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#11 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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Actually in today's state conjurer can not keep alive even 2-3 ppl. In pre 1.0 good conjurers was able to fully support 6-10 ppl. By fully support i mean heal in time and do not get people die if badly targeted, give mana to who needs, dispell...etc etc etc.
Today's state is sad and definitely not fun compared to pre 1.0. This wonderful class lost his fluid and fast placed gameplay. Lost his mana balance, and lost his survival(some call it tanking). As highly targeted class conjurer must tank and be hard to kill. Now the case is not this. I hope with return of supportive knights things to go better. I still think 6-8-10 ppl is reasonable number of allies conjurer can full support. This is actually 1 party. Before it was possible to do so. Now i do not think it is possible - if conjurer is alone with that number of allies he is out of mana too fast and can not do his job properly. Conjurer have to be enought to support 1 party and self. This must be included in conjurer balance estimations. Chilko i think you can gather good information of gameplay if you can place some log on key players of different classes across servers. This way you can see what spells are used, how and what they achieve by this. Maybe it will give ideas of what can be made better, fixed, adjusted etc etc etc.
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RA | Ignis | Lilla My | Conjurer | EVIL IGNIS ROCK Horus | Syrtis | ieti | Conjurer | INQUISITION | LONG GONE |
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#12 | ||||
Pledge
Join Date: Oct 2007
Location: Belgium
Posts: 18
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My pleasure as support conjurer is helping people and sometimes charge ennemies. I love charging syrtis on pp2 bridge with 2 warlock (Chapela, Dartz...) and some other barbarian protecting them with mana pylon and greather healing and blessing them. When I do that I'm very vulnerable, I cannnot defend myself (due to my skills), no heal self I prefer spending point on bless (and bless weapon), Divine intervention, Dispell (and mass dispell), some on mana tree than supporting myself.
With the "new" Greather Healing, well I will no more go with them, some marksann (or hunter) make me more than 400 normal hit, without heal I will no stay alive long time. I'm agree that greather healing could be too powerfull, but not alone. With 3 conjurer that have it active, 120 health/sec is a little too much. But when you are the only one support conjurer (most of case regrettably) that 10 people ask you healt (vida) or mana, grather healing is the only way to give a little to everyone. I still can do with your new spell but few player that need mana think to move next to a mage with mana communion; few player almost dead think to go next to conjurer with greather healing. Do you really think player that need too be healed will wait next to a mage hoping he is a conjurer and will cast greather healing? Of course no... You want greather healing be less powerful, just make it not combinable (I mean 3 time greather healing= 40 health/sec no more 120); make that the spell do not work through wall and gate, forcing conjurer to go outside fort... But let the spell heal people that come near us to be healed, and give us health also. Quote:
I learned with some valhalla when hunting together to cast greather healing at the begining of the second fight, when the enemy know you are the conjurer. So I still heal people, and sometime it give a little more time to warrior to kill the hunter or the pet if the hunter wait behind a rock. Quote:
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I don't see how your proposition on greather healing will offer me a "cool skills"? Can someone explain me that? Finally, if you decide to kill greather healing (I don't see that like a nerf it worst that nerfing), can you give me the url of a good tutorial to become warjurer and the name of someone that could learn me to play like a warjurer on alsius Ra (sorry but I want to have fun, I will no more play lys Borda as support conjurer with so great spell)? |
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#13 |
Apprentice
![]() Join Date: Oct 2008
Location: Anywhere but Trelle...
Posts: 66
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But I'd say that what has happened to GH (from what I've seen on Amun) is in itself a nerf, because all of a sudden it limits what a conjurer can do. My favourite use of GH is to set it up, throw up mind blank, steel skin and energy barrier, and go and stand outside while the warriors are areaing, to give them just a little extra help, and to give one more target to the attacking realm, who is more likely to resist a knock/stun and be able to get back in, and so having wasted a little of their time (doesn't always work, sometimes I'm an idiot
![]() But, I'll leave it there because this isn't a GH discussion thread. I think the simplest way to increase the number of support conjurers in the warzone, is to give grind support conjurers more experience. As it is, the vast majority of conjurers that get to 50 do it off a warju setup (personally I used a hybrid setup for most of it, but that's irrelevant), and so when they get to the warzone.... warju sort of comes more naturally as they've had practice. If it becomes more appealing to grind in support mode, then when they get to 50, support will come more naturally, and there'll be less warjus around. And yes, other people are right that most find it more fun to kill, but I actually get less frustrated from playing conj than I do by long resist chains on my lock, so it's more fun to me. That's not to say it's not frustrating though... the mana "demands" from a lot of players, and when cremation overrides resurrection even though the player is up off the ground, and when the heal goes through half a second too late so the player still dies, and when confuse or darkness (usually followed by sadistic servants and mana burn) hits forcing you to sit out, and when you can't reach the res/heal from the wall, so someone else dies, and when a barb/kinght/hunter gets all the way through the war group and kills you before anyone even notices..... are all still frustrating, although many of those are player issues, and could be solved by better teamplay. In terms of changes? Here's what I would suggest:
Other than reducing mana cost (I wouldn't know which spells are the expensive ones (apart from mana pylon), I just know that I run out quite a lot, even with ambitious sacrifice), I think those changes are enough to increase the number of support conjurers, without making them overpowered. Even just doing a couple of these things would be a great help...
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#14 |
Baron
![]() ![]() ![]() ![]() Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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Nerfing warjus wont help, those will maybe create another char or quit the game but they wont start healing.
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#15 |
Apprentice
![]() Join Date: Dec 2008
Posts: 98
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I'm surprised no one's mentioned this before so I'll have a go at it.
Chilko, really glad to hear that you guys are considering a pure support conjurer, IMO this is the way to go. HOWEVER, before you go and implement this, you must fix the formula that decides how much XP a support conjurer gets in a grind party!!! Not only that, but you must fix how necro is burnt as it takes a support conjurer ages to burn off even just 1%. If you don't fix the XP formula for conjurers and you implement this change, anyone choosing pure support will quickly realize their mistake and depending on how you implement it, either reskill back to warjur or quit the game because they can't reskill away from support. Again, I really love the idea you have here, please continue to involve the community in the creation of new skills for the support Conjurer. [Edit] Ah, eggy mentioned it. I'll leave this as a reinforcement post. +1 eggy ![]()
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Arwen - Level 50 Conjurer | Uruviel - Level 50 Hunter | Cheesepuff - Level 50 Marksman Cheeseburger - Level 50 Warlock | Cheesecake - Level 50 Barb | Aelean - Level 50 Knight |
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#16 |
Initiate
![]() ![]() Join Date: Jul 2009
Location: Any place that has beer
Posts: 179
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"Again, I really love the idea you have here, please continue to involve the community in the creation of new skills for the support Conjurer."
This kida off-post but, I REALLY REALLY LIKE THAT NGD IS INVOLVING ITS COSTUMERS ABOUT THE CHANGES BEFORE THEY ARE MADE!!!!!!!!!!!!!!!!!!!! +1 NGD - keep it up, u can never over communicate...
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#17 |
Initiate
![]() ![]() Join Date: Jun 2008
Location: rock at pines save :)
Posts: 144
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I'm really looking forward to the changes you are going to make. Could you have a look into the following few problems for support conjurers when you redesign the power book?
1) Two very important abilities are located in trees which are, apart from those two abilities, filled with stuff that nobody needs. Since the nerfs of protection dome a long time ago, the only spell useful for a support conju in staff mastery ist mana communion, yet usually you have to take it, since warlocks certainly won't do that. And from point of mana management, it isn't even worth using for the conjurer himself. The other spell I'm talking about, is dispell magic / mass dispell. If you choose to max out healing and use key defensive abilities, you are left with enough points to either use lvl3 dispell + mana communion (like I do), or lvl 5 dispell/ mass dispell and no mana communion (like somebody who posted here before me) or maybe also no dispell and lvl 5 mana mana communion. So currently, after maxing out healing / dmg mitigation and using key survival abilities all you get for a hell lot of points is some very ineffective stuff, .... possible solutions: a) move some spells either one of the two into mana tree or maybe move the two into the same tree. b) make protection dome worth using again .... maybe old effect but only for 3 players or sth like that ... c) increase the effectiveness of those two spells .... maybe less mana cost for mana communion / some % dmg reduction for a few seconds after somebody got dispelled 2) I think support conjurer is not only about healing but about cc or anti cc to buy some more time. Currently it is still possible to do something like that, but various abilities have become almost useless. Tremor range was reduced to 25 a long time ago while warlocks gained the ability to use a range 30 staff + arcane projection to extend terror range towards infinity .... I don't care about the tremor duration, it could be as low as 3s, but I want a good chance to prevent the terror ... or at least do SOMETHING .... This is just an example and imo there a quite a few situations currently where you can't do anything. It doesn't matter how this is solved, it can be achieved by changing conjurer abilities or by changing other abilities or a mixture of it, but simply not being able to do anything in 50% of all cases where you really want to avoid a certain situation just sucks. 3) sanctuary.... I guess I don't even need to say anything on this topic ... just ask any conjurer .... I don't want to be impolite, but I always wondered what developers where smoking, when they made those changes back then ... cast time + almost 0 duration ... then you could as well completely remove it.
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I would change the world - but Surak doesn't share the source code Kathris Starsong - Magical Goat of Valhalla ; Odin Frostbreaker - little blunt pt; Lord Necro - MoD (5) suicider |
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#18 | |
Baron
![]() ![]() ![]() ![]() Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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Id like to see more usefull spells in the stafftree. |
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#19 | |
Initiate
![]() ![]() Join Date: Apr 2008
Location: Chivilcoy
Posts: 164
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![]() I agree that a support conjurer must have benefits. Giving more skills to support conjurers is an excellent idea. Good work ![]() Chilko, you should post this in the spanish forum too ![]() Regards!
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Dhelion, druida de las arenas. Ex-sacerdote de Tirriket |
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#20 | |
Apprentice
![]() Join Date: Feb 2009
Posts: 66
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