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Old 07-24-2010, 12:52 AM   #21
_Arwen_
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Quote:
Originally Posted by Gideon_Slack View Post
Will this change the way conjus heal when defending a fort? (Or am I wrong?)

Generally, you have a conju waiting inside behind the door, with GH active as an aura. People come in periodically and get healed.

I guess now the conju will have to wait until there are a few people ready to be healed before it is cast.
You're absolutely correct. With the new GH conjurers will cast on our targets before they go outside the fort since thats when you'll have the most in your range. This way they'll be healed for the next 30 seconds. At least that is how I would use it.
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Old 07-24-2010, 01:16 AM   #22
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New great healing should
a) work on caster
b) stack with other greater healings

Position bug is insane

People are warping(teleporting,jumping) around.

Knight aura effects get stuck and dont go after duration. MoD stucks too.
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Old 07-24-2010, 01:39 AM   #23
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I suggest you "enhance" healings too. Why not a 50% chance of healing on heal ally lvl1, 60% at lvl 2 etc.....
Quote:
Originally Posted by chilko
[*]Major healing: This power has been changed from Aura to an Area, Now it works as a constant healing to the allies in the area when casted.
Duration of the power has been set at 30 seg.
Power level progression fom 1 to 5 is: 10, 15, 20, 25, 30 pts.
[*]Tremor: Chances have been enhanced from 1 to 5 in terms of progresion (50, 60, 70, 80, 90%) and duration 4, 6, 8, 10, 12 seg.[/LIST]
The actual behavior of greater healing force other players to stay near us. Now they no more need to. We're already supposed (thanks to your last updates) to stay in fort and be healing bots. Now, the last spell that require us to be "active" will be MP ,except for players who accept to waste enough point in staff mastery to get the only support spell you already nerfed so much in this discipline. If you really want to remove one of our aura, remove this one.
This change to tremor is a good idea too, it's obvious reducing its range wasn't enough. Pure support conjurer still had too much chance to rush and disable the entire enemy's army with their only "offensive" spell.


Quote:
Originally Posted by chilko
  • Silence: Duration reduced to 3 segs and progression of middle level was adjusted.
  • Splinter wall: This power has been changed from Aura to an Area, Now it works as a constant Damage.
  • The damage values and duration have been modified.
  • Time master: Chances added from level 1 to 5 in terms of progresion (70, 75, 80, 90, 100%) and duration (4, 6,
  • 8, 10, 12 seg.).
Splinter wall could be used as a defensive spell against lower levels, now it no more can as it doesn't remain around the conju.
About other changes, you already removed at lot of the fun in playing support, could we at least keep a few chance to get fun in the arena?

Quote:
Originally Posted by Froste View Post
Keep in mind this stuff is still preliminary, don't waste energy getting upset about things just yet since it will most likely change several times. Once it gets closer to being finished then you can panic, but it's a little too soon for harsh words at the current moment.
Sorry but last time I thought this way and the next time I connected it was already on live servers.

Last edited by Gourmandine; 07-24-2010 at 02:18 AM. Reason: more detailed message
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Old 07-24-2010, 01:55 AM   #24
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Quote:
Originally Posted by Znurre View Post
This will most probably become the best update in a long, long time.
Thanks NGD.

The only thing I am not totally sure about is the non 100% chance of typhoon and thunder strike on lvl 5, as I don't think the control effects of them are the problem but rather the damage.
I would prefer to have them 100% chance on all levels, and only having the damage and duration increase by level.
+1

Spells like Typhoon and so forth get resisted a ton as it is. Why add another level of failure when warriors already get resisted so much already?

But everything else looks great. Network code, phantom swings, combat mechanics and casting/buffing speed/cycles are seemingly more fluid for warriors.

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Old 07-24-2010, 02:45 AM   #25
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Everything looks awesome!

I never used Typhoon & Thunder anyways so i can't say i care :P

Rage of the Earth - since your reviewing it why not increase it's Arc a bit.. I find it's a Terribly small area to make it effective (players with high ping & lag)
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Old 07-24-2010, 02:48 AM   #26
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all these changes so far are awesome for me, though i know most people will not share my opinions i can buff my allies and not worry about breaking the 3 aura limit i can recieve healing and still be flexible about my role without having to have a personal conju. and i dont have to worry too much about being Area cc'd to a bloody pulp meaning barbs will have to use E-wave and other minor areas too. Hopefully this will also stop "knarbs" as their areas can be even more minimally effective it may force them to actually play as the class was meant to be played.
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Old 07-24-2010, 07:46 AM   #27
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Quote:
Originally Posted by theonenoob View Post
Gourmandine, it will be ridiculous to set healing spells as a chance on heal. So far it is my first time seeing that in an mmo.
What about low level healers? They won't have enough points for good healing and defensinve buffs.
I believe it was sarcasm.

But overall, the changes look good. I think greater healing might be a little too ineffective, but we'll see.
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Old 07-24-2010, 08:52 AM   #28
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Quote:
Originally Posted by Necrovarus View Post
I believe it was sarcasm.

But overall, the changes look good. I think greater healing might be a little too ineffective, but we'll see.
It will be a lot less effective. Currently greater heals are stackable, a constant spell effect is not. + the healing effect per tick is reduced.
The only advantage i see at all is that ppl do not have to run around bunched up for an enemy area all the time.

I have not checked myself on amun, but if it doesnt work on the caster anymore, effect and duration are reduced, will at least the mana cost be adjusted? Drastically? Because the spell is pretty much castrated now.

Also im waiting for an encouragement to play a conjurer, right now i dont see that. At all.

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Old 07-24-2010, 09:51 AM   #29
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uh oh. Knight buffs will be pretty op when they will be easy to use like that.
How long does db and heroic buffs last on amun?
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Old 07-24-2010, 09:56 AM   #30
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Deflecting Barrier and Heroic are still Auras.
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