master Spell idea list for new expansion

Anything relating to the magical arts (pets, spells, AAs).
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Shardin
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Re: master Spell idea list for new expansion

Post by Shardin »

I don't mind adding a new spell line as long as it either replaces or is combined with a previous spell line.

And yes, our pets and our nukes are way too weak.
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JerusEQ
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Re: master Spell idea list for new expansion

Post by JerusEQ »

I'd really like to see the new RS line be on a different timer than the old one so they can be weaved together for max DPS. Right now our burn just doesn't seem enough, can't just dump it like other classes. However an alternative idea if they aren't going to do that is to add another RS-like line that does instead of a melee pet a caster pet like Servant of Ro but as a spell, on a different timer than RS of course though. Just an idea.
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deadman1204
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Re: master Spell idea list for new expansion

Post by deadman1204 »

id like a little distance from the spam RS idea
its quite powerful, but I dont want a 3k+ mana spell every 15-20 seconds to be required for us to dps
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JerusEQ
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Re: master Spell idea list for new expansion

Post by JerusEQ »

deadman1204 wrote:id like a little distance from the spam RS idea
its quite powerful, but I dont want a 3k+ mana spell every 15-20 seconds to be required for us to dps
See that's the thing, it shouldn't be required but we should have an option, of course the damage to mana has to remain at least similar to our other things and really greater due to it being spread out over time and chance of it not getting fully used.

I read somewhere that on average RS pet does 70k damage(I'll try and check this tonight on test), so I'm gonna low-ball it and say 40-70k/3k mana which works out to 13:1-23:1 efficiency, which is insane actually. Compare that to our DDs which are (Bolt) 6338 dmg/1141 mana which is a 5.5 damage/mana efficiency, or (fickle) 5028 dmg/866 mana which is 5.8 efficiency.

So really another RS like pet would be giving us more efficiency, more burn possibilities as in dropping our mana faster, and I'm not asking that they take away the key nukes that people use just that something burn wise be added, plus another RS pet out would make Jolt that much more viable in more situations.
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svenalo
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Re: master Spell idea list for new expansion

Post by svenalo »

Yet another RS out is not going to make Jolt more effective for the most part. The number of hits is capped and on raids you are almost guarenteed to be over the cap, and in group content with all the weapons that proc pets and our pets and everyone elses pets you would likely be at or over the cap on anything you would want to Jolt.
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JerusEQ
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Re: master Spell idea list for new expansion

Post by JerusEQ »

svenalo wrote:Yet another RS out is not going to make Jolt more effective for the most part. The number of hits is capped and on raids you are almost guarenteed to be over the cap, and in group content with all the weapons that proc pets and our pets and everyone elses pets you would likely be at or over the cap on anything you would want to Jolt.
/shrug for me in groups it's usually my pets only, and pet weapons just aren't worth it for most people I group with. Also solo occasions or 2boxing, not saying it would have great outcomes with jolt, but if another RS has same timer as current RS we could have 2 or each + normal for 5 pets just from us, 2 nukes from max, and if you use boomerang primary maybe 6.. then need 4 more for last.

I don't know basically I just feel like we lag pretty far behind on burns, and having another RS like ability would help. It could be a new type of RS (was just an idea) or just having the next RS line not linked to current, or even a big nuke would be ok but that is a bit too wizard-like imo.

I'm new though, I'm not trying to push this just throwing out my ideas and responding to things I don't fully agree with or want to clarify. Overall Mages are fun for me, and seem pretty good at what they do, but burn dps and mana regen seem like the two pf the biggest downfalls for me.
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JerusEQ
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Re: master Spell idea list for new expansion

Post by JerusEQ »

As I wasn't sure I went to test to find RS pet damage. 1 cast of it without our aura it was doing like 58k, with aura it was 65k, and with bard overhaste aura it was 78k. I just chained RS for like 20 minutes in each of these situations, then divided by total casts. I did these test on the level 98 test dummy which I hear is supposed to be the best estimate for raid mobs but /shrug not sure on that. I do know that the RS pets can do up to 140k on like 0 defense mobs (like the steamfont parse mob and the rivervale parse mob). So i'm guessing this is a good estimate, but that makes RS pet pretty dang efficient I don't know why one wouldn't want to get a second RS-like spell? It seems like our best spell overall. The drawback is that the mob can die before it does it's fully damage, and it's still very mana intensive. If there is a good reason haven't another would be back though I'm all ears.
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Voragath
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Re: master Spell idea list for new expansion

Post by Voragath »

Spamming RS pets is not now nor has it ever been a requirement for dps. It's required for BURN dps. It's our mana dump option to go full burn. And it's freaking awesome because it's damage that is almost guaranteed and is happening while we are weaving. As a burn option, this is a very powerful tool. The only other option I can think of is wizard-like nukes which takes us away from class definition and puts us on a slippery slope, imo. That being said, I'm still interested in hearing any better ideas [than RS pet ability] for a mana dump option to bump our full burn potential.

Jerus, I think I parsed our RS pet out on a test 85 dummy, not fighting back, to be about 2k dps while up, iirc. It was em 8 focused with our UF aura only, no other buffs. I had full aa's for recast and extension, and have the 4.5 robe. I ran individual pets though, because chaining them is hard to do without overlapping or creating a gap.
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Voragath
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Re: master Spell idea list for new expansion

Post by Voragath »

JerusEQ wrote:
deadman1204 wrote: ...plus another RS pet out would make Jolt that much more viable in more situations.
Jolt was designed to be a raid spell. I think of it as the raid version of Torrid Sands. It's a fast cast that can be thrown in to make a weave of 3 spells. There should be enough pets up at all times to give you a decent amount of dps with a burn bonus kicking in during the burn phase when there are swarm pets up (true swarm, not fire and forget like RS and hypergrowth). If you time it just right, you can pop your elementals to extend the burn bonus on jolt. It all depends on how long the mob is gonna live and who's popping there swarm when. Like, say, Brekt is hard because he may not live long enough or the dt may land on you before you get to cast your swarm or in the middle of your swarm. Fippy's last phase generally doesn't last long enough to do this either so all swarm pets have to go out first because FIppy's next to dead when they start to depop.

This is in addition to the point piemasta mentioned earlier about the cap.
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JerusEQ
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Re: master Spell idea list for new expansion

Post by JerusEQ »

Yeah, 2 RS pets out all the time was a little over 4k, so would make sense that 1 pet = 2kish.

As for Jolt yeah it seems like a situational nuke that is designed for raids, but it can easily be worth while in groups as long as you have like 4 pets it's > torrid unless i'm mistaken.
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