New Spells for Next Expansion:

Anything relating to the magical arts (pets, spells, AAs).
User avatar
Cimmaron
Newbie
Posts: 15
Joined: Mon Oct 12, 2009 12:53 pm

Re: New Spells for Next Expansion:

Post by Cimmaron »

I would also like to see a cross zone CoH.

I personally am a fan of Fickle, and an upgrade with a bit higher DPS would be welcome.
Image/a>
User avatar
Savil
Arch Mage
Posts: 305
Joined: Wed Aug 19, 2009 2:06 am

Re: New Spells for Next Expansion:

Post by Savil »

Did you miss the like 5 places in this same damned thread that pointed out the reasons why cross zone coh would *never* happen?? This is the very reason why mages get smurf every single damned exp ... because people can't pay atten and not ask for the same old damned stupid smurf that they have said over and over they will *never* add.

Each time somebody asks for something *stupid* like this they pay less and less atten to our entire class, and the reasonable things that people do ask for get drowned out by the *stupid* smurf. You could have at least read this thread before adding this FFS.

Savil
User avatar
Nylrem01
Magician
Posts: 26
Joined: Fri May 04, 2012 11:05 pm

Re: New Spells for Next Expansion:

Post by Nylrem01 »

Wizards received a knockback beam in VoA. I've seen it used fairly effectively for splitting mobs, positioning the mob out of camp when gets pulled directly into camp, and a wiz friend often uses it to assist with positioning 2nd mob that pet is off tanking when group tank is tanking main mob, and I would love to have a similar (exact copy, preferably) of the spell.
User avatar
Savil
Arch Mage
Posts: 305
Joined: Wed Aug 19, 2009 2:06 am

Re: New Spells for Next Expansion:

Post by Savil »

If mages had anymore pulling tools we would be OP. So many ways for a mage to split mobs now its stupid. How much easier do you want it to be? Click on the mob, press "don't come with your friend" key and pull? How about just target mobs and hit "kill this mob now" key? Maybe just make it auto kill the mob upon target ?? smurf.

Savil
User avatar
dorfillya
Conjurer
Posts: 214
Joined: Fri Aug 07, 2009 1:17 pm

Re: New Spells for Next Expansion:

Post by dorfillya »

OMG!!!! YES!!! I want a "Don't come with your friend" AA!!!!!!! LOL!!!
(I just woke my wife up laughing at that Savil, LOL)
User avatar
Nylrem01
Magician
Posts: 26
Joined: Fri May 04, 2012 11:05 pm

Re: New Spells for Next Expansion:

Post by Nylrem01 »

Magician is fairly OPd in group content, and has been for a while... This is due to our pet's tanking ability though, not our pretty limited utility.

The tools we do have for pulling are pretty long recast, and as far as using this for pulling, if our fade stays at such a long recast, it would continue to be limited to our fade recast as well.

Also, this knockback beam the wizards have, in order to attempt to limit its target (and it not catch unwanted mobs) the caster has to be pretty much right against it (definitely in melee range) which in itself poses a... challenge when solo/moloing. When trying to push a single of 2 mobs that our group tank is tanking, the wizard has to insert themself between the two mobs, face the second mob, and hit the knockback, so as not to also move the one that is being tanked.
User avatar
Piemastaj
Arch Magus
Posts: 817
Joined: Fri May 15, 2009 1:40 am

Re: New Spells for Next Expansion:

Post by Piemastaj »

I think it would be better if we got a PP type AA then a push type spell. Or a flusterbolt type spell. Any type of push can cause very bad things to happen in any type of a smaller area.

If we got a root AA or spell it would go very well with CoN, fade and or alone. I do not think we need it personally, but I would use it.
Image

"All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others."—Douglas Adams
User avatar
Sillaen
Arch Convoker
Posts: 523
Joined: Mon May 18, 2009 12:34 pm

Re: New Spells for Next Expansion:

Post by Sillaen »

Savil wrote:If mages had anymore pulling tools we would be OP. So many ways for a mage to split mobs now its stupid. How much easier do you want it to be? Click on the mob, press "don't come with your friend" key and pull? How about just target mobs and hit "kill this mob now" key? Maybe just make it auto kill the mob upon target ?? smurf.
Savil
We actually don't have any pulling tools. We have turned tools for other stuff into useful things we can use to pull, but they were never designed to do any type of pulling. So we can use fade and CoN to split a couple of mobs every 8'ish mins. Those are hardly pulling tools. I'm not saying we need any pulling tools but if we got something like what Pie suggested, I'd too would use it.
Image
User avatar
Savil
Arch Mage
Posts: 305
Joined: Wed Aug 19, 2009 2:06 am

Re: New Spells for Next Expansion:

Post by Savil »

We have a lot of tools that mages like Wire and myself told them they would be abused .. and how they would be abused *before* they went into game yet they put them in anyway... Drape is a perfect example of this. Then again, FD was *never* *ever* intended to be a pulling tool for monks when it was placed .. yet thats 99.99% of what its used for, and has been almost from day one.

SoE has a long standing history (and its only getting worse) of placing AA / Spells into the game with very little thought of how they will be used by the players.. ie how they can be abused, or how they will stack with others AA / Spells.

In the end, it really doesn't make a smurf what they actually intended the things to be used for, its how a good mage actually uses (abuses) them for that matters. Just off the top of my head of tricks that can be used to handle 2-3 mobs at the same time by a solo mage...

RS pet, HoE, Cap, Drape, random clickies that make mobs (they usually do smurf dps but tank well believe it or not)... there are more I just can't remember them all.

The thing is, people are worried about pulling mobs solo because they think they are monks, encs, bards.. and really thats stupid. Were *mages*, *so smurf what* if you pull 2-3 mobs at the same time, just kill them all at the same time using the tools the class has. I've personally watched Wire kill 1 red + 2 yellows at the same time when he played, more than once. I know I've killed 3 yellows at the same time or a red con with 1 yellow add. Its not really hard to do if you know how to play your class.

I remember pissing off a few ppl in my old guild because I was killing the red con "named" on that mech event that everybody was doing to collect all the drops for the odd steampunk items a few years ago. The mob really wasn't all that hard if you know wtf you were doing but it really pissed off a few ppl in guild, with one cleric refusing to heal me on raids afterwards ... (I didn't know the smurf was looking for a group at the time!).

Savil
User avatar
bluejaye
Elementalist
Posts: 58
Joined: Tue Jan 03, 2012 4:43 pm

Re: New Spells for Next Expansion:

Post by bluejaye »

Piemastaj wrote:I think it would be better if we got a PP type AA then a push type spell. Or a flusterbolt type spell. Any type of push can cause very bad things to happen in any type of a smaller area.

If we got a root AA or spell it would go very well with CoN, fade and or alone. I do not think we need it personally, but I would use it.
just woke up, sorry im slow. what do you mean by PP?
Image
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest