Spell Ideas for next expansion

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

Post by Redius »

Falino-Luclin wrote:I really can't remember the last time I used an earth pet.
I don't use earth much in UF, but i did use it alot in SoD (before I got raid geared and before pet DA) to tank named mobs solo. It was great for rooting mobs so that they'd beat on the earth pet, and i'd chain RS pets at it to do the damage along with nukes. RS pets would (mostly) stop at max melee range to attack rooted mobs, so the earth pet ended up taking a lot of abuse. Plus, there are just some names that seem to damage spike higher than others; earth pet handles those spikes better than air does (I can remember even having air pets one rounded in UF when fortify wasn't active). It needs an upgrade, but I still find situations where it's useful /shrug. Gotta be creative, and more so, it gets used more when i'm stretching the boundaries of what I can do.
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Merlaina
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Re: Spell Ideas for next expansion

Post by Merlaina »

I'd like to see our Wrath of Elements DoT line brought back. It was by far the most mana-efficient spell line we received. True, it was the only DoT we ever got and thus a bit out of line with the rest of our damage spells, but it had a short duration (30 seconds unfocused) and did damage on par with one of our normal nukes. The only real downside is that DoT ticks DO eat flames of power procs, so we could end up wasting a FoP proc on focusing a measly dot tick (which is actually why I stopped using our 55 version of the spell. It kept eating my fickle fire proc).

Still, I thought it was nice to have us branch out a little bit, and I'm all for another super mana-efficient way to do damage. I think the base damage/mana ratio on the old spells was something like 6.9. I think it'd be nice to see something like:

Elemental Deluge
Cast: 3
recast: 1.5
Mana: 930
Does 1950 initially and 910 every tick for 30 seconds.

So base it would be 6500 damage for 930 mana, for an almost 7 damage/mana ratio (not out of line since the old spells improved the D/M ratio slightly from the lower to the higher). The other downside would be this wouldn't be something you'd want to put in a multibind weave since you lose the damage efficiency if you recast it more often than necessary.
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deadman1204
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Re: Spell Ideas for next expansion

Post by deadman1204 »

I like the idea of different and unusual things, but dots would have lots of problems like you said
plus would this introduce tons of AAs to just support 1 spell (all the dot damage and extension AAs)- taking away from other AAs we would otherwise get
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Merlaina
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Re: Spell Ideas for next expansion

Post by Merlaina »

Were it to go in, I'd rather they just not add DoT focused AAs for us, or if they did very very few. As it stands we DO have spells that have no AA support whatsoever, though most of those spells aren't really used past level 60. We don't have mez extending AAs for our elemental mez, charm enhancing AAs, etc. Even in its base form with just worn focus I'd think it would be a nice spell to have.
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Lifnuker
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Re: Spell Ideas for next expansion

Post by Lifnuker »

Instead of getting a upgrade to our DS spell I would like to get a target version of our Hulking Bodyguard. Or make it a pet only and instead of making it earth make it water or air. Could just make it a new spell all together. A good way to increase out dps.
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Merlaina
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Re: Spell Ideas for next expansion

Post by Merlaina »

Lifnuker wrote:Instead of getting a upgrade to our DS spell I would like to get a target version of our Hulking Bodyguard. Or make it a pet only and instead of making it earth make it water or air. Could just make it a new spell all together. A good way to increase out dps.
Not a bad idea. Would definitely help make jolt usable in group/solo setting. My only concern would be pet pollution, ie always having a bunch of low damage pets around slowing things down. Plus they would be killable with AEs, possibly making it less useful in raids.

Still, nifty idea that could be workable.
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qibrme
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Re: Spell Ideas for next expansion

Post by qibrme »

Merlaina wrote:
Lifnuker wrote:Instead of getting a upgrade to our DS spell I would like to get a target version of our Hulking Bodyguard. Or make it a pet only and instead of making it earth make it water or air. Could just make it a new spell all together. A good way to increase out dps.
Not a bad idea. Would definitely help make jolt usable in group/solo setting. My only concern would be pet pollution, ie always having a bunch of low damage pets around slowing things down. Plus they would be killable with AEs, possibly making it less useful in raids.

Still, nifty idea that could be workable.
A targetable version for defensive purposes -- earth pets that root -- would be great so we don't have to be hit in order to off root a mob.

Now the nerf bat:

That would give us the ablility to split mobs -- but OMG -- we all know that you can't give magicians an ability that would allow crowd control or splitting mobs and if we did get the ability, the reuse timer would be like once per expansion.
But it can't hurt to ask.

I would not count on this as any kind of DPS increase at all.
RS is our off tank DPS spell.


Sued...
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JerusEQ
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Re: Spell Ideas for next expansion

Post by JerusEQ »

Just a rough idea, but I really like the synergetic abilities they have been putting out there lately. As in the Calin's Synergy, and the Rogue raid poisons.

My thought is to have pets somehow increase different pets power. For example say an air pet has his stun proc add on a secondary effect (not on same effect so it can land on unstunnables) that increases the damage of the fire elemental's nuke by a good amount. The fire pet increases say the water proc by a good amount of damage, and so on and so on. Make it enough to be worth using them to increase power of say the earth's pet synergy to make up the loss of personal pet dps. ... I guess I haven't put a ton of thought into it I just think it would be cool to see more synergetic effects and a reason to use pets other than just water. I guess jolt on it's own is sort of a synergetic effect spell, but having more would be cool imo. Just a thought.
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deadman1204
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Re: Spell Ideas for next expansion

Post by deadman1204 »

can we make sure that if they update either surge of thaumacretion or ravenous flames they make them useful?
Ravenous flames to work on pets, and surge to well work
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svenalo
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Re: Spell Ideas for next expansion

Post by svenalo »

deadman1204 wrote:can we make sure that if they update either surge of thaumacretion or ravenous flames they make them useful?
Ravenous flames to work on pets, and surge to well work
I believe that there is a push for that over on the SOE forums - Tul or someone posted an analysis of which spells were good, bad, etc, as well as which ones to either fix or discontinue. Those 2 were amoung the fix or can bunch.
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