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Old 08-02-2010, 03:52 PM   #311
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Quote:
Originally Posted by doppelapfel View Post
MS is mostly used against ss and ao1.
Not at all true. Once I was fully buffed with GH, MC, Pylon, and ss, and boom! MS. Not fun. At all.

And a spell targeted to auras would destroy knights and conjus, knights would be useless and conjus almost so.
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Old 08-02-2010, 04:04 PM   #312
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Quote:
Originally Posted by Need_More_Invasions View Post
Not at all true. Once I was fully buffed with GH, MC, Pylon, and ss, and boom! MS. Not fun. At all.

And a spell targeted to auras would destroy knights and conjus, knights would be useless and conjus almost so.
Of course this spell should have a long cd and high manacosts if it can remove expensive auras with a long cd. What you described can happen of course but i rarely see it.

Well i think youre right, lets wait and test the new auras in fort wars before doing sth like that.
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Old 08-02-2010, 04:18 PM   #313
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MoD stops auras. Auras have refresh on given time to check if you are in range. If in same time you are in MoD effect i.e. you have Darkness in fact you will not get aura effect. So in MoD is an ultimate counter to any aura if applied long enough.

Correct me if i'm wrong.

I get MS'ed constantly. Every damn barb, especially knights try to MS me. Most of times it succeeds and it means all your buffs including auras are removed. It is pretty nasty situation after. Still i do not carry so many buffs, but for mage it is enough to loose GH, MC, Pylon and Devotion, and for knight to loose all buffs plus auras. MS will have it's tactical usage again.
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Old 08-02-2010, 04:56 PM   #314
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MoD takes one of the three aura slots, thats why only 2 povitive ones will work. Ill hav to try mod + splinter wall + static field lol.
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Old 08-02-2010, 06:36 PM   #315
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Quote:
Originally Posted by ieti View Post
I get MS'ed constantly. Every damn barb, especially knights try to MS me. Most of times it succeeds and it means all your buffs including auras are removed. It is pretty nasty situation after. Still i do not carry so many buffs, but for mage it is enough to loose GH, MC, Pylon and Devotion, and for knight to loose all buffs plus auras. MS will have it's tactical usage again.
Im not sure how Ms works, NGD removed the possibility dispel Mod (and Static field).
If it effect auras i presume it only auras that 'effect the caster' it be strange if it was just offensive auras that was not MSable.
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Old 08-03-2010, 03:09 PM   #316
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Since cast speed is being changed and major balance sweeps are on the way, I'd like to propose the following changes:
  • Slash all mage spell cast times by 40%
  • Change Arcane Devotion duration to 10 seconds. Make it instant cast and retain its cooldown. Values may need to be tweaked. If current cast speed bonus is to be retained, add a +100% mana cost to spells casted under Devotion.

What this does is make Arcane Devotion a performance boost buff for critical situations and skillful timing of this spell will reward good players. The overall reduction in cast time for spells will make mages still playable without it.

Overall I think changes should be made so that classes are less buff reliant to function in war. This means improvement of base class performance so most of the current class requisite performance "prebuffs" will be for quick-burst performance boosts.

This goes in-line with Enio's suggestion to lower Unstoppable Madness' cast time, duration and cooldown to be more of a anticipatory/reaction spell.
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Last edited by e30ernest; 08-03-2010 at 03:38 PM.
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Old 08-03-2010, 03:40 PM   #317
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Quote:
Originally Posted by e30ernest View Post
What this does is make Arcane Devotion a performance boost buff for critical situations and skillful timing of this spell will reward good players. The overall reduction in cast time for spells will make mages still playable without it.
What this does is everyone casting arcane devotion right before area chain, starting with terror ofc.
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Old 08-03-2010, 03:43 PM   #318
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Quote:
Originally Posted by Raideniza View Post
What this does is everyone casting arcane devotion right before area chain, starting with terror ofc.
Making them prime targets for every other marksmen in the vicinity.
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Old 08-03-2010, 03:44 PM   #319
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Quote:
Originally Posted by e30ernest View Post
[...]
You must spread some rep...
Very very interesting idea.
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Old 08-03-2010, 04:26 PM   #320
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Quote:
Originally Posted by e30ernest View Post
Making them prime targets for every other marksmen in the vicinity.
But then again, Arcane Projection kinda has the same effect.
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