Re: new stuff
Posted: Wed Mar 23, 2011 2:54 pm
Your right we do need burst dps, and I did post we do need burst DPS, and I suggested and still do, a magic based spear type spell so on fire immune mobs we have options, on non fire immune as long as not on same timer, we would have 2 very high damage bolt type spells to weave. The issue as we all know with bolts is the time to delivery. You cast it, but unlike the typical DD spell it travels to the target, lands and the damage is recorded, so DPS drops as you add in cast time, and travel time to target. True it may not be much, but at times it can be if your max range. Something to take into account. It just isn't the damage it does, or cast time, you need to factor in the travel time as well. Personally I like watching a lot of bolts go flying out and headed to the target. I like the visual and while it hurts DPS it is how a bolt should and does perform. A loss of DPS for the huge range it grants us. A fair trade off.
To compensate, a lower recast timer, and a shorter cast time would help our DPS because of the flight delay time. Burst is what is needed, and that while 2 bolts would help DPS is not helping burst as the damage would not be burst, but like all spells settle into a stead DPS stream, not bursting to high levels.
To get that we need something on a timer that when triggered would cause the effect of a fire focus but up the base of the spell cast by a fixed amount then let other focus's raise it even more.
Example, you activate the AA, you cast a nuke with a base 1000 damage. The AA is a 50% boost, that spell now casts at 1500, and then all other focus's add in to max it out. I am not sure if that is in game or can be added. We do know they can put a minimum on a focus so a 25%-60% is possible. So it should be doable. If not then the AA would make our nukes do a focus of 75-120%, so they always have a 75% boost for the duration the effect is active. They can't do less then a 75% increase up to 120% increase before other aa's and such boost it more. (Resists would still factor in).
As I said these are just numbers used to show the point and idea. They can scale it for a mage, for a wizard etc... Make it an activated AA, so the regular focus's are needed when not in use. There is your burst DPS increase. A set minimum increase on any and all nukes cast (unless resisted). Actually they could add in a base modifier or resist check and make it way less resistible.
Or as I said before an AA to make forced rejuvenation perm for 1-2 minutes chain away as if insta nukes for us. You get the idea though, something activated, and don't worry about the group game. No other class when they got upgrades cared one iota if it made the group game easier, we shouldn't either. Remember the only difference for a wizard that groups over raids, is the focus and rank 3 spells. All aa's are the same, as they are for us. So don't even consider it, or suggest an upgrade and then a nurf to balance it. Self defeating, we need DPS upgraded, and if it helps all mages so be it. Wizards upgrades help groupers as well as raiders, as does the necro. Same spells, same aa's minus rank 3's and that is the only difference. The necro DPS is not wanting on raids, and wizards are hurting but not near as much as mages on burst. They get help on burst it will help the grouping wizard. So it will be for the mage.
Calebe
To compensate, a lower recast timer, and a shorter cast time would help our DPS because of the flight delay time. Burst is what is needed, and that while 2 bolts would help DPS is not helping burst as the damage would not be burst, but like all spells settle into a stead DPS stream, not bursting to high levels.
To get that we need something on a timer that when triggered would cause the effect of a fire focus but up the base of the spell cast by a fixed amount then let other focus's raise it even more.
Example, you activate the AA, you cast a nuke with a base 1000 damage. The AA is a 50% boost, that spell now casts at 1500, and then all other focus's add in to max it out. I am not sure if that is in game or can be added. We do know they can put a minimum on a focus so a 25%-60% is possible. So it should be doable. If not then the AA would make our nukes do a focus of 75-120%, so they always have a 75% boost for the duration the effect is active. They can't do less then a 75% increase up to 120% increase before other aa's and such boost it more. (Resists would still factor in).
As I said these are just numbers used to show the point and idea. They can scale it for a mage, for a wizard etc... Make it an activated AA, so the regular focus's are needed when not in use. There is your burst DPS increase. A set minimum increase on any and all nukes cast (unless resisted). Actually they could add in a base modifier or resist check and make it way less resistible.
Or as I said before an AA to make forced rejuvenation perm for 1-2 minutes chain away as if insta nukes for us. You get the idea though, something activated, and don't worry about the group game. No other class when they got upgrades cared one iota if it made the group game easier, we shouldn't either. Remember the only difference for a wizard that groups over raids, is the focus and rank 3 spells. All aa's are the same, as they are for us. So don't even consider it, or suggest an upgrade and then a nurf to balance it. Self defeating, we need DPS upgraded, and if it helps all mages so be it. Wizards upgrades help groupers as well as raiders, as does the necro. Same spells, same aa's minus rank 3's and that is the only difference. The necro DPS is not wanting on raids, and wizards are hurting but not near as much as mages on burst. They get help on burst it will help the grouping wizard. So it will be for the mage.
Calebe