Spell Ideas for next expansion

Anything relating to the magical arts (pets, spells, AAs).
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Danille
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Re: Spell Ideas for next expansion

Post by Danille »

Glaven wrote:
Danille wrote:Beams are some of the most important spells in the game.

Update our level 61 Elemental Barrier spell.

Few more magic spells in our arsenal - Beam/Fickle/and a fast casting

Pet dot/tap to return HP to the mage and a different one for mana
ok i gotta know why the EB suggestion....arent we all way over the resist cap at this point?
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Goranothos
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Re: Spell Ideas for next expansion

Post by Goranothos »

I wouldn't care if they got rid of every pet except air.
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Daiou
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Re: Spell Ideas for next expansion

Post by Daiou »

Goranothos wrote:I wouldn't care if they got rid of every pet except air.
Neither would i, but it might not be the concensus of the community. But if only 1 i'd like it a bit more "tweaked" then a simple air pet. A nice MS with all the trimmings, now that would be nice.
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Merlaina
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Re: Spell Ideas for next expansion

Post by Merlaina »

I still use both the water and fire pets quite a bit. Water is my general go-to raid/group pet, and fire is my I-just-got-rezzed-and-need-to-get-back-into-the-raid-quickly pet. Or I use fire when grouped and mobs just aren't lasting long enough to make the travel-to-mob and repositioning time worth it to use water.

The only pet I almost never use is Earth. He is strictly a tight quarters fighting runners pet for me, where if the mob ran off adds and death would be likely to follow.
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Sillaen
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Re: Spell Ideas for next expansion

Post by Sillaen »

Merlaina wrote:I still use both the water and fire pets quite a bit. Water is my general go-to raid/group pet, and fire is my I-just-got-rezzed-and-need-to-get-back-into-the-raid-quickly pet. Or I use fire when grouped and mobs just aren't lasting long enough to make the travel-to-mob and repositioning time worth it to use water.

The only pet I almost never use is Earth. He is strictly a tight quarters fighting runners pet for me, where if the mob ran off adds and death would be likely to follow.
Exactly what I do except I generally stick with air pet in groups. Most days I use 3 of the 4 pets when playing. Water is always pocketed and brought out for raid nameds only, air or fire for trash clearing (sometimes on the lower end stuff I even use MS for trash clearing, just because I can) and definitely fire 1st thing after a death if battle rezzed. Earth is the red headed stepchild that only sees action every once in a blue moon.
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Malleria
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Re: Spell Ideas for next expansion

Post by Malleria »

Sillaen wrote:Earth is the red headed stepchild that only sees action every once in a blue moon.
Heh, there's one named in underfoot that I always use earth for. An Abraided Genari has completely raped me everytime I use an air pet - even fully raid buffed, fortified, 3 mercs even. But once I whip out Earth he drops like a little girl. I can't explain it :D
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Merlaina
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Re: Spell Ideas for next expansion

Post by Merlaina »

Malleria wrote:
Sillaen wrote:Earth is the red headed stepchild that only sees action every once in a blue moon.
Heh, there's one named in underfoot that I always use earth for. An Abraided Genari has completely raped me everytime I use an air pet - even fully raid buffed, fortified, 3 mercs even. But once I whip out Earth he drops like a little girl. I can't explain it :D
I'd assume you use a fair amount of RS pets while fighting him? Maybe the earth root lets the mob beat on RS pets more (since while rooted a mob will just whap whatever is closest) saving your earth pet from some of the damage. Just a guess.

I know I've tried earth pet on some T6 trash since I had heard horror stories about how hard underfoot mobs hit. Earth worked fine, but then I got a little more confident and tried air and air was tanking just as well if not better. Not to suggest air pet will always tank better, just saying so far I haven't found anything that requires earth instead of air, but I haven't ventured too far into underfoot yet.
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Daiou
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Re: Spell Ideas for next expansion

Post by Daiou »

Aren't named immune to air pets stuns? I always presumed they were, but honestly i never looked into it.

But if that is the case air pets stun is its mitigation, if it doesn't work then Earth would tank much better.
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Merlaina
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Re: Spell Ideas for next expansion

Post by Merlaina »

I believe only mobs that are flat out immune to stun in general are immune to air pet stuns. The level cap for air pet stun is 5 levels above the top of that pet tier, so for example our 81 pet, in the 81-85 spell tier, can stun up to level 90 mobs.
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Daiou
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Re: Spell Ideas for next expansion

Post by Daiou »

Merlaina wrote:I believe only mobs that are flat out immune to stun in general are immune to air pet stuns. The level cap for air pet stun is 5 levels above the top of that pet tier, so for example our 81 pet, in the 81-85 spell tier, can stun up to level 90 mobs.
That would make sense since i never noticed much of a difference other than dmg spikes, between earth and air. Air does tend to go from full to 25% often while earth is smoother.

With a real cleric its less of a problem but with a merc it makes a huge difference. Some times the merc just cannot adjust its healing fast enough to cover those spikes.
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