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Old 09-22-2010, 05:18 PM   #21
Kittypretty
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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.
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Old 09-22-2010, 06:08 PM   #22
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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!
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Old 09-22-2010, 06:19 PM   #23
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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.
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Old 09-22-2010, 06:32 PM   #24
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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.
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Old 09-22-2010, 06:46 PM   #25
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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
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Old 09-22-2010, 07:01 PM   #26
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Default conju issue

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
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Old 09-22-2010, 07:35 PM   #27
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Default two wishes

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
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Old 09-22-2010, 07:45 PM   #28
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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.
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Last edited by Kittypretty; 09-22-2010 at 08:22 PM.
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Old 09-22-2010, 08:34 PM   #29
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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.
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Old 09-22-2010, 09:06 PM   #30
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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.
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