crit out of it. Griffins still attacked me, even when frozen, so it's not an incredibly strong disabler compared to alternatives.
Forgot that the 903 to minor cold is only unlocked at 10 ranks of water lore.
Interesting change... not something I'd use.
Whirlin
08-28-2015, 03:30 PM
Probably because water walking makes no difference in that room, either.
Does it help in Nelemar?
Fallen
08-28-2015, 04:35 PM
The spell roots targets, so they can still attack but cannot leave the room.
Fallen
08-29-2015, 02:03 AM
LADYFLEUR
Also, the damage seems exceptionally small for a 159 endroll, especially on a fire creature that has the largest vulnerability to cold damage.
You were correct, it was actually lower than I had intended. The damage on targeted 512 has been adjusted and should look much more reasonable now.
~ Konacon
Taernath
08-29-2015, 06:48 PM
[Upper Trollfang]
The charred remains of an old shack, now overgrown and collapsed, stand just off the trail to the west. Surrounding the shack can be seen the tools and implements generally used for farming, though now they are rusted or broken beyond use. You also see an empty water trough.
Obvious paths: south, northwest
>
A great brown bear lumbers noisily into the area drooling hungrily!
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>stance off
You are now in an offensive stance.
>cast bear
You gesture at a great brown bear.
An airy mist quickly gathers around a great brown bear.
CS: +180 - TD: +48 + CvA: +25 + d100: +21 == +178
Warding failed!
The mist leaves the entire lower half of a great brown bear's body encased in a thick block of ice.
... 55 points of damage!
What was once the great brown bear's right leg shatters with your well placed strike!
The great brown bear roars loudly as he collapses to the ground in obvious pain and favors his mangled right hind leg.
The great brown bear is stunned!
Cast Roundtime 3 Seconds.
>
You feel at full magical power again.
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>cast
You gesture.
An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.
Cast Roundtime 3 Seconds.
>
The block of ice encasing the lower half of a great brown bear's body melts away.
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>cast bear
You gesture at a great brown bear.
An airy mist quickly gathers around a great brown bear.
CS: +180 - TD: +48 + CvA: +25 + d100: +14 == +171
Warding failed!
The mist leaves the entire lower half of a great brown bear's body encased in a thick block of ice.
... 55 points of damage!
Brrrrr! That was a cold blow to the chest!
Cast Roundtime 3 Seconds.
>
A great brown bear claws at you!
AS: +127 vs DS: +177 with AvD: +37 + d100 roll: +50 = +37
A clean miss.
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>
The block of ice encasing the lower half of a great brown bear's body melts away.
>
A great brown bear claws at you!
AS: +127 vs DS: +177 with AvD: +37 + d100 roll: +11 = -2
A clean miss.
>cast bear
You gesture at a great brown bear.
An airy mist quickly gathers around a great brown bear.
CS: +180 - TD: +48 + CvA: +25 + d100: +8 == +165
Warding failed!
The mist leaves the entire lower half of a great brown bear's body encased in a thick block of ice.
... 50 points of damage!
Icy blast to neck freezes the great brown bear's words in mid-speech and leaves him speechless...permanently!
The great brown bear lets out a blood-curdling roar and dies.
Cast Roundtime 3 Seconds.
subzero
08-29-2015, 07:07 PM
[Upper Trollfang]
The charred remains of an old shack, now overgrown and collapsed, stand just off the trail to the west. Surrounding the shack can be seen the tools and implements generally used for farming, though now they are rusted or broken beyond use. You also see an empty water trough.
Obvious paths: south, northwest
>
A great brown bear lumbers noisily into the area drooling hungrily!
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>stance off
You are now in an offensive stance.
>cast bear
You gesture at a great brown bear.
An airy mist quickly gathers around a great brown bear.
CS: +180 - TD: +48 + CvA: +25 + d100: +21 == +178
Warding failed!
The mist leaves the entire lower half of a great brown bear's body encased in a thick block of ice.
... 55 points of damage!
What was once the great brown bear's right leg shatters with your well placed strike!
The great brown bear roars loudly as he collapses to the ground in obvious pain and favors his mangled right hind leg.
The great brown bear is stunned!
Cast Roundtime 3 Seconds.
>
You feel at full magical power again.
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>cast
You gesture.
An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.
Cast Roundtime 3 Seconds.
>
The block of ice encasing the lower half of a great brown bear's body melts away.
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>cast bear
You gesture at a great brown bear.
An airy mist quickly gathers around a great brown bear.
CS: +180 - TD: +48 + CvA: +25 + d100: +14 == +171
Warding failed!
The mist leaves the entire lower half of a great brown bear's body encased in a thick block of ice.
... 55 points of damage!
Brrrrr! That was a cold blow to the chest!
Cast Roundtime 3 Seconds.
>
A great brown bear claws at you!
AS: +127 vs DS: +177 with AvD: +37 + d100 roll: +50 = +37
A clean miss.
>prep 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
>
The block of ice encasing the lower half of a great brown bear's body melts away.
>
A great brown bear claws at you!
AS: +127 vs DS: +177 with AvD: +37 + d100 roll: +11 = -2
A clean miss.
>cast bear
You gesture at a great brown bear.
An airy mist quickly gathers around a great brown bear.
CS: +180 - TD: +48 + CvA: +25 + d100: +8 == +165
Warding failed!
The mist leaves the entire lower half of a great brown bear's body encased in a thick block of ice.
... 50 points of damage!
Icy blast to neck freezes the great brown bear's words in mid-speech and leaves him speechless...permanently!
The great brown bear lets out a blood-curdling roar and dies.
Cast Roundtime 3 Seconds.
I almost want to reactivate just to screw around with me wizard now. Almost.
elcidcannon
08-29-2015, 07:08 PM
I almost want to reactivate just to screw around with me wizard now. Almost.
don't. they're so fucking nerfed it's not even worth it to own one anymore.
Astray
08-29-2015, 07:12 PM
Literally just good for buff-bots now.
Fallen
08-29-2015, 07:29 PM
Definitely not a primary damage spell. 12 mana to set up 1 target seems steep but the spell has without a doubt been improved.
subzero
08-30-2015, 12:15 AM
Definitely not a primary damage spell. 12 mana to set up 1 target seems steep but the spell has without a doubt been improved.
The spell is a fairly poor choice for disabling as it is, so considering even partially sane people wouldn't use it for that purpose, it's basically just some bonus damage for the 12 mana that was going to be used anyway for follow-up 903s. I think being able to aim at arms or legs (perhaps a chance via higher lore ranks and/or endrolls to completely encase in ice, too) in order to hinder the appropriate offensive/defensive abilities would have been pretty sweet, but the damage looks acceptable. edit: A room-wide effect would also kick ass. I wouldn't mind if it cost a little more, either.
As far as the cost goes, it's really not that bad when you take into account the improved bolt you get for 3 mana afterwards. Mana-wise, you're looking at something comparable to immolate or catalyst IF those spells get the one-shot kill. If not, you'll probably be saving mana.
Fallen
08-30-2015, 12:27 AM
That's a 15 mana kill assuming the first (unarmed) bolt does the trick. I suppose most critter maneuvers are blocked when something is rooted? I agree that a multicast version based off a seed 10 e lore would have been nice.
subzero
08-30-2015, 12:56 AM
That's a 15 mana kill assuming the first (unarmed) bolt does the trick. I suppose most critter maneuvers are blocked when something is rooted? I agree that a multicast version based off a seed 10 e lore would have been nice.
Well, I'm not proposing it as a lower level tactic. Like I said, it's comparable if not better in terms of mana consumption than immolate or catalyst. Minor cold is a very strong bolt. It's only beat out, marginally, by cone and then slightly more by major shock. You essentially get a much higher level bolt at a reduced cost after the setup. And let's be honest here... we're talking about setting up a bolt, so if it's not 512 it was going to be 410, 909, or 912, which is a wash in that regard.
If they're looking to try and make more training paths attractive, it's a huge boost for water mages as 903 is as weak as you might assume it would be. The extra damage might even help out mid-level water mages as they occasionally try to move up into 512+903 from just using 903. I never liked that wizard basically boiled down to fire mage or war mage, so I like the effort they seem to be making to offer different, viable, options.
Regarding maneuvers, I'm pretty sure rooted enemies can't charge, at least. There should be other things they aren't allowed to perform as well, but I tried not to test it out. They can certainly still attack and cast, though.
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