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#41 | |
Initiate
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Location: Bruce Lee kicked Chuck Norris's ass!!!
Posts: 143
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Gratz!
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#42 | |
Master
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Location: Belgium
Posts: 561
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on topic, i see some pro's and contra's here, but i'm still not 100% convinced,as i said earlier, it will be harder for a conj to heal ppl, as in syrtis we hardly have full support conj, i have seen zergs of 20 ppl with only a warjurer. so if your the only conj, in fort wars, you can stay behind the door and ppl come to you, since you have your aura on, less work, less whinning, but i can see the advantage of an area heal to, would be handy for ppl who are not going to make it to the fort. still thinking if i'm pro or contra regards
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#43 |
Count
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Location: Philippines
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Or you can use it the following way:
- Buff up (try to get a DI if available) - Let warriors rush out the door. - Pop out and cast new instant - Warriors outside the door left with a regen aura. - Return to supporting archers on the wall. How about this: - Wait out of area range. - Follow group on initial charge. - If hit with terror, Mass Dispell then cast the new area/aura. - Fall back to a safe location while your buffed team rushes in. - Heal/give mana at max range. Basically changing them to area buffs/mass regens will allow you to effectively act like 2 conjurers: 1 in the center with the aura and one from the perimeter giving backup support.
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#44 |
Baron
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Location: Oahu, Hawaii
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id like it if it wasnt a mass heal, but a mass regen, as lets face it, youll never get that kind of precision co ordination, unless it had a low cooldown. I'd imagine alot would be wasted/double casted if it were an instant heal, instead of a regen (would be nice even if it worked as old regen self, could be qued even when you werent dmged)
Knight auras, if they really do go back to cicular radius id be so happy, they never ever should have been changed imo :P thats one big reason I never play my knight, because im not particularly needed or useful for anything, other than a masochist/meat shield in wars. Its time they had those useful auras again.
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Taking a break from Regnum due to work leaving me little free time! So my laptop must go for now! (ask me for full details, it is an Alienware Mx18 3rd gen Ivy bridge i73920xm & configured with SLI twin Nvidia 675m, paid 3,330$ asking 2,800$ or 2,400$ + netbook. |
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#45 | |
Count
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Posts: 1,445
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Protection dome: In my opinion that kind of effect should be avalaible only for knights. Range: If you have range for all your spells then you'll be always in a safe place (talking about a war), your defensive skills would lose all their meaning, only sanctuary and resurrect would be needed. |
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#46 |
Banned
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Posts: 843
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This sound like old times when ppl sayd:"All on me i will cast Taxi"...
Now some with auras..."All on me i will cast Heroic presence"... Sorry if i dont understandet good...but this will not have anymore one area to be covered..?I see are 4 for cast or so...if there will not be one are with distance...will be a bit stupid... |
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#47 |
Count
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I support this.
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⎺⎺⎺⎺⎺⎺⎺⎺⎺⎺ |
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#48 | |
Apprentice
![]() Join Date: Oct 2008
Location: Anywhere but Trelle...
Posts: 66
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As a conjurer, I am definitely against this idea, so -1 from me.
Quote:
Mana comm, fine, that would probably be more useful as a warcry-style area rather than an aura. Mana pylon.... I'm not sure how it would work, but ok. Greater healing, definitely no. Removing the aura effect will, I think, drastically reduce the numbers of conjurers in wars, reduce the length of fights (I'm not talking farms...) because there's no regen, and so reduce the length of wars, since everyone dies that much faster, which means more time spent running around and even less time spent having fun. So no, do not remove the aura effect on GH.
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#49 | ||
Marquis
![]() Join Date: Jul 2007
Location: England
Posts: 2,419
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Maybe I missed it but where do NGD say they are changing GH specifically?
The first post says Quote:
Quote:
![]() But I think that was thrown as a casual example, it may or may not mean this spell is being changed, and it would be interesting to get a comprehensive list of what auras will be changed to do what (if its decided yet) so we can talk with more than just speculation. Again If I missed some blatent post saying 'GH will be changed to do this ... ' Ignore me ![]() That list would still be nice though ![]()
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Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
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#50 |
Count
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Location: Trinidad and Tobago
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I agree with Umaril. Why is there such widespread speculation? I read everything everyone else read (I hope) and my understanding is that this is a radical plan that NGD has proposed without actually going into specifics.
People are feeding off others speculations and possibly getting a bit carried away. Let us take greater healing as an example. Where was it stated by NGD that this was going to be a one hit heal area spell? Did they even say that it was going to be changed from regen over time and that the ticks per heal even reduced? I didn't see it. What I saw is that Greater Healing was used as an EXAMPLE simply because it is commonly used . It also helps explain why the aura limit was not increased because of the strain the current implementation of auras like this puts on the server. A stop and reset is required in this thread . This is a radical idea and the discussion is just beginning. Actually, what I expected rather than pre emptive speculations was the analysis of ALL the auras and which might actually be best to be changed as an area. What are all the auras in the game? Mage : Note this very carefully . Note I did not say conjurer. Splinter Wall (yes actually designated an aura) Mana Pylon Static Field Protection Dome Mana Communion Warlock: Master Of Doom (aura yes) Conjurer: Greater healing Barbarian: Whirlwind Knight: Heroic Presence Shield wall Stars shield Deflecting barrier Good . Now NGD has suggested that there will be only 4 assist auras that will remain. The question here is should the offensive auras remain as well? It is quite possible that they put the server under strain as well and may actually help in the head room that NGD wants. I leave that one for them to answer. Moving on, we have our assist auras. NGD suggests that they only intend to keep 4. Logically this should mean 2 for the Mage/Conjurer and 2 for the Knight. This is where the discussion has reached in my view. Which 4 to keep? Until we answer this question every other discussion on specific questions (in my view) would remain much less relevant. So we have the 8 contestants that must be culled to 4. They are: Mana pylon Protection Dome Mana communion Greater healing Heroic presence Stars Shield Shield Wall Deflecting barrier What say you? When this is discussed (the what) , we then move on to the how. How do we implement the auras that would be converted into areas? Greater Healing is another fine example. Do we do a regen area or a bulk heal? is delivery like Evendim's Fury or more like a range heal bomb like Sultar? And crucial note is that as an area , not subject to rules of the 3 auras limit, DO they stack. I hope everyone understand what I am getting at. Looking at specific spells in a vacuum without actually even having a clue of the variables involved regarding other spells may cause us to have a mental exercise in futility. Heck we don't even know how the spells themselves are to be implemented. I look forward to healthy discussion on this. I think NGD is on to something here though. I like it. If this eventually goes live , tactics will be crucial to success. Thanks for reading . Artec |
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