View Full Version : Least used spells
_Kharbon_
10-13-2012, 08:27 PM
As Chilko suggested, here's a list of the least used spells from all classes. I will try to add to the list, so post your suggestions.
Mages:
Mental:
Splinter wall- Never saw it really, too weak, also not used because mages are forced into melee range with it?
Sulters devouring mass: Unfortunate position. Most mages do not skill Mental so high, long CD. Anyone else uses it?
Staff Mastery:
Static field- Low area. Forcing mages into meele range, in not used tree.
Anyone else uses it?
Protection dome - Positioned too high, speed malus is huge disadvantage, unpredictable chance effect
Enchantments:
Clumsiness: Useless Anyone else uses it?
Arcania:
Petrify hands: Too low effect for the opponent, long cooldown, situations where pure dps decides the battle are rare.
Laziness: warlocks have better ways of disabling opponent’s damage? The effect doesn’t count on opponents spells?
Wind wall: Too low effect.
Fragility: not used in war because “resist physical damage” -5% to -25% is not much. Perhaps it’s because debuffing the opponent is not worth it, as mages have good DoT’s?
Golem fist: requires lot of mana, long casting speed, long cooldown. It’s not worth the low damage.
Crystal blast: It’s not worth the low damage.
Necromancy:
Sadistic guards: Most spells are successful, this doesn’t appear to be able to counter opponents Son of the Wind or UM?
Possess summoning: This was used by warlocks for use with staff mastery. It’s not used much anymore, because summons are only rarely seen in wars & because reloging kills the creature.
Elements:
Elemental conjuction: Too low bonus, is not worth using.
Elemental exposure: Not worth skilling, as it works on single target only.
Life:
Greater healing: Tricky to use, long cd
Mass resurrection: I love this spell but high mana, cd, and not so reloiable and no Sanctuary. Nnot reliable. - Tamui
Summons:
Summon Imps and Summon Zombies: Buggy. Very low survivabilty rate too. When the person is frezzed or sometimes under some kind of another CCs they immediatly go to cd.- Tamui Anyone else uses it?
Though, even with the passive buff, imps and zombies make nearly zero damage vs. buffed enemies or enemies with high armour points. So you can only use them for levelling (minor effective) of for supporting low level players (super effective, since you are able to control lich/zarkit/golem, imps and zombies at once). - Phlue4
Passive spells in this tree: Too low to make a difference (anyone uses these at least for grinding?)
Yes, but there is a bug. If you skill the passive + hp skill, their health points get buffed in an absurd way (I guess, it is about +500%) and then they can kill a normal mob without any problems. Combined with overhelming strength (great spell), imps of a lvl 60er conju almost manage to kill a wild hyena leader. - Phlue4
Sorcery:
Force armor: I took more damage with it. - Tamui Bugged?
Shifting silhouette: Too low effect, it’s not worth it relying on chance spells, high mana and casting.
Archers:
Short bows:
Dual shot: Long casting time, low dmg.
Grounding arrow: Low damage, weak effect, long casting
Adaptability: High mana cost, chance effect - not worth it.
Repetition shot: Area spell, therefore used against groups of opponents that will likely be buffed. This causes it to have low damage. Relatively small area, high mana cost, high casting time & cooldown for its effect.
Repitition shot is nice and works, it just needs a slight buff. - Seher
Long bows:
Shield piercing: Not worth the damage.
Point shot: Too low bonus regarding the mana cost, duration and points invested. Gear dependant. Random.
Obfuscate: Not worth the effect, long casting, positioned too high in the tree
Projectile rain: Area spell, therefore used against groups of opponents that will likely be buffed. This causes low damage. Relatively small area of effect, high mana cost, high casting time & cooldown.
Tricks:
Finesse: Chance spell, too high mana cost.
Evasion:
Dodge: Chance spell
Cat reflexes: Chance spell, too low bonus
Spell elude: High position, high mana cost, low bonus
Wits: Mana bonus too low for 5 points invested, high in the tree. Anyone else uses it?
Scouting:
Camouflage corpse: Has duration, easily reversed by reveal, high mana cost.
Arrow Mastery:
Needle blast: Relatively low damage
Fire rain: Relatively low damage
Aiming mastery:
Focus: movement speed is a great disadvantage, the increase spell focus is not so great effect. Requires lot of points.
Finger crush: Chance spell, effect not worth it.
Cyclops curse: Not worth the effect, too low dmg to invest points, mana and time in.
Seeking strike: Too high mana cost. Anyone else uses it?
Warriors:
Slashing weapons:
Crash: mainly used on archers and quite often you cannot reach them to just reduce their evasion marginally. Also, with increases in hit chance and reductions in evasion (not too sure about that) the effect is much less than it used to be. - Bois
Athletics: I suggest that dexterity be applied to 25% of the damage calculation for piercing weapons (str is the remainder) (for melee) to make this useful again. - Bois
we do not need dexterity as warriors. - Ulti
Piercing weapons:
Ripost: The cast time is the weakness of this one. This is why it is hardly used now. - Bois
the chance to inflict the addition % damage is only hurting this spell further, it should be 100%. - Ulti
The cast time sucks - Imago-Thunderfist
Anyone else uses it?
Brain piercing: any knock or dizzy is equally or more effective than this spell. It is a waste of points. - Bois
would be nice if it did damage along with the cancel effect. - Ulti
Anyone else uses it?
Impale: DoT doesn't work. Otherwise it would be good, long cast time
a joke, another damage spell with casting time and damage that is not worth the mana - Ulti
Lightning strike: damage is rather low and cast time is high. Poor return on investment. - Bois
No second effect - Ulti
Multiple thrust: damage is rather low and cast time is high. Poor return on investment. - Bois
No second effect - Ulti
In comparation with Devastate it looses on every single point. Needs a buff - Imago-Thunderfist
Tactics:
Throat cutter: It is a very effective spell for use by knights. Extremely useful on buffed knights and conjurers. Useless for barbs. - Bois
Note: Instead of removing this, I mark it as not-used spell for barbs only, therefore it should be moved to a knight tree?
Martial reflexes: Doubling crit. hit chance is not worth it? Anyone else uses it?
Challenging roar: Effect not worth it
Warcries:
Challenging roar: Effect not worth it
Two handed mastery:
Rend: long cooldown and casting, high cost?
Destabilize: Not worth the effect
Vanguard
Rigorous preparation: At best the miss chance is one miss per every 10-12 hits. (...) very expensive and a slow cast (...) Because it is usually best to precast it ,the duration is way too low. - Bois
This spell offers almost nothing - Ulti
Shields
Ethereal Mantle: Cast is too slow, range is poor and it applies the wrong type of protection for a melee type class. It should be a physical damage or some other anti cc spell. - Bois
Too high cost - Ulti
Credit:
Huge thanks for Raindances suggestions (http://regnumonline.com.ar/forum/showthread.php?t=93035). I added her work to mine, except some (mainly passive spells) that I know are used for grinding.
Note from Bois:
personally I would place every miss chance spell under review. Most players do not understand it (as it does not show up in log) and even at its most effective, it has to be stacked. So, you stack miss chance with hit chance reducers. Most times you do not have time for that and other combos are better and much more deadly.
Note from Ulti:
The piercing tree needs to be improved the most in my opinion as it has the least influential spells.
The game needs less random elements
_Kharbon_
10-13-2012, 09:19 PM
Only disagree with a few of those:
Static field. It can be useful to give an extra fraction of a second to successfully cast mind push on a rushing group, almost impossible without it. It may also be useful to front line conj's but I've not noticed any using it.
I never saw this used, it's not skilled because of its position and weak effect... I'll remove it from the list if anyone else brings it up though
Golem fist. Its mainly useful at lower levels as it gives an extra (although costly) damage spell, the alternative is to skill elements as much as points allow or mental higher than otherwise needed both of which limit points on more important trees.
I didn't think that low levels use it much, as elements have much more effective spells, I'll remove it if anyone else confirms this too though :)
Infuriate. An absolutely essential skill especially for warlocks supporting the front line. Please don't change it.
True, I removed this.
Elemental conjuction. It's very effective to boost defences and not costly to skill but not many use it.
Not many use it - therefore it should be on this list as well, don't you think?
_____________________
I've not tried protection dome for a long time or seen it used by anyone else. Try and use it and you'll receive a lot of... guidance. It could be a good spell now, if not it would be high on my list of spells that need attention. The highest on that list would be wind wall though, mages have been requesting improvements to it for a long time and for some its the one spell that would restore warlock balance.
The reason I added protection dome here is because I don't see it anymore.. I agree that wind wall needs buffing, also mind push could have larger area. But that's a different topic..
Replies in blue, thanks for feedback
Seher
10-13-2012, 10:38 PM
I don’t think this approach is the best. Don’t get me wrong, a list of useless spells is great and must exist, but you can’t really start doing balance from there.
Fun spell ideas (balance for awesome, I like that term :P) should be collected, then this list comes into play, and one useless spell gets thrown out.
Many of these spells aren’t just in need of a buff, they’re entirely useless. And the others aren’t exactly what I’d call fun and good spells either, or could even create many other problems when properly buffed. Nothing really worth keeping. Hell, most of the spells in Regnum aren’t. Problem is, NGD can’t really focus on balancing for awesome when the balance part in balance doesn’t even work at all. I’d say the system needs to be simplified. Balance needs to be easier to control. Why is still absolute damage reduction via armour around? Talking about unnecessary work …
chilko
10-13-2012, 10:47 PM
We are not just going to remove or buff the spells on this list. I just wanted an up to date list. we will see how this list helps us in the whole balance strategy.
I was there when blizzard started bragging about balance for awesome... its just a marketing term.
But anyway,
Im all about simplifying:
Why is still absolute damage reduction via armour around? Talking about unnecessary work …
can you please elaborate on this on a separate thread.
hiyono
10-13-2012, 11:09 PM
Blunt weapons:
Crushing: Does normal damage, constitution malus not worth it.
i use crushing :/
it does normals and minus const. the -const can go up to ~200 reduction in hp (depending on what you are hitting)
Seher
10-13-2012, 11:29 PM
can you please elaborate on this on a separate thread.
Here you go:
http://regnumonlinegame.com/forum/showthread.php?p=1652805
I knew there already was a thread about this, but I couldn’t find it. Well, I found it when I was done with writing. :p
http://regnumonlinegame.com/forum/showthread.php?t=76545
_Kharbon_
10-13-2012, 11:30 PM
i use crushing :/
it does normals and minus const. the -const can go up to ~200 reduction in hp (depending on what you are hitting)
Fair enough, I'll remove it from the list.
Is the damage (and HP decrease of the opponent) worth it though? Take into consideration mana cost and Time for Global Cooldown..
I would like to offer some points on the list offered.
Crash: this is not used much because it is mainly used on archers and quite often you cannot reach them to just reduce their evasion marginally. Also, with increases in hit chance and reductions in evasion (not too sure about that) the effect is much less than it used to be. Its primary user was knight but it offers little damage for the investment.
Athletics : same reason. I used this on my knight in combo with other spells like challenge/ block and the old awareness to give me an extra exotic layer of protection. This was effective at level 50. With hit chance up and evasion down, it is no longer as useful. I suggest that dexterity be applied to 25% of the damage calculation for piercing weapons (str is the remainder) (for melee) to make this useful again.
Ripost : It delivers good damage both for barb and Knight. However, the cast time is the weakness of this one. This is why it is hardly used now.
Brain piercing : not used because any knock or dizzy is equally or more effective than this spell. It is a waste of points.
Impale : does the DoT part work? I am not too sure but if it did , it would be rather useful.
Lightning strike and multiple thrust : damage is rather low and cast time is high. Poor return on investment. * please add multiple thrust to the list.
Crushing : I have seen players use this. It is effective as a finishing spell even on level 1. I suggest this on for review as removal from the list of unused spells.
Execution : works in combo with martial reflexes. Not used much I must agree.
Throat cutter : please remove from list. It is a very effective spell for use by knights. Most can't hit for 525 to 650 to finish an opponent. Extremely useful on buffed knights and conjurers. Useless for barbs.
Back slam : place this under review. I use it as a stock spell and find it rather effective as a fast secondary (yes chance) dizzy. It does have damage.
Side note : personally I would place every miss chance spell under review. Most players do not understand it (as it does not show up in log) and even at its most effective, it has to be stacked. So, you stack miss chance with hit chance reducers. Most times you do not have time for that and other combos are better and much more deadly.
Rigorous preparation : this spell used to work in combo with challenge/ awareness/block in the level 50 days. At best the miss chance is one miss per every 10-12 hits. I tested it. But it is very expensive and a slow cast for what it does. Because it is usually best to precast it ,the duration is way too low.
Ethereal mantle : Cast is too slow ( players usually move out of range while casting) range is poor and it applies , in my opinion ,the wrong type of protection for a melee type class. It should be a physical damage or some other anti cc spell. * please add to list
Vitality Absorption : theoretically this should be good but I find the results to be less than stellar even when you apply area damage on many opponents. Maybe this needs one to be explained so layers can grasp it better. It should be on the list of unused spells though. * please add if it is underused
Seher
10-13-2012, 11:56 PM
Oh, and on this topic: I think the list should be split into “should be buffed” and “needs revamp”. Repitition shot is nice and works, it just needs a slight buff. Or rather the circumstances made it not that effective. Too much defence around, too hard hitting barbarian AEs. Sticky touch is a nice spell, too, and will decide your duel. I don’t know if that one even needs a buff.
_Kharbon_
10-14-2012, 12:08 AM
...
Thanks a lot, I added your suggestions to the original list and placed some spells under review. Furthermore Removed crushing.
_Kharbon_
10-14-2012, 12:13 AM
Oh, and on this topic: I think the list should be split into “should be buffed” and “needs revamp”. Repitition shot is nice and works, it just needs a slight buff. Or rather the circumstances made it not that effective. Too much defence around, too hard hitting barbarian AEs. Sticky touch is a nice spell, too, and will decide your duel. I don’t know if that one even needs a buff.
I try to add to the spells the reason why they are not used, therefore suggestions for "revamps" should be prety much covered. I feel that splitting the list further would make it slightly confusing. It's also quite difficult (for me at least) to distinguish, which spells should be buffed and which should be entirely revamped.
I added your suggestion to repetition shot and Sticky touch. If anyone else uses the spell, let me know and I will remove it from the list.
Thanks for the suggestions.
Ulti19
10-14-2012, 12:39 AM
In the Piercing Weapons Tree, this applies to warriors. The piercing tree needs to be improved the most in my opinion as it has the least influential spells.
-Ripost is almost never worth it, as it has 1 second casting time, why use ripost when you can use south cross. Also the chance to inflict the addition % damage is only hurting this spell further, it should be 100%.
-Brain piercing would be nice if it did damage along with the cancel effect. This is a spell that I've never been hit with by another player... and the mechanics of it should be tweaked or remove it and make a spell more useful and fun for this tree.
-Impale is a joke, another damage spell with casting time and damage that is not worth the mana.
-Lightning Strike is the biggest insult to the tree. Blunt has a stun on their area, typhoon on slash has knock down plus damage. Lightning has almost no damage and no second effect.
Vanguard Tree
-Rigorous Preparation. This spell offers almost nothing, and the way evade, resist, etc work in this game, this spell is useless in my view. I've used it many times and notice no difference in the random evade chances this game has. You can remove it and add a spell that is unique and will make the knight class more enjoyable, because I'm fairly sure no one would complain with this one gone and removed.
Shields Tree
-Block. This spell only adds a random value that doesn't make any difference in blocking from my experience. I used to skill it on 5 and I notice the blocks are just the same as without it. The game needs less random elements and the knight would be better with a 100% usability spell replacing block. Something along the lines of precise block, maybe make a spell that reflects arrows towards the archers for 6 seconds or something.
-Ethereal Mantle. This spells cd, and mana cost are far too high to make anyone want to have it on lv 5. I'd replace it with maybe a spell that lets the knight tank the damage from nearby allies for a certain amount of time. I'm sure no one would be sad to see this spell go too. Why use this when you have star shield on a group of people even, this spell is singular. I'd replace or remove it with something fun for the knight.
-Shield bash would be nice to be an instant cast. The knight should be master of cc, since the damage is low for most. This spell although it is quite useful, should be made insta cast in my opinion. Do not remove this one though, but it should be made better.
Slash Tree
-Athletic. This speaks for itself.. we do not need dexterity as warriors.
Another spell i think we should put under review: Repetition Shot
I know this spell CAN be very effective, especially when several characters synchonize attacks, BUT nowadays i can say i see it used less than 1 time per week.
Imho, the spell is too hard to use, have too high mana cost and casting time, is last in the Short Bows tree, has a too long cooldown, has a too short range, has low damage on buffed enemies.
EDIT: it is in the list already .... time to sleep for me ;)
Seher
10-14-2012, 12:45 AM
I think it’s just not worth it because barbarian AEs are so much better. Why do we need so many AEs anyway? Battles would be more fun if barbarian AEs were as powerful as repshot, not the other way round. :P
But ok, as for this spell it’s more or less the same in the end.
Ulti , I respectfully disagree on a couple points. Block does work for me. I use it on level 2 and sometimes in combo with challenge. It could be improved for sure. On that we agree.
Athletic was somewhat effective for me at level 50. I used evasion gear as well. Because the game scaled out with hit chance and evasion, it is ineffective. But, like DAoC, the damage calculation on piercing weapons could include 25% coming from dex. Else there is no point having warriors dropping any dex gear at all.
I agree with you on Rig prep and others. I have been hating on that spell for at least 3 years. Well I guess you know that. :P
Shield bash is not useless but just difficult to use. A minor tweak will make a world of difference considering how short the dizzy is now. It should not make the list as a useless or underused spell.
_Kharbon_
10-14-2012, 12:59 AM
EDIT: it is in the list already .... time to sleep for me ;)
Good night, thanks though :)
...
Thanks Ulti, I added your suggestions.
Ulti , I respectfully disagree on a couple points (...)
I marked the spells you two disagree on. I will remove/leave them depending on what other people say as well about them.
Thanks again
Ulti19
10-14-2012, 01:28 AM
Ulti , I respectfully disagree on a couple points. Block does work for me. I use it on level 2 and sometimes in combo with challenge. It could be improved for sure. On that we agree.
Athletic was somewhat effective for me at level 50. I used evasion gear as well. Because the game scaled out with hit chance and evasion, it is ineffective. But, like DAoC, the damage calculation on piercing weapons could include 25% coming from dex. Else there is no point having warriors dropping any dex gear at all.
I agree with you on Rig prep and others. I have been hating on that spell for at least 3 years. Well I guess you know that. :P
Shield bash is not useless but just difficult to use. A minor tweak will make a world of difference considering how short the dizzy is now. It should not make the list as a useless or underused spell.
Ah I didn't know dex affects pierce weapons, or do you mean just from DAoC and it is an idea. Mm for block I guess I'm unlucky but I tested it in arena getting hit like 50 times with it and without, was not a big difference. But that might be luck. and I never said to remove shield bash, I love that spell, I just meant to adjust the cast speed, that would make it super attractive spell, was just an idea though. And yeah, I bet all knights hate rig prep xD
Edit* Do you feel a difference in block when you use that spell Bois? Either way, if another knight says it works and he/she likes it, I wouldn't wanna scrap the spell then. I think NGD is looking for the most useless of spells, or ideas that can make the weak spells a little more attractive.
Ulti19
10-14-2012, 03:45 AM
To clarify if impale's DoT works- It does not, no additional damage occurs during this spell. The bug has existed for some time since I have tried spears long ago. That is what makes this spell even more worthless. If the DoT's worked from a warrior it would be an awesome spell especially if it was insta casted too, I'd start skilling it.
Also, we should separate all the spells into categories of
1. Spells that should be removed and replaced by completely new spells and;
2. Spells that just need some minor tweaking to gain awesome functionality.
Imagine having every tree having all very good choices, building builds would be that much better if each spell was great itself and not making choosing some over others super easy and obvious choices.. every single spell should make the players be like "argh, I wish I had that" not like "ugh of course I don't skill that, it's useless."
Kudos that NGD is looking into this stuff, and it's players that give the input.. hopefully:p
Tamui
10-14-2012, 06:44 AM
Gonna give some opinions on a few spell listed which I used
Starting off;
Aiming Mastery:
Dead Eye- I see it almost like a must for me. At level 1 it is more effective than Manuever on 3. Also with the recent Recharged Arrows Nerf, it is a very good alternative.
Duration could be imroved to 30s, although might be OP.
Finger Crush- good potential, but -HC might be unpredictable.
Cyclops Curse- Agreed
Seeking Strike- good spell, high mana and many prefer using Break Apart. For a while I used both of the together. Really effective against knights, not sure why I dropped it.
Arrow Mastery- what you've listed, I agree on. I don't know why don't all targets get the same damage in the area, there spells can be useful.
Shortbow:
Dual Shot is nice, what it has wrongly designed imo, is it's casting time with range. For a Marks it isnt a huge problem, but hunters lack range, also having 1s casting time, one can loose 25m of range easily from barb.
Grounding Arrow- Agreed
Meditation and Adaptability- I never tried them both. They might be random, but togetheryou have a great chance of hittings loads of criticals. Adaptability has a bit of high mana, although I'd make it more reliable.
Longbow-
Point Shot- Same as Adaptability
Obfusicate- agreed
Tricks:
Sticky Shot- Nicely designed but too long of casting time and can be easily countered.
Finesse- has a potential with -HC Spells. Alone just a waste of mana.
Evasion:
Dodge- Same as Finesse mostly, Evasion kinda broken.
Cat Reflexes- Dead Reflexes to me. Useless currently.
Spell Elude- Totally not worth the mana for it's bonus.
Wits- I'm not complaining against this, would be nice if it had like Sentinel. And I wouldn't place it in 15 but lower.
Onto mages/Conjurers
Life:
Greater Healing- Only good against Archers. Tricky to use too. 2mins cd doesn't desrve it imo.
Mass Ressurection- I love this spell but high mana, cd, and not so reloiable and no Sanctuary. I don't mind its current HP but would be nice if Sanctuary is added and reliabiity.
Summons:
This whole tree needs a revamp. I've seen a good thread about it I'll be sure to bring it up.
Imps& Zombies- A bit buggy. Very low survivabilty rate too. Buggy how? When the person is frezzed or sometimes under some kind of another CCs they immediatly go to cd.
Zarkit and Lich- low duration and high mana cost for lich.
Passives- they are unnoticable. Hp is good for golem only. Imo make summons to 60s and a command bar.
Sorcery:
Force Armour- I took more damage with it.
Shifting silouhette: like Finesse, high uneseccery mana and casting time.
Magic Barrier: You said it can be broken, it cannot. It works like Material Wall/Acrobatics. I'd like to see a lower CD though. Same with Mat. Wall
Onto Mages:
Enhancements:
These buffs should be used more at war, but well, some prefer spending points elsewhere.
Curse & Blindness: These can be a very good combo togther. I tested it in the arena, it's like having escapist on you from archers and Softw from mages. Well miss chance mostly. Still they can be unpredictable.
Clumsiness- uselessness of the uselessness
Mana Control:
I think this tree is nice. I'd like to see Intelligence more of a useful output. and Energy barrier which doesn't break in 1 hit.
Staff Mastery:
Nice to grind, tried in war, 49 normals on a hunter.
Protection Dome- Same as Spell Elude. Only good to leach.
Evendim Fury- I like this spell. Too bad it is in the lost position of a not so used tree
Mental Tree:
Splinter Wall gives an ok DoT only at lvl4/5
Sultar Devouring Mass: I like it, can be useless on barbs/knights. perhaps if it worked like Tear Apart?
LittleHomer
10-14-2012, 06:50 AM
The list is good and shows all the useless spells. I think, it would be better to make new spells for the old ones .... Spells which are more useful for battles, not for PvP. If every character has the chance to skill other spells - but everyone of them is really nice - there are new ways of fighting.
Today, everybody has - more or less - the same skill. So, if I run as a warlock toward an other warlock, I really now ''Oh, ok, sure he was meteor, will domain, pricking ivy, Lightning and Darkness''. With this, I can calculate the battle. ''I must stun him because he will ...''.
Earlier, like 2-3 years before, there were more epic spells for every class. This was quite nice, because it made fun to give the opponent huge damage.
Chilko, what the community wants, for one of the next updates:
More skills
Better skills (more op for every class, so the fight is faster)
Spells which need Skill (Spells shouldn't have only ''make 500 dmg''. Why not ''Make 500 dmg and reset the cooldown if the spell kills the opponent''? This would be quite nice and more advanced!)
and THEN: more graphics!
Why can I write such a text? I simply asked many players ingame. Marksmen, warlocks, hunters, ... every class. They said exactly that.
Don't missunderstand me, Chilko. The next update ... will be nice, I know. An auctionshouse is a really nice thing for an online game. Also, the community wished for it.
But please, respect the community for doing the balance :confused:
Casting_beast
10-14-2012, 07:53 AM
At last a thread like this, i always was too lazy to make one, so first, thanks to Kharbon and Raindances :).
Nicely listed, I only can agree with the revamp/deletion of those spells. ( hopefully if they delete one, they will introduce a more useful new one :D)
Id add some too:
- Ambush needs to be instant (or at least 0.5 casting time), since its almost impossible to use it in time with the range being reduced to 10 meters.
- Enemy surveillance could have also a lower casting time (0.5-1 seconds) and I definitely would lower the spell CD to 10-15 seconds as well, so the ones having a lower track lvl could still stay up-to-date when it comes to enemies moving closer.
- INHO SOTW needs a revamp too since it fails almost always and for a last spell in a tree its just unacceptable. Pls raise its effectiveness, so it doesnt fail 90% of the time but only by 60-70%...
- And for last the pet tree. It needs the most work imho. Many good suggestions has been made about the revamp, theres absolutely no need for so many taming skills, the suggestion can be found in this (http://www.regnumonlinegame.com/forum/showthread.php?t=88767)thread i think.
LucianDeathshield
10-14-2012, 08:22 AM
At last a thread like this, i always was too lazy to make one, so first, thanks to Kharbon and Raindances :).
Nicely listed, I only can agree with the revamp/deletion of those spells. ( hopefully if they delete one, they will introduce a more useful new one :D)
Id add some too:
- Ambush needs to be instant (or at least 0.5 casting time), since its almost impossible to use it in time with the range being reduced to 10 meters.
- Enemy surveillance could have also a lower casting time (0.5-1 seconds) and I definitely would lower the spell CD to 10-15 seconds as well, so the ones having a lower track lvl could still stay up-to-date when it comes to enemies moving closer.
- INHO SOTW needs a revamp too since it fails almost always and for a last spell in a tree its just unacceptable. Pls raise its effectiveness, so it doesnt fail 90% of the time but only by 60-70%...
- And for last the pet tree. It needs the most work imho. Many good suggestions has been made about the revamp, theres absolutely no need for so many taming skills, the suggestion can be found in this (http://www.regnumonlinegame.com/forum/showthread.php?t=88767)thread i think.
Agreed with everything apart from ambush, it is possible to use it against rushing warriors, even when they are horned, casting time is fine
_Kharbon_
10-14-2012, 08:51 AM
Also, we should separate all the spells into categories of
1. Spells that should be removed and replaced by completely new spells and;
2. Spells that just need some minor tweaking to gain awesome functionality
I could color-code the spells. I need some help on this though, it's difficult to say which spells have to be redesigned completely and which would only need boosting.
Thanks for the info on Impale, I edited the list accordingly.
...
Thanks, I added your suggestions to the list
...
Thanks for the suggestions. I won't add those spells to the list, because although they might need several tweaks and improvements, they are clearly used commonly. The list should be about the least used or entirely useless spells.
Phlue4
10-14-2012, 01:28 PM
Chilko, what the community wants, for one of the next updates:
More skills
Better skills (more op for every class, so the fight is faster)
Spells which need Skill (Spells shouldn't have only ''make 500 dmg''. Why not ''Make 500 dmg and reset the cooldown if the spell kills the opponent''? This would be quite nice and more advanced!)
and THEN: more graphics!
Why can I write such a text? I simply asked many players ingame. Marksmen, warlocks, hunters, ... every class. They said exactly that.
no, sorry, but that's absolute rubbish.
Ah I didn't know dex affects pierce weapons, or do you mean just from DAoC and it is an idea. Mm for block I guess I'm unlucky but I tested it in arena getting hit like 50 times with it and without, was not a big difference. But that might be luck. and I never said to remove shield bash, I love that spell, I just meant to adjust the cast speed, that would make it super attractive spell, was just an idea though. And yeah, I bet all knights hate rig prep xD
Edit* Do you feel a difference in block when you use that spell Bois? Either way, if another knight says it works and he/she likes it, I wouldn't wanna scrap the spell then. I think NGD is looking for the most useless of spells, or ideas that can make the weak spells a little more attractive.
Dexterity as part of damage equation for piercing does not exist. I suggested it years ago and I am suggesting it again now because it would add an interesting dynamic.
Here is the issue with block. In PvP it is less than effective because it ends before you can profit. Its effect is too short. However, in RvR and under a hailstorm (like we normally are) it provides an effective layer in my experience.
In PvP if you are using block, you would have to skill challenge too.
Imago-Thunderfist
10-14-2012, 05:31 PM
Curse & Blindness: These can be a very good combo togther. I tested it in the arena, it's like having escapist on you from archers and Softw from mages. Well miss chance mostly. Still they can be unpredictable.
Sultar Devouring Mass: I like it, can be useless on barbs/knights. perhaps if it worked like Tear Apart?
Agree with you on Curse and Blindness combo, since not only normal attacks can be "missed" but also spells can be "missed" (if I hunt with Melian he uses Hinder on 5 (-50% hit chance), that with Blindness and Curse is maybe too overpowered). So just the two of them is already pretty effective, and it also boosts teamplay and communication when hunting together. So please remove those from the list? :)
And Sultar's Devouring Mass is an excellent spell, but please don't make it as Tear Apart o_O, then it's 2400 (minus X% by certain buffs) damage (retal (5) that :p ) unless dispelled: too overpowered. Guess it's pretty good as it it since warriors can be kited.
71175
10-14-2012, 06:13 PM
And Sultar's Devouring Mass is an excellent spell, but please don't make it as Tear Apart o_O, then it's 2400 (minus X% by certain buffs) damage (retal (5) that :p ) unless dispelled: too overpowered. Guess it's pretty good as it it since warriors can be kited.
500 mana, 180 cd, okay for 2400 dmg heh
_Kharbon_
10-14-2012, 06:19 PM
...
Thanks, I edited the list. If anyone else uses these spells, they will be removed from the list.
- Ambush needs to be instant (or at least 0.5 casting time), since its almost impossible to use it in time with the range being reduced to 10 meters.
It isn't useless at all but imho it would be much better if duration was a fixed 5 seconds, and range modified by level ie. 5m+2m/level (7m to 15m), with a casting time of 0.5 seconds.
Also, of course, knock effect (for all knock spells) should be broken when one is hit by more than 40% of its total health.
- Enemy surveillance could have also a lower casting time (0.5-1 seconds) and I definitely would lower the spell CD to 10-15 seconds as well, so the ones having a lower track lvl could still stay up-to-date when it comes to enemies moving closer.
Imho, casting time and cooldown are perfect, i would only modify the range:
200m + 40m per level (240,280,320,360,400 instead of 150,200,250,300,400)
- INHO SOTW needs a revamp too since it fails almost always and for a last spell in a tree its just unacceptable. Pls raise its effectiveness, so it doesnt fail 90% of the time but only by 60-70%...
Well, i would remove the randomness, reduce duration to a fixed 8 seconds, and make the cooldown modified by spell level (80,70,60,50,40 seconds).
Note that there is no spell which have cooldown modified by spell level at the moment, but it would be a very important addition to allow this in the spell system, it would allow to define a spell identical for all spell levels and use mana cost / cooldown duration as adjustement (higher level more mana less cooldown).
- And for last the pet tree. It needs the most work imho. Many good suggestions has been made about the revamp, theres absolutely no need for so many taming skills, the suggestion can be found in this (http://www.regnumonlinegame.com/forum/showthread.php?t=88767)thread i think.
Yes, i vote to get rid of pet tree, instead add magical traps, and permit hunters to have a familiar (with powers to be defined).
Current pets = more damages, just increase a bit hunter base damage to compensate.
Also at war, pets are far too big and make selection harder.
Casting_beast
10-14-2012, 07:18 PM
Ambush isn't useless at all but imho it would be much better if duration was a fixed 5 seconds, and range modified by level ie. 5m+2m/level (7m to 15m), with a casting time of 0.5 seconds.
Also, of course, knock effect (for all knock spells) should be broken when one is hit by more than 40% of its total health.
I never said its useless, only that "its almost always impossible to use it in time because of its reduced range".
On the other hand i like your suggestion about the knock effect being gone when the target's HP reaches a point....
Imho, Enemy surveillance's casting time and cooldown are perfect, i would only modify the range:
200m + 40m per level (240,280,320,360,400 instead of 150,200,250,300,400)
Well, I dont think anyone would "waste" more power points on it than 1-2 if they'd change its range as you suggested....Imho reducing its casting time even more and its CD would be still a better way of improving it :).
Well, i would remove the randomness of SOTW, reduce duration to a fixed 8 seconds, and make the cooldown modified by spell level (80,70,60,50,40 seconds).
Note that there is no spell which have cooldown modified by spell level at the moment, but it would be a very important addition to allow this in the spell system, it would allow to define a spell identical for all spell levels and use mana cost / cooldown duration as adjustement (higher level more mana less cooldown).
I like it ^^
Anything else than the current SOTW is welcome :D.
Yes, i vote to get rid of pet tree, instead add magical traps, and permit hunters to have a familiar (with powers to be defined).
Current pets = more damages, just increase a bit hunter base damage to compensate.
Also at war, pets are far too big and make selection harder.
Also like it, pets needs to be just as big as the owner imho and adding new skills to hunters would also be a good start to buff hunters a bit, on the other hand more work as well....
Rever_
10-14-2012, 10:08 PM
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Splinter wall- Never saw it really, too weak, also not used because mages are forced into melee range with it?
Sulters devouring mass: Unfortunate position. Most mages do not skill Mental so high. Masa suele ser usada por los conjuradores de ataque para cazar.
Staff Mastery:
Static field- Low area. Forcing mages into meele range, in not used tree El posicionamiento impide que funciones, he llegado a ser alcanzado por un caballero que me perseguía mientras yo usaba campo estático.
Protection dome - Positioned too high, speed malus is huge disadvantage, unpredictable chance effect
Evendim's fury - not skilled because of its position in Staff Mastery tree and it forces mages into melee
Enchantments:
Curse: effect not worth it, because it works on chance. Although it's stated in the description, it doesn’t reduce damage?
Blindness: bonus is vague Anyone else uses this? Should it be removed from the list?
Clumsiness: Useless Anyone else uses this? Should it be removed from the list?
Arcania:
Petrify hands: Too low effect for the opponent, long cooldown, situations where pure dps decides the battle are rare.
Laziness: warlocks have better ways of disabling opponent’s damage? The effect doesn’t count on opponents spells?
Wind wall: Too low effect.
Fragility: not used in war because “resist physical damage” -5% to -25% is not much. Perhaps it’s because debuffing the opponent is not worth it, as mages have good DoT’s?
Golem fist: requires lot of mana, long casting speed, long cooldown. It’s not worth the low damage.
Añadiría Estallido de cristales, su daño es nulo a día de hoy.
Necromancy:
Sadistic guards: Most spells are successful, this doesn’t appear to be able to counter opponents Son of the Wind or UM?
Possess summoning: This was used by warlocks for use with staff mastery. It’s not used much anymore, because summons are only rarely seen in wars & because reloging kills the creature? Además está bugeada, si te matan la pet pierdes automáticamente los buffs que lleves encima.
Vitality absorption: this should be good but I find the results to be less than stellar even when you apply area damage on many opponents. Maybe this needs one to be explained so layers can grasp it better - Bois
Elements:
Elemental conjuction: Too low bonus, is not worth using.
Elemental exposure: Not worth skilling, as it works on single target only.En situaciones pvp puede llegar a ser muy útil, sobre todo contra enemigos buffeados, pero hay que saber como usarla.
Life:
Greater healing: Tricky to use, long cd
Mass resurrection: I love this spell but high mana, cd, and not so reloiable and no Sanctuary. Not reliable. - Tamui
Summons:
Summon Imps and Summon Zombies: Buggy. Very low survivabilty rate too. When the person is frezzed or sometimes under some kind of another CCs they immediatly go to cd.- Tamui
Passive spells in this tree: Too low to make a difference (anyone uses these at least for grinding?)
Sorcery:
Magic barier: High CD, low effect. Anyone else uses this? Should it be removed from the list?
Force armor: I took more damage with it. - Tamui Bugged?
Shifting silhouette: Too low effect, it’s not worth it relying on chance spells, high mana and casting.
Archers:
Short bows:
Dual shot: Long casting time, low range
Grounding arrow: Low damage, weak effect, long casting
Adaptability: High mana cost, chance effect - not worth it.
Repetition shot: Area spell, therefore used against groups of opponents that will likely be buffed. This causes it to have low damage. Relatively small area, high mana cost, high casting time & cooldown for its effect.
Repitition shot is nice and works, it just needs a slight buff. - Seher
Long bows:
Shield piercing: Not worth the damage.
Point shot: Too low bonus regarding the mana cost, duration and points invested. Gear dependant. Random.
Obfuscate: Not worth the effect, long casting, positioned too high in the tree
Projectile rain: Area spell, therefore used against groups of opponents that will likely be buffed. This causes low damage. Relatively small area of effect, high mana cost, high casting time & cooldown.
Tricks:
Sticky touch: not worth the effect. Situations, where pure dps decides the battle are rare. Single target only. Can easily be countered. Should this be on the list? Anyone uses it?
Finesse: Chance spell, too high mana cost.
Evasion:
Dodge: Chance spell
Cat reflexes: Chance spell, too low bonus
Spell elude: High position, high mana cost, low bonus
Wits: Mana bonus too low for 5 points invested, high in the tree. Muy útil para los tiradores con las nuevas saetas y recarga de mana, aporta 135 de mana y un ligero aumento de la recarga, lo que ayuda mucho.
Scouting:
Camouflage corpse: Has duration, easily reversed by reveal, high mana cost.
Arrow Mastery:
Needle blast: Relatively low damage
Fire rain: Relatively low damage
Aiming mastery:
Dead eye: Attack speed malus counters the damage bonus. Anyone else uses this? Should it be removed from the list?
Focus: movement speed is a great disadvantage, the increase spell focus is not so great effect. Requires lot of points.
Finger crush: Chance spell, effect not worth it.
Cyclops curse: Not worth the effect, too low dmg to invest points, mana and time in.
Seeking strike: Too high mana cost. Anyone else uses this? Should it be removed from the list?
...
Answers in Green. I wrote most in Spanish due to my bad English.
Awrath
10-15-2012, 01:28 AM
Knights have been well covered! I would have to agree with Artec with regards to block. I do hate relying on NGD's RNG, however, there are times when this buff works well for me random as those blocks may be, it definitely leads to an increase!
Also in agreement that Rigorous preparation is pretty much unused by almost every knight.
Shield bash has not been so useful since it's duration got reduced. I am in agreement with Ulti, it would be nice to see it instant cast.
I saw Ethreal mantle mentioned (if it was a bubble I may use it again!). I agree that the cast time for it is ridiculously long, I would like to see more range and less cast time on it, it could potentially be quite useful to use on conjurers who under steel skin become targets for lock dots, but not in it's current form.
One further change I would like to see is an increase to the speed malus inflicted by the use of Intimidate. Yes, it is used by a lot of knights, but mostly since the only other speed debuff option is disable limb, and as a knight you would be lucky to get close enough to your opponent. Knights are effectively the slowest class in the game, and IMHO, intimidate has still got some way to go before it replaces spring! A knight running under defensive support (the only CC resist spell available to a knight) has almost no chance of keeping up with his allies or catching his opponent. More so, with the increase in speed in the game due to horn of the wind, intimidate only becomes less useful. However, I am hoping HotW will be looked at in december. It still makes no sense to me, knights should be in the front line!
That's all I have to add for now!
_Kharbon_
10-15-2012, 07:01 AM
Answers in Green. I wrote most in Spanish due to my bad English.
Unfortunately I don't speek Spanish at all. I tried to use Google Translate with varying effect. I took your suggestions (those that translated) into consideraton
...
Thanks, I added your suggestions, and removed block from the list. However, I did not add intimidate, as it is used by knights, although it might be underpowered.
pieceofmeat
10-15-2012, 07:59 AM
Thanks, I edited the list. If anyone else uses these spells, they will be removed from the list.
Blindness+curse is a somewhat useful combo for pvp/ganking, but far from effective enough for the 10 pps and lvl 19 enchantment tree in any rvr setting, due to 60s cooldown, dispel, DI and other positive buffs.
Completely wasted on mages, but sure you can in 2-3 seconds reduce the threat of a beaconed/um barb significantly, that may have some value in some situations, but it can also easily back fire.
Sticky touch is also similarly useful in some pvp like situations but almost completely useless in a rvr setting.
Back slam is not useless, unless compared to high level beast attack. Perfectly viable for knights to use since it a little faster than shield bash.
_Kharbon_
10-15-2012, 08:27 AM
Blindness+curse is a somewhat useful combo for pvp/ganking, but far from effective enough for the 10 pps and lvl 19 enchantment tree in any rvr setting, due to 60s cooldown, dispel, DI and other positive buffs.
Thanks for the suggestions, I removed those spells from the list and marked Curse for potential removal from the list as well.
Imago-Thunderfist
10-15-2012, 09:34 AM
About Shield Bash, I don't think it should be instant. Then it is maybe a bit too strong, at the moment I use it very effectively at level 5. The range makes up for the cast time, and it has also a pretty low mana cost so think it's pretty fine (also the cast time makes it for me easier to chain with knocks ^^). If I need an instant dizzy I use Back Slam at level 1/2/3, nice if it works, gives me some time for balestra+shield bash/knock (if I use spears), or d-limb+defensive support/knock (when I'm with axes).
_Kharbon_
10-15-2012, 09:55 AM
...
Thanks, marked this for revision, will remove it from the list if others use it as well
Imago-Thunderfist
10-15-2012, 01:50 PM
As Chilko suggested, here's a list of the least used spells from all classes. I will try to add to the list, so post your suggestions.
Mages:
Mental:
...
Sultars devouring mass: Unfortunate position. Most mages do not skill Mental so high.
Is pretty decent, cooldown could be lowered to make it a little more worth it?
Staff Mastery:
Static field- Low area. Forcing mages into meele range, in not used tree
It is on a pretty low place and I have used it as some sort of a "last line of defense" spell against warriors, also some conjurers (not many, since mind push works better) leech kills and xp with it.
...
Evendim's fury - not skilled because of its position in Staff Mastery tree and it forces mages into melee
I have seen it used in war, and I really dislike it. That means that the spell is pretty good, but the place is a difficult one, but on the other side: wouldn't it be better that only a few people who sacrifice several other things for Evendim's Fury use it than when it is spammed like beacons?
Enchantments:
Curse: effect not worth it, because it works on chance. Although it's stated in the description, it doesn’t reduce damage?Anyone else uses it?
Blindness is (in my opninion) pretty useless without it (and curse's cooldown is 20 seconds, duration 60, makes it spammable) and -50% hit chance is really a pain in my experience (based on my experience with Hinder cast on me, which also reduces Hit Chance by 50% at level 5).
...
Necromancy:
Possess summoning: This was used by warlocks for use with staff mastery. It’s not used much anymore, because summons are only rarely seen in wars & because reloging kills the creature? Bugged.
Think they are meant to be killed by relog, it can be useful when hunting as a warlock, but indeed, it's not used as frequently as before (I still have it at level 1 permanently in my setup, just in case)
Vitality absorption: this should be good but I find the results to be less than stellar even when you apply area damage on many opponents. Maybe this needs one to be explained so layers can grasp it better - Bois
Never really used it myself, but Aniara told me that it can work nice when casting area damage (such as summon lightning) on a zerg.
Elements:
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Life:
...
Summons:
Summon Imps and Summon Zombies: Buggy. Very low survivabilty rate too. When the person is frezzed or sometimes under some kind of another CCs they immediatly go to cd.- Tamui
I skilled (after Beardo told me they fixed a bug that caused summons go immediately on cooldown when you casted another summon) Imps, Zombies, Lich and Zarkit and that +50% damage spell for summons. Then summon Imps, Zombies and Lich/Kit and then the +50% damage spell. Works pretty cool, the damage inflicted can be pretty big versus mages/archers(/sometimes barbs). What I like a lot about Zombies is that when you skill them at level 4 (at level 56) you get 4 normal zombies (at level 3 3 normal zombies etc.), while when you skill Lich/Kit at 4 they are very easy/unchallenging (a.k.a. useless). So that's why, in my opninon, at least zombies are quite useful.
...
Sorcery:
Magic barier: High CD, low effect. Anyone else uses it?
I do
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Archers:
Short bows:
Dual shot: Long casting time, low range
The range is that of your short bow, I think it's a good spell, but would be cool if cast time was reduced to 0.5 second, because 1 second is really too much.
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Long bows:
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Tricks:
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Evasion:
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Scouting:
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Arrow Mastery:
...
Aiming mastery:
Dead eye: Attack speed malus counters the damage bonus. Anyone else uses it?
I do, it's pretty nice now with the new R.A.
...
Warriors:
Slashing weapons:
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Piercing weapons:
Ripost: The cast time is the weakness of this one. This is why it is hardly used now. - Bois
the chance to inflict the addition % damage is only hurting this spell further, it should be 100%. - Ulti
The cast time sucks, but 9 out of 10 times when your enemy moves away from you while casting, it is not canceled, and thus it can have like 10 range... Would be nice if it was instant, like south cross, but don't forget: Ripost is 30% (I thought) cheaper in mana cost, that comes at a price.
...
Multiple thrust: damage is rather low and cast time is high. Poor return on investment. - Bois
No second effect - Ulti
Devastate also hasn't got a second effect, but if you compare Devastate and Multiple Thrust Multiple Thrust loses on every single point (except cast time, both 1.5 sec). I think this spell needs a buff to make it at least comparable with Devastate.
Blunt weapons:
Execution: No damage, critical chance bonus on a single target not worth the time spent casting.
works in combo with martial reflexes. Not used much I must agree. - Bois
Anyone else uses it?
I use it in grind-mode on my barb combined with Martial reflexes, but not high level yet so couldn't test in war yet.
Tactics:
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Martial reflexes: Doubling crit. hit chance is not worth it?
I use it pretty much when I'm in slashing mode, because even at level 2 it is +100% crit chance for 1 minute, I like it.
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Warcries:
...
Two handed mastery:
...
Vanguard
...
Shields
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Learning physics was boring, so I added my comments on the spells I have experience with and don't need revamp/need just a little tweaking (of course just in my opinion) in yellow :p
Hope it helps.
Fiver
10-15-2012, 02:18 PM
We are not just going to remove or buff the spells on this list. I just wanted an up to date list. we will see how this list helps us in the whole balance strategy.
I was there when blizzard started bragging about balance for awesome... its just a marketing term.
But anyway,
Im all about simplifying:
can you please elaborate on this on a separate thread.
I have waited on the sidelines for 9 mo. for the buff or modification of spells, at very minimum some coherent step in the direction of balance.
I say steal some of Gw2 great ideas. Dmg mitigation by dodging comes to mind as an interesting new mechanic.
_Kharbon_
10-15-2012, 04:01 PM
Learning physics was boring, so I added my comments on the spells I have experience with and don't need revamp/need just a little tweaking (of course just in my opinion) in yellow :p
Hope it helps.
Thanks, I removed some of the spells on the list you suggested, and marked others for removal. Now it's time for me to do my physics hw ;)
JzJ75
10-15-2012, 05:42 PM
About Shield Bash, I don't think it should be instant. Then it is maybe a bit too strong, at the moment I use it very effectively at level 5. The range makes up for the cast time, and it has also a pretty low mana cost so think it's pretty fine (also the cast time makes it for me easier to chain with knocks ^^). If I need an instant dizzy I use Back Slam at level 1/2/3, nice if it works, gives me some time for balestra+shield bash/knock (if I use spears), or d-limb+defensive support/knock (when I'm with axes).
I don't think shield bash is easy to use as a knight. Just try to use it by itself. It is almost impossible to hit a player with it if they are not immobilized by some means. Really, in real life are you going to run up to a person, stop and wait 1/2 a seconds to hit them with something, I don't think so. Also trying to chase down a moving target to hit them with a melee attack that require you to stop to cast is very hard to do with out knocking the target first if you can catch them.
I agree that this spell might be a bit overpowered if it was an instant, So I would suggest adjusting it a bit by adding a little higher price to use it or lowering the amount of damage by 10% and making it instant. Knights need to be able to do their Job of support and crowd control. If they don't adjust it to really make it useful I would suggest they replace it with something that will be helpful.
gluffs
10-15-2012, 07:40 PM
I don't think shield bash is easy to use as a knight. Just try to use it by itself. It is almost impossible to hit a player with it if they are not immobilized by some means. Really, in real life are you going to run up to a person, stop and wait 1/2 a seconds to hit them with something, I don't think so. Also trying to chase down a moving target to hit them with a melee attack that require you to stop to cast is very hard to do with out knocking the target first if you can catch them.
I agree that this spell might be a bit overpowered if it was an instant, So I would suggest adjusting it a bit by adding a little higher price to use it or lowering the amount of damage by 10% and making it instant. Knights need to be able to do their Job of support and crowd control. If they don't adjust it to really make it useful I would suggest they replace it with something that will be helpful.
I think shield bash is fine as it is, i would like to see more skills requiring some skill and preparation instead off just press 1,2,3.....N.
The tree for i would like to see a fix on first is pierce... it really need some TLC.
Brain pierce should be piggy back instant like kick/feint and put canceld
spell on cd, tho if that would be implemented it should be switched out
with multiple thrust so you would need 17 in the pierce tree, 15 is to low
if it is piggy back instant. Im aware that this contradict my statement
about more skills needing preparation but this skill needs to overide the
global cooldown if you are going to be able to effectivly stop lets say a
conju from casting sanctuary.
Impale would be fine if the dot duration lasted full time instead off the
crappy 4 or 5 tics it does now
Lighting strike could use a secondary effect, i would suggest slow.
Riposte 0.5 cast time... the 1s is just to long.
_Kharbon_
10-15-2012, 07:51 PM
Thanks for all the spell improvement suggestions, but bear on mind that this is a "least used spells" list.
On topic: I will leave Shield bash on the list for now, as it seems that most people don't think it's worth using.
Imago-Thunderfist
10-15-2012, 08:08 PM
I think shield bash is fine as it is, i would like to see more skills requiring some skill and preparation instead off just press 1,2,3.....N.
The tree for i would like to see a fix on first is pierce... it really need some TLC.
Brain pierce should be piggy back instant like kick/feint and put canceld
spell on cd, tho if that would be implemented it should be switched out
with multiple thrust so you would need 17 in the pierce tree, 15 is to low
if it is piggy back instant. Im aware that this contradict my statement
about more skills needing preparation but this skill needs to overide the
global cooldown if you are going to be able to effectivly stop lets say a
conju from casting sanctuary.
Impale would be fine if the dot duration lasted full time instead off the
crappy 4 or 5 tics it does now
Lighting strike could use a secondary effect, i would suggest slow.
Riposte 0.5 cast time... the 1s is just to long.
Agreed a 100%, Regnum shouldn't turn into [any game you don't need brains for]. Need to think to use Shield bash.
Bit late _Kharbon_ but: Really cool that you're taking the time to read all posts, gather information from other players, and edit the list. Keep up the good work :thumb:
Phlue4
10-15-2012, 08:42 PM
Summon Imps and Summon Zombies: Buggy. Very low survivabilty rate too.
Yes, but there is a bug. If you skill the passive + hp skill, their health points get buffed in an absurd way (I guess, it is about +500%) and then they can kill a normal mob without any problems. Combined with overhelming strength (great spell), imps of a lvl 60er conju almost manage to kill a wild hyena leader.
Though, even with the passive buff, imps and zombies make nearly zero damage vs. buffed enemies or enemies with high armour points. So you can only use them for levelling (minor effective) of for supporting low level players (super effective, since you are able to control lich/zarkit/golem, imps and zombies at once).
Passive spells in this tree: Too low to make a difference (anyone uses these at least for grinding?)
_Kharbon_
10-16-2012, 03:14 PM
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Ok, I copied and pasted your post to the appropriate spells. Thanks
AlsianLamai
10-17-2012, 04:04 PM
Most never used spell. ever. And I mean never.
Camo Corpse.
Allforplaying
10-19-2012, 02:51 AM
During the leveling of my warlock I got excelent results with Vitality absorption
I know a lot of conjurers and some warlocks who use evendim's fury.
_Kharbon_
10-19-2012, 08:08 AM
During the leveling of my warlock I got excelent results with Vitality absorption
I know a lot of conjurers and some warlocks who use evendim's fury.
I removed those spells from the list, as you weren't the only person using them.
Thanks
mongos
10-22-2012, 10:11 PM
My opinion on knight skills :
Piercing :
brain piercing is a nice lvl 1 spell, low cd, low mana and 40% of cancel. I just randomly spam it on mages. Sometimes a heal has to be cast at the good moment. With brain piercing spam it's a little harder, but can be enough to help others to kill. Same for sanct. I would prefer it with no damage, to be able to use it with defensive stance.
Shield :
Shield bash is really usefull. I use it a lot. You just have to know how to cast it.
Balestra -> shield bash
kick/feint->just after the end, sb
on melee, shield bash works a lot of time.
block -> I never use it. I don't see the difference with and without it.
ethereal mantles->not enough protection OR cd and duration should be the same. why not an other spell instead of it ?
First aid -> Able to revive an ally, long cast time, long cd, no sanct and give only 100 hp.
level 1 : 20% success chance
level 2 : 40% success chance
level 3 : 60% success chance
level 4 : 80% success chance
level 5 : 100% success chance
Would be nice for helping conjs.
Vanguard :
rigorous preparation : duration too short, high mana consumption
_Kharbon_
10-23-2012, 10:03 AM
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List updated, thanks.
Takeyo
07-23-2014, 09:02 PM
I created a rework idea for Staff Mastery and Mental in a similar vein to your notes about the two disciplines.
Good post, :hat:
Wiedeking
07-27-2014, 03:05 PM
Dodge an cat reflexes are far from being useless. Excapist works much better, if you use them.
Static field could use a buff, but its still usefull. Not only is it a great help against barbarians without di, it can also be used offensivly to prevent enemies from escaping.
Golem fist is a great spell if you have enough mana. Unbuffed enemies can be finished off by meteor, lightning, golem fist and fireball almost instantly.
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