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ieti
09-21-2010, 09:53 PM
Conjurer gameplay changed alot and in some way for me it became boring and slow. So at my point i start with spells as i see them.

Heal Self, Regenerate Self take ages to cast with new cast speed. This ones can be 0.5s
Heal ally, Regenerate ally are faster, but still slow. This ones can be instant.
Life Saver - good spell, does perfect job but takes decades to cast. This so wrong in this spell. Instant cast will be better again.
Mass Regenerate, Mass Heal Ally good again and again takes decades to cast. 0.5 or 1s cast will be alot better.

In common everything bigger than 0.5s on conjurer is long to cast. This drives us to use devotion and even it do not help alot. I still dream of old pre 1.0 conjurer spells when only fast staff was enough to have uber fun. I miss this alot.

Mana issues are not so big now it is bearable.

Still now conju is slow caster and this for me have to be adjusted. We badly need our instant spells back. Life Saver is not life saver with 3s cast time. Cool down limit it enough. Give us instants or max 0.5 on all support spells. 1, 2, 3s are alot i mostly have fun by reacting fast, by being versative in switching targets. Make support conju be dependent from cooldown times, not by cast times. It will increase fun factor alot.

With fixing warriors conjurers and mages in common became very easy to kill. Ally warriors do not care - they have fun fighting, enemies have fun killing mages, archers have no way to support mages in general. So mages are sitting ducks now. You get kicked, ms'ed etc etc etc and dead. Ways of mage to self support with slower casts are alot worse. Again we react slower because of new cast speed algoritm. Another thing Mind Squash - spammed by every warrior. This for me have to be support spell and gived strictly to knights. Now barbs have good damage and MS, so in general nothing can stop them to kill anyone they like.

Maybe i'm wrong with many things. Giving more feedback to NGD as we see conjurers now will be better.

Bladnoch
09-21-2010, 10:16 PM
I can only give my views as a grinder conju - I'm level 32 at the moment, and it's...damn different.

I dunno, I can get by with the new balance update, and in many ways it's nicer because I can look at skill trees that I've never really paid attention to before. When I first went online, I reskilled almost exactly as I did before, only to find that trying to kill a yellow mob was like killing an orange mob, and this was with help. So I had a good look at all the skills in every tree, seeing which ones would be effective for my grinding style and level. On my second try, I could kill two or three yellow mobs within a minute or so, and it only took a very short time to get my health and mana back in the safety zone.
So in a way, NGD have achieved their goal: I've not relied on past skills, I've looked at all the trees, picked and chosen according to skill, armour, weapon, level, etc and have come out better for it. So big kudos to you NGD, I approve :thumb_up:

There is one bone I have to pick however, and that is the summoning tree.
I no longer use it, as it's in no way beneficial for grinding in the least, and judging by everyone else's reactions in 20 minutes of gameplay, I don't think it's just me. I HAVE tried and looked at the new summon tree, all the different effects and whatnot and tried the zombies at level 4. They knocked about 15% of the mob's damage off, and then I was kinda stuck. For a summon that's supposed to be effective when attacking, I don't feel like I'm doing much damage here.
So now I've completely abandoned this tree, and I'm beginning to look into the mental and sorcery tree a little more. They're much more effective, and pricking ivy is a CHARM, when it works.

So all in all, I'm fairly happy with the new update. It makes me think a little more about what I'm doing and in that way, it makes grinding a little more interesting. It's easier to reheal when at low hp and mp, and as a conjurer I can keep myself alive for longer.
On the downside, grinding is a little slower and I feel like a skill tree has been closed off to me. I wouldn't feel so bad if it was a general mage tree, but it's almost like conjurers now get one useful tree. Maybe after some time, new tactics and possibly a small hotfix this could change, but the theory of the summoning tree doesn't work as well in practice.

Kittypretty
09-21-2010, 10:33 PM
my first impressions are the same, still high costs and slow cast times (that make devotion NEEDED, not just a boost, if you are a conjurer you WILL have to sink 4-5 points into it, or you will not be useful at all) everything revolves around such slow casting times that it feels sluggish.

I still dislike the % based heal,

life savior again is nice, but the killer is its cast time.

I have only 12% cast speed staff, and my usual staff is actually a 5% cs +int staff which i use more, even though its slower. Just when I use it, i feel like its super slow, without devotion its unthinkable. I dont want to be forced to stack Pure Cast gear when other classes can use attack speed gear/stat bonuses, while mages usually just have to go pure cast speed to not look like a snail next to other classes cast times. I in fact prefer to use mana gear, but having a larger pool means my cast speed suffers. (gloves are mana, usual staff is int+ cast, i dont want to have to sell these for 7 cs gloves and a 14% cs staff just because I am slower than most conjurers in syrtis, im about baseline for most, by no means do i have or want more cast gear. The problem here however is, the dependance of needing these items is becoming more and more evident, i dont want the game forcing me to stat like everyone else just to do my role.) Devotion should be all we need, why else are we sinking 5 points into it? I just want to have any stock mage with zero cast gear, to be able to heal his teammates without standing out there for 3-4 seconds waiting for a cast, while he gets a south cross to the face and dies.

im wondering if lower level support mages and those without cast speed items will have a much harder time supporting their friends, with costs so high, lengthy cast times, and now with somewhat nerfed skills (%heal, insightful moved higher, mat wall to sorcery, a grinder supporter doesnt need sorcery in inner, aside from maybe insightful, no one uses friendly shielding etc etc, and self defense buffs are unneeded, karma/ss/mindblank etc, but for wz builds i do not know either.) Im not talking about self grind, its roughly unchanged to me at least, i can still use the same tactics rougly, with a few tweaks.
I dislike summon as well, it felt fine, maybe a dmg nerf or speed debuff but, its like a mage is pouring out mana into a few weak summons that dont last long..in the long run that means either stfu and live with it till a 19 tree, or get used to forgoing summons in favor of mental and staff mastery hybrids..training more warjus i guess.

I do like mana com being back in mana, as its a common tree so maybe itll be used more. Its still very weak and slow regen though, and I do not know yet if itll be more use since its a tree everyone uses, or they just WONT because lack of points to spare, too early for me to say.

Has xp bonus been changed yet to allow better xp for supporter roles to grinder? I do mostly support to grinders lately, I am fine with not earning xp..heck knows i dont need it..but some DO to want to have incentive to be a mana/heal cow and help fellow realm mates level up.

I think one area heal still needs a target correct? (it was like this on amun, though admittedly i didnt get to try today..hungover..will play tonight..it was sunday so i had fun :)

But anyways a spell like this is too hard sometimes, to keep people in radius, and find a target to cast, i think it should work without a target selection (like mass dispell and old GH) Disregard if this was changed, im not sure what spell it was that worked this way on amun.

That was just my initial thoughts, and concerns, i will do my best to try to do some stress tests after i get a good nights rest, so this is by no means a rant, just my take on what irks me the most,.

of course ill stick it out and maybe retract some of my statements here, maybe not, but ill least give it my best shot and then come back and say what changed for me after an in depth look. I did NOT participate much on amun as it was awkward for me, so i waited to really try for myself in a live server instead of trying a skill that was changed the very next day.

alsar
09-21-2010, 11:53 PM
the metalgolem is the uglyst thing in regnum - it is horrible plz make a new golem. it looks like a mix between shower and a roboter.

http://www.ubergizmo.com/photos/2006/11/new-shower.jpg

Llayne
09-22-2010, 05:20 AM
While balance is a good thing I think NGD is never considering the 'fun factor' in their updates. The fun I used to have in RO has been balanced out of existence.

Nekoko
09-22-2010, 05:53 AM
While balance is a good thing I think NGD is never considering the 'fun factor' in their updates. The fun I used to have in RO has been balanced out of existence.

I have to agree, I find my Knight particularly boring now all I do is run around and be an "aura cow". Also confuse completely ends a Knight now, get confused while in Defensive Stance and you can't turn it off. Defensive Stance: Can't cast damaging powers, Confuse: Can't cast non-damaging powers. Knight: Screwed.

Knight feels completely stale and boring now -.-

Ulti19
09-22-2010, 06:06 AM
I have to agree, I find my Knight particularly boring now all I do is run around and be an "aura cow". Also confuse completely ends a Knight now, get confused while in Defensive Stance and you can't turn it off. Defensive Stance: Can't cast damaging powers, Confuse: Can't cast non-damaging powers. Knight: Screwed.

Knight feels completely stale and boring now -.-

I disagree. I think knight is so versitile now that the gameplay is immensly fun and different. You can choose to cast auras. You have a spell that makes arrows litteraly bounce off u as well as knight damage making it super easy to support. This defense buff is so easily capable of being turned off and on that you can choose to have high defense with no attack power and switch in a blink of an eye. I love knight more than ever atm. Protect ally is also wicked, finally dispelled some conjs today and removed confuse from some :D And precise block is a godsend that gives so much options in both pvp and rvr. Knight pwns.

On topic, some conjs I talked to today hated the new % heal and I can see why, healing by 300 isn't really useful they said. But some actually like having the saviour spell in combo with the % heal. Also, some said that they use skills they never used before and it isn't the same old spam gh and pylon over and over. So I got mixed responses to conju.

blood-raven
09-22-2010, 07:00 AM
knights are pain to put down now (me refering to the fight between me and ulti yesterday, thank fuck for my conj). so they became a very intresting class.
also: you resisted 5 ambushes! how?

Ulti19
09-22-2010, 07:07 AM
Defensive support 4 and steadiness 5. So when you shoot me with ambush and i take the hit i'll probably just keep running through. If it said resist actually above me then that is pure luck. It took long to kill me yep, but remember when my armor goes that high it means I can't really damage you either ^^ It was a fun fight to test the new stuff :D You and that conj xD were my first opponents on live server.

spacemanspiff
09-22-2010, 07:12 AM
also: you resisted 5 ambushes! how?

High const, passive knock spells and old defensive stance.... very hard to get knocked. and i have to agree with ulti, knights are reborn, amazing possibilities of gameplay, and fun after so much time...

On conj, i droped aura healings, casting time is way too long, so im trying something new, but selecting is still an issue, but mana is good as other said, and i think support conj will be fun in a few days of testing and adjusting. Now, if only more realm mates will protect a support conj, we will have more fun, simply by staying alive more :) . Over all, conj is still a cool class, i need to adjust to new gameplay. Only casting time is a problem for me now, but ill drop mana items and go for cs. k... ty

Healerous
09-22-2010, 09:47 AM
Conjurer gameplay changed alot and in some way for me it became boring and slow. So at my point i start with spells as i see them....
Maybe i'm wrong with many things. Giving more feedback to NGD as we see conjurers now will be better.

heya,
yeah jeti i totally understand what u mean. as a support-conju u really have to be flexible. id like to see support spells like heal,buffs should be almost instant too. dont know about mana costs, didnt check amun that often. imo, support conjus shouldnt need to cast arcane devotion at all - 4-5 points for it to be effectiv?(on amun). no thx :(

talking about the ms' monkeys
like i said i didnt test amun, just saw steelskin got nerfed(again,pfff) but its hard enough on horus as well. u need alot of spells like km, mb, to be "really" dynamic. alot of points, which a "support" conju needs to spend(sacrifice).
dont get me wrong, i dont wanna have some 'godmode' or something, just some small steps back to the roots :)

... Make support conju be dependent from cooldown times, not by cast times. It will increase fun factor alot.
nothing to add more , nicely said Jeti :thumb_up:

... Also, some said that they use skills they never used before and it isn't the same old spam gh and pylon over and over. So I got mixed responses to conju.
i really like to see warriors gets buffed(finally), but leaving the conju bored/pissed isnt too "elegant" for me - conjus have to be flexible and should not be busy in running backwards trying to save urself!

gl & hf

Myxir
09-22-2010, 11:22 AM
Please don't hijack this thread with knight stuff. Confuse is not the matter in this topic.

My first impressions from the conjurer:
The new added spells are pretty cool and I can integrate them into a fairly balanced defense/support setup. Though 5-7 more points for powers would be cool (I think that for all classes I play)
Now you are not the hospital anymore. With the new aura system people finally recognize that there is a Conjurer who activley heals them. Not just an anonymous thing that moves in the crowd spamming his greater healing, regeneration and mana communion.
Great step!:thumb_up:

I dislike the % based heals too. On Amun I thought I could arrange with that but this is not the case. I can't arrange with them healing and being healed.
My Hunter gets healed for something like 360HP with an Heal Ally 5. It's a joke. Even if you consider that The cooldown is lowered. I don't consider the lowered cooldown as an option to heal one target but rather to distribute heals better.
On Knights the % heal may sound awesome but in my oppinion this is pointless and ruins fun for the other classes. It's depressing to see a heal of 380 in the log. It's just nothing.

Life Saviour cannot compensate this as well. Cast time is too long (as for most of conju spells :/), cooldown with 60 seconds... well. No life saver.
I'd prefer having the old heal ally back, maybe with 1000 at level 5. That would be a better solution than the % based thing.
I don't see the point why it got changed and regenerate ally not.

My impressions so far.
Too long cast times, quite stupid heal ally. Appart from that: Very good.

ieti
09-22-2010, 12:06 PM
Yes main problem is the slugginess and slow casts.

Heal Ally will be better at 15 - 20% or with old 900hp. With this percent stuff only classes who benefit are warriors. Before i got a support from other conjus - now it seems it is not the case. Maybe they think it is no use to heal mages or archers. Actually from max Heal Ally i get around 400hp which do not compensate 1 heavy marks hit. Conjus can not effectively support other classes different from warriors.

Slow casts screw self defense too. Now it is very hard to cast any defensive buff in time. Dispell, Karma mirror, Steel skin, Sanctuary, Static Field are more like spells cast if situation occurs and now if emergency happen most of times you are late. This means death for conjurer.

Going into combat mode still bugs me.

General feeling for me is that conju will be better after time. Still conju needs to be versatile, fast, multitasking. Conjus work depend on fast reactions. We have to feel that we help others. After this update i do not feel i help alot.

Kaixo
09-22-2010, 01:59 PM
Please don't hijack this thread with knight stuff. Confuse is not the matter in this topic.
I don't know you but confuse is an important skill vs my gameplay as a support conjurer.

My impressions so far.
Too long cast times, quite stupid heal ally. Appart from that: Very good.
Yes, I think those are the problems. Appart from that it's the same as always, so this update is worse for me.

Myxir
09-22-2010, 02:18 PM
I don't know you but confuse is an important skill vs my gameplay as a support conjurer.
Sure, that's true.
But that was just related to the complaints that knights are disabled too by confuse.
Since nothing changed about confuse it's not worth letting threads starting to be flamewars about confuse again and just concentrate on the new issues the update brought...

Greyman_tle
09-22-2010, 02:48 PM
Regarding the conj grind and the summon tree, i must have missed a patch on amun, for i setup golem 3, imp 4, zomb 4 on amun...and a few of the summon buffs, and was well impressed with the fun to be had as a summoner.

Then yesterday set my conj up the same, and as said above...could hardly touch a challenging mob using all 3 summons....was very disapointed, but will try different builds to see what is possible....but i think a whole separate possible playstyle for conj was lost somewhere.

Signatus
09-22-2010, 03:05 PM
As an usual conjurers target I have to say I haven't fell any loss of their efficiency in WZ, except when they aren't good or when there's only one for 5 warriors (nothing to do with the update).

I got heals for 600 something, regens and even life saviours at critical times and managed to get high survivability thanks, in part, to them (my favourite was a life saviour during my precise block when surrounded by 3 barbs xD ), so all in all I'm happy with conjurers, on a knight perspective (not using def stance higher then 1 and only situational).

Thumbs up!

A_K_M
09-22-2010, 03:22 PM
I wish I would have had a chance to test it out but my nvlbbmkm driver keeps failing when I see someone attack for some reason, whenever Id get to a fight I would crash and have to restart my computer.

Amene_Muspell
09-22-2010, 04:39 PM
Just my view on the current healing-tree (although i didn't play very much yet):

Heal Ally:
The 12%/5s work better than expected, but instant cast, as already mentioned, would be nice.

Life savior:
Being in fight the cooldown doen't feel as long as i worried, the 60s go by faster than expected. But it either needs less cast-time or more range.

New Heal-Aura:
I think it's fine, but with half the duration than before the cooldown should not still be 3 minutes... more like 2 minutes.

The ranged area-heal:
This one really needs more work, 4 seconds cast-time *and* range only 20 *and* radius only 6 makes it a luck-game to hit the area/poeple intended. Your target may as well run out of range during the long cast time, and even if it moves just a few steps in the wrong direction, you might not catch many more allies due to the small radius.
I often used this involuntary as a single target heal ;p


Adressing the general problem that NGD balances spells while having +100% cast speed due to arcane devotion in mind: just remove it.
Cut all cast times to half, remove this spells and be done with it!!

This removes a mandatory "click this button every 60s, don't forget it or be screwed", which is a nuisance anyway.
This also gives 5 more free points, yay.
Instead a passive to reduce cooldowns could be added, something like 4% less CD per lvl?
For conjurers this would fix some issues while not being OP, but i don't know how that would affect warlocks. I won't think about it anymore, NGD won't change this anyway, 'twas just a thought :)

Freiherr_Amigo
09-22-2010, 05:01 PM
hi.

is this right that we cant heal a pet ?

or Bug ?

Kittypretty
09-22-2010, 05:18 PM
feature to make conjs more painful to grind.

also they did this to soulkeeper.

both seem silly, to disregard mechanics which should be standard in pve and pvp/rvr.

e30G
09-22-2010, 06:08 PM
Finally able to test this in a war situation. So far, I think the changes were good for balance, but the fun factor isn't there. My opinions:


Greater Healing cast time is too long and area too small. It's very difficult to use and it is very common to miss your target allies because they have moved away.
Life Saviour takes a little too long to fire off. A 2s cast time (no devotion on) would be better in my opinion. It has a long CD anyway.
If a target dies before the spell cast is complete, the spell should be canceled from casting. I've had my heals go into CD so many times due to a mix of bad ping and players dieing before the cast is completed. It gets frustrating for long CD spells like Life Saviour and the area heals.
% Heal Ally works well as a supplementary spell to Life Saviour but it is terribly expensive and frustrating to use over and over again. I'd rather see a lower version of the old heal Ally with a 10-12 sec CD.
If you want to retain the % Heal Ally, make cast times instant and allow us to run while casting.
Can we have instant self buffs that we can cast while moving? Other classes have this. We are the slowest class and less people are using Onslaught. I noticed Conjurers tend to fall behind a lot more now than they used to.
With less auras to go around, and harder to fire areas, Support Conjurers that specialize in supporting individual targets at a time will suffer in terms of RP. It's not that important, but I thought I'd point this out.
Regeneration spam needs to go. Our logs are usually useless.
Mass Resurrect is useless when you need to use it. If you need to use it, it means your team is losing. Reviving with 0 HP only results to frustration to those revived.


Overall the changes are still good but some things need to be polished better. Good job NGD!

ieti
09-22-2010, 06:19 PM
Happiest days of my RO conju play was pre 1.0 when i was playing only with normal stock bought fast staff. Spells was instant and fast i was casting while moving. All my spells keeped me out of combat mode so it was pure fun.

All conju need is fast, versatile, multitasking play. No cast times - only cooldowns. Making us more and more dependent of devotion is really wrong. I'm forced now to skill to devotion(5) to be effective near to before and believe me this is not fun. I lost points i lost time recasting and loosing devotion because of Mind Squash means you are dead, because you can not cast anything in time.

Free us from that cast speed dependency, free us from cast times. This will make conju fun and alot more appealing to play.

Balance goes good, but think of the fun part too. :drinks:

Mattdoesrock
09-22-2010, 06:32 PM
I played conju for 20/30 mins last night, and I had fun.

I don't feel too sluggish and slow, then again I only ever had Devotion on 3, maybe I'm used to it. However, giving conjus some instants will help ALOT.

The increased mana regen helps significantly.

The new spells could use some tweaks, but other than that, I'm fairly happy with the update.

Myxir
09-22-2010, 06:46 PM
LOL, we were in a small group. 2 conjurers including me.
None skilled heal ally. I think it's just not worth it.
That says it all imo :)

c4st3r3
09-22-2010, 07:01 PM
i have a lvl 40 conju my big issue with this new update and the conju
is the fact u cant not heal your summon this is a major loss to a grindin conju
now the only setup i can find use full to grind my conju is to set full
mental and no summon in my eyes this update was a epic fail for the
conju and i will not be lvlin my conju till ngd gives the conju the option
to heal there summon again its just to hard to grind

o one more thing people say this was done to make conjus skill for support
this makes no sence to me as said above i have to skill full mental unlike as
befor update when i could skill hafe mental and hafe support and full summon while grind so really its not the conju's loss there its our realm memebers

i could be wrong in the thing i have stated but i thank everyone for readin
this comment

Lynni
09-22-2010, 07:35 PM
I`ve 2 wishes for X-mas ^^ (I'm support conjurer)

1. Give me back the old "heal ally"

and

2. make DI castable on myself


thats all
my other classes ( i play all classes with lvl 50) are satisfied with this great update

regards Lynni

Kittypretty
09-22-2010, 07:45 PM
same..i loved skilling summon+heals to grind, or bind to ally when someone needed support, instead of standing around doing nothing waiting for grinders.

Now I have to have either a hybrid sm or mental setup, and lose my support abilities, or run to reskill all the time. Summons shoulda been kept healable as using golem as an example, its a melee summon, but whatever dmg i do, cannot keep aggro off it, so its likely almost dead after a few mobs, this even happened with a zarkit on a challenging mob. I got knocked once and in that span of 5 seconds, it was dead. besides it last maybe 2 mobs for almost 400 mana, doing roughly 150 dmg per hit, i could just as easily lose the summon entirely and use the mana to do the same amount of dmg myself.

My great conj healing skills are worthless, so i must sit to regen ITS hp, or use a weak 30 second ranged summon, and steadily lose mana, as i easily can use over 900 mana in that span of time (avg mob takes summon+ 3-4 arcane missle, blaze/ivy/domain, and my normal unbuffed hits with a staff of 100+ dmg is..60...
and one more note..10 second cast time? serious..?
Staff mastery buffs to me also seem very useless for the 600+ mana they need.

the zombie/imp summons really seem worthless to me, they do around 7-20 dmg for 15 secs, and to me..its just a waste of mana..but im trying to find a use for em..if someone knows a better use for these things..lemme know.

on challenging mobs at least and normal players (unbuffed) i do around 150 dmg a hit, with a 100+ dmg staff 90 dmg sm buffs, and 40 dmg in gear, along with my 100+ int stat..thats just wrong to do less damage than the sum of even half my items/buffs.

also can we have a visible icon duration for both rage and blooddrinker? if im going to have to use thesse skills, itd be nice to know when they run out. I think blooddrinker does affect both summons (not sure, just cant tell when its on yet..) so maybe using both lich/zarkit i can prolong both their lives, but its really awkward without any indicators.

Seher
09-22-2010, 08:34 PM
Healing % is still crap, low-level players are heavily disadvantaged. :/

Life savior needs lower casting time, it isn't a life savior, it's rather cast on targets that don't die that soon.

Area heal/regeneration should have way less casting time.

Devotion needs a nerf, we are way too dependent on it.
I mean, casting times could be a bit longer sometimes. And without devotion everything is just a pain.


But, Healer gameplay in general is just GREEAAAAT
I still have to learn to cope with new heal ally, I can't hide inside the fort any more and heal everyone incoming... The short cooldown is good, now you can really focus on healing and heal better than other conjurers because of that, but ... Well, I'll test it exactly if it's possible to use heal ally correctly. I hope so, but I still don't know.

doppelapfel
09-22-2010, 09:06 PM
I hop they change the two greater healings like they did with ao1 and um, shorter/worse effect but short casting time and shorter cd. Same for areas like st and typhoon but this is off topic.

BlackLonatic2
09-22-2010, 09:27 PM
The new metal golems scared the crap out of me

xbemastuckx
09-22-2010, 09:40 PM
How in the fuck did this patch make more people want to roll support conjurers?

Minorian
09-23-2010, 12:04 AM
How in the fuck did this patch make more people want to roll support conjurers?

It didnt.

After making the conj to 50, I know go for the knight -.-

ieti
09-23-2010, 07:46 AM
Conjurer healing auras was made worse already. They just need less cast time as all conju spells.

Main reason that Mana Communion is not so popular is that tick value is too low right now. If it is made 30s and 30 tick it will be great improvement. Most cases MC is needed is before rushes. All players buff and consume alot mana. Slow regeneration that MC provide right now do not help alot in this case. If it is changed to 30s / 30tick mana regeneration will be same and spell will be great. Another variant of change even better is this spell to be made mass synergy bond - 500, 600 mana instantly to all in area.

After this update nearly noyone runs out of mana. Mana transfer / regen spells became useless???

Xiko
09-23-2010, 07:53 AM
While balance is a good thing I think NGD is never considering the 'fun factor' in their updates. The fun I used to have in RO has been balanced out of existence.

the 'fun factor'' :)

great, i never could say it better... maybe the game is balanced, but it is less funny than a week ago.

Turok.

Topogigio_BR
09-23-2010, 08:12 AM
Conjurer healing auras was made worse already. They just need less cast time as all conju spells.

Main reason that Mana Communion is not so popular is that tick value is too low right now. If it is made 30s and 30 tick it will be great improvement. Most cases MC is needed is before rushes. All players buff and consume alot mana. Slow regeneration that MC provide right now do not help alot in this case. If it is changed to 30s / 30tick mana regeneration will be same and spell will be great. Another variant of change even better is this spell to be made mass synergy bond - 500, 600 mana instantly to all in area.

After this update nearly noyone runs out of mana. Mana transfer / regen spells became useless???
Mana communion is not realy necessary for most classes now.
I played with marks and never been out of mana since update.
But i agree MC could be tweaked to give the mage twice the tick it gives to alies, making it in conjunction with ambitious a good way for mage control mana.

I still think regenerate ally and heal ally should be tweaked, you could lower regenerate ally and higher the % on heal ally.

I would also like to have 6m mana pylow instead of 10. I wish to trade protection in mana pylow for heals.

e30G
09-23-2010, 08:30 AM
Mana communion is not realy necessary for most classes now.
I played with marks and never been out of mana since update.
But i agree MC could be tweaked to give the mage twice the tick it gives to alies, making it in conjunction with ambitious a good way for mage control mana.

I still think regenerate ally and heal ally should be tweaked, you could lower regenerate ally and higher the % on heal ally.

I would also like to have 6m mana pylow instead of 10. I wish to trade protection in mana pylow for heals.

Yeah I agree. Mana Communion isn't that needed with the current Mana regeneration rates.

As for % Heal Ally, I'd rather see a 22%, 10s CD Heal Ally if NGD doesn't want to change the %. Reason being is that 12% every 5 seconds is barely enough on a good even fight. A bigger sum per heal will help greatly.

If they do not want to change Heal Ally at all, then Regenerate Ally CD needs to be lowered so that you can cast it on 2-3 people at all times. This is due to the following:


It's a heal over time spell that commonly gets overwritten by other Conjurers.
It can be Mind Squashed.
Allowing it to be cast on multiple allies adds some diversity in how Conjurers play.


Maybe decrease CD/level but maintain the tick? They don't stack anyway and I don't see this overpowering the spell.

ieti
09-23-2010, 08:31 AM
Changing regenerate spells will make them useless. They are just fine as now. I do not see any reason regenerates are OP, dunno they always helped me healing low damage and DoT's. Lowering heal per tick will make them not worth it actually.

I really like idea abot lowering regenerate cooldown. Making them possible to be casted to more than one ally will be great..

Myxir
09-23-2010, 09:08 AM
It's a heal over time spell that commonly gets overwritten by other Conjurers.
It can be Mind Squashed.
Allowing it to be cast on multiple allies adds some diversity in how Conjurers play.

Good points.
And please allow us to cast it on targets that are not wounded.

Orimae
09-23-2010, 10:20 AM
i went on my conju yesterday...did the reskill...found two low levels to heal and test on...heal ally, sucks... the fact i need to have someone selected for GH that has some HP missing ...sucks...the fact a zarky is now not the best summon...sucks.. ( i never used golums...ever...the range was shitty..probably why NGD have made them most powerful as nobody really used them at all...)

I could quote Ieti on all the posts...but im not gonna, would take too long XD , so +10 for all of your posts in this thread, i agree with them all...Ori was fun till about a year ago... meh....

My conju is 50..but also...needs gold from time to time, so the messed up summons wont help with that or removing necro if needed..really, its messed up, some aspects of the conju are a little more fun, but only a little..i almost came back out of retirement, but after seeing this update..its pointless, i do have a barb, hunter and knight , but my conju was always my first love, and if i feel she is unplayable...it will be too sad to play and not be able to break her out and have fun...


Good luck to everyone who still has the heart to play :)

Kaixo
09-23-2010, 10:24 AM
I dind't use heal ally, I could only heal one time each minute and with 3seg casting time it was frustating, allies don't need mana, practically I only used a lot of dispels and some healing areas when they where ready. I got bored.
/reset_powers and mental 19, mana 19, Sorcery 19, SM 19, more fun. Now I use Evendym's fury. :)

ieti
09-23-2010, 10:39 AM
I got to several reskill iterations and finally dropped all those slow spells except Life Savior. It is slow but with the help of Murray(skull on my staff - Monkey Island FTW, he sees in future you know) it helps sometimes :P

So no more auras and areas, because i hate to cast slow. Put Devotion(5) which sux alot but meeh i want to cast fast. Put alot Sorcery so i can tank like hell again.

This is for now, alot wasted points again less fun than before. Still playable, but compared to pre 1.0 conju is deep in the dirt in terms of fun. I love my conju and will play it to the end, else will simply leave this game. Diablo II still rox!

Still here ieti will be.

Minorian
09-23-2010, 10:45 AM
I have to disagree about almost all said about conju. I was at 3 fights last night (2x samal, meni) and it is the first time I have ever enjoyed taking back a fort from an outnumbering enemy. I think this update did something to people, they arent hiding in forts anymore, people are coming out for open fights.

And, if used correctly the 2 auras/area heals work fantastically. When we were hitting the door, I popped major healing (the old gh) on everyone at the door, and I didnt need to heal them after that. Greater Healing (the new spell) is only really good if you stack cs, and it has to be a prime situation. The one I used it in consisted of 3 knights and 4 barbs that had charged in the Alsians, and we're getting pretty crushed. I through the heals in without risking myself, and they took down about 5 goats. It was pretty awesome :D

So, I didnt like some of the changes to conju, but Im starting to adapt and find good uses for these spells, and its fun :biggrin:

ieti
09-23-2010, 11:01 AM
New heal areas are good yes, but cast time makes them really ugly.

I see will to make conju better and i'm happy of this, but in terms of usability and fun conju still needs alot work. After all conju have to multi-task, so speed and freedom of cast is crucial.

It is still fun, but alot options are lost:
- prebuff with regenerates - this was a jewel.
- not going in combat mode - priceless.
- every support spell instant and autocast - sweet.
- using only fast staff to achieve max performance - i really miss this.
- lower mana consumption on support spells - made me uber effective.

There was more maybe which made conju the heart of the RO war groups. I still miss that times...

OpperVaagheid
09-23-2010, 11:16 AM
I'm sorry to say. I agree with others.
Please NGD. Look at what others say's about conju's.
Conju's are really needed. I have respect for those conju's who love it. So please.. post your setup (or NGD.. post a setup which you think thats good for setup conju's). Maybe that will change my mind and my way of playing.
Else... OpperVaagheid will not be your conju anymore and i will only play my marks (which i love again.. thank you for that NGD)

Kaixo
09-23-2010, 11:52 AM
And, if used correctly the 2 auras/area heals work fantastically. When we were hitting the door, I popped major healing (the old gh) on everyone at the door, and I didnt need to heal them after that. Greater Healing (the new spell) is only really good if you stack cs, and it has to be a prime situation. The one I used it in consisted of 3 knights and 4 barbs that had charged in the Alsians, and we're getting pretty crushed. I through the heals in without risking myself, and they took down about 5 goats. It was pretty awesome :D
I always had fun in a door fight with my conjurer, and part of that fun was the risk, now I watch form distance, go, cast an area and go away. More tactic, less funny.
Also I don't see a need for a door fight anymore, you only need some marks hitting the door from range 40 and a conjurer taking care of them full of boredom. If defenders need to fight far from the door, ¿why go to a fort?, let's do some camping.