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Old 08-18-2014, 08:09 PM   #331
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Quote:
Originally Posted by Irsh View Post
Look it in this way, they don't want you to stack mind blank with steel skin. So from a war point of view, when you go on defensive, healing your allies, you go on mind blank. Then your allies are fine, you want bit of action, use steel skin and go on the offensive while at the same time STILL supporting your allies. I don't know if you see it the way I do, but conju is being give diverse roles here while still playing conjurer and not go all warju.
Well if that's what they want then they could simply add the same mechanic as they did with Escapist + SotW would be way more elegant for that imo.
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Old 08-18-2014, 08:16 PM   #332
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As i see conju is - use buffs when needed.

Steel Skin is emergency spell before you hit the sanctuary panic button. Casting this two is big waste of mana and if you do it you risk alot. If you use them other ways you have something in mind and this is not their daily usage.

I see Mind Blank "activable" as a fun and challenge effect. It is true if i see barb i can deactivate throw something and activate, but this will make it for 1 barb. In a fort war you can have several barb encounters. I see activate / deactivate times slow and as a problem here too - as i tested it you have like 5 - 10s before you can activate again. You do not have this time when you meet barb.

Conju is very dynamic and making it diferentiate healing / offensive spells can hurt gamplay in forts and maybe will screw things most in open wars.
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Old 08-18-2014, 08:22 PM   #333
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Quote:
Originally Posted by ieti View Post
as i tested it you have like 5 - 10s before you can activate again.
Not sure if this is actually intended, always been like that for DS though.
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Old 08-18-2014, 08:22 PM   #334
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Quote:
Originally Posted by ieti View Post
As i see conju is - use buffs when needed.

Steel Skin is emergency spell before you hit the sanctuary panic button. Casting this two is big waste of mana and if you do it you risk alot. If you use them other ways you have something in mind and this is not their daily usage.

I see Mind Blank "activable" as a fun and challenge effect. It is true if i see barb i can deactivate throw something and activate, but this will make it for 1 barb. In a fort war you can have several barb encounters. I see activate / deactivate times slow and as a problem here too - as i tested it you have like 5 - 10s before you can activate again. You do not have this time when you meet barb.
In a fort war, if you get more than 1 barb, what makes you think you won't have more than 1 conju (yourself)? They are tuning it for RvR, teamplay, group war, yada yada., you get the point.

The difference between MB and SS is 1 min. So, you need to do the balancing act in those 60 secs without either of them and I think that is quite a challenge and fun. I have played conju without MB at all and I can say it is fun. The one problem with this as I see it, is Mindsquasher. But then that damn spell is an entire topic on itself.
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Old 08-18-2014, 08:35 PM   #335
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Furthermore, I would recommend to not judge MB with beetle and ivy. Rather, think about it as a resist spell which is always on, and assumingly the resists work, it will also cut out the dependency for DI, except for Confuse. (which is another form on Mindsquasher, figuratively speaking)

If they increase it's % resist more, it would be very nice too.
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Old 08-19-2014, 02:53 AM   #336
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Regarding mind blank/conjurers:

1. It heavily penalizes you for casting spells (ivy/beetle) that are essential to conjurer support with a cooldown of 2 minutes. A part of what makes knights really good is their ability to easily switch between def stance, off stance, and neutral due to the short cool downs. A long time ago in maybe 1.6.3 update, I believe NGD said that we were try to move away from spells with long cooldowns, what happened to that? A much shorter cooldown would make sense.

2. This makes conjurers more vulnerable to confuse. Cast confuse on conjurer with mind blank basically equally a dizzy for up to 22 seconds. At least with previous version of mind blank, we could beetle the hunter or ivy classes rushing towards us. For those who say just get a dispel, I assume you are then okay with a 22 second beetle/dizzy since that what this would amount to on any other class.

3. Mind blank is just a random 40% resist rate. Give conjurers/mages something dynamic that we can actually effective use to counter CC, something like UM/Precise Block/Son of the Wind/Escapist that every other non mage class now has.

4. I would like to hear what NGD intention for conjurers is. If their intention is to prevent warjurers, then they completely negated that by buffing Staff Mastery. I've heard reports of 700 crits with SM. You'll still get warjurers with 40% CC resist, and steel skin and now with staff hits. It would be interesting to hear what they role they believe conjurers should fulfill.
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Old 08-19-2014, 04:35 AM   #337
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Since seemingly you don't wanna leave Mind Blank alone, tell me at least why you wanna force us to click needlessly? You could do resists and evades go away when getting knocked, how about Mind Blank getting disabled when the conju casts something offensive?
It would be more comfortable and dinamic for sure... Same could be applied to knight's def stance.
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Old 08-19-2014, 12:54 PM   #338
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"4. I would like to hear what NGD intention for conjurers is. If their intention is to prevent warjurers, then they completely negated that by buffing Staff Mastery. I've heard reports of 700 crits with SM. "

I think they thougt about buffin SM to compensate for ther nerf of mentals, mostly as a way to grind for conjus.

And at that we gone full circle and SM is yet again a wz-option.

PS I wanna steal a lich and pew pew! ;o)
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Old 08-19-2014, 01:42 PM   #339
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I always thinked of mage as caster only.

Remove staff damage, add staffs more attributes and make them usable in different cases and so on. Remove offensive state for mages.

Remove or revamp SM tree. Make spell grind good and fast as it was before and do mana profiling to see where there are a problems and fix them.

--

The way to fix the Warju problem is to make conju more appealing and fun. Conju is jekyl and hide you can not kill 1 without killing another. Make the good part fun and rewarding, so people to play conjus. There will be people who play warjus for fun - i can say playing lock and warju teached me some lessons for conju too.
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Old 08-19-2014, 02:03 PM   #340
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More diversity is fun. I am fully for more relevent stats on staffs, but instead they remove em (terror fixed range).

Also was the old Warju really a problem? It is op in arena fights and pvp but pretty useless for anything else.

The lack of ivy and beetle just makes full support conju less fun to play as options shrink.

At haven at least the pop is sometimes so low full support conju has nothing to support. It's understandeble if we try set for something more fun then running around with heals but no one to cast em at. (At least if Conju is the only class you got)

I am no great conju and i am sure the devoted conju players will adept and find ways to handle the new situation but i do think we will see less conjus playing.

/A
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