The group I currently play with is normally SK, Bard, me, and sometimes a beastlord. We normally have merc healers. I'm a group player with no intrest in raiding as I'm very casual and not really a lot of time to commit but I have friends that play and let me tag along. The rest of the group I play with are really good friends and are very well geared especially the SK. What spells should I have up? atm I only have 10 spell gems but working towards getting 2 more just to get that out of hte way and have a full line up. The SK is really good and has no problems holding agro so I can nuke to my hearts content.
Currently I'm using Surge of Thumacreation, Ravenous Flames, Circle of Brimstoneskin, Malosenea, Fickle Blaze, Torrid Sands, Shock of Discordant Steel. Deluge of Thunderbolts (which i'm not sure if I should even have up) Chaotic Boon (again probably shouldn't have up seems more a solo spell then group spell), 10th slot I have aura for when it drops. Should I shuffle some of these around, drop some, and what should be my next 2 when I get those AA's? Cold spells for situational or just swap those in and out as needed? Thanks in advance
spell line up
Re: spell line up
There was a thread about this before (http://www.eqmagetower.com/forums/viewtopic.php?f=6&t=547) but I think that was pre-underfoot. I'll throw my general spell lineup here (this is for 12 gems):
1 - Bolt
2 - Fickle
3 - Thaumatize
4 - Pet rune
5 - Brimstone skin
6 - Pet heal
7 - Pet Promised Heal
8 - Iceflame tenement
9 - RS
10 - Burnout
11 - Burning Brimbody
12 - Twincast
Replace 1 and 2 with ATA spells when fighting valid targets for those spells exclusively. In a mixed bunch I just stick with the fire spells. Burnout and iceflame are my two swappable spells gems, which I trade out for buffs or summon items I need at the time. This is really my soloing lineup, but I don't change it around that much for grouping (maybe drop the heals for summon ice shard so I can summon those on GoM procs when the current mob is low on health).
Something that can easily save you a spell gem is getting the AA malo. It's also harder to resist than regular malo, so once you get it you'll almost never load regular malo again (except maybe on raids).
I do wonder why you have so many different DD spells up. I understand that's what we do, but I'd like to comment on your spell choices real quick:
Torrid sands - not a spell I ever find terribly useful. I don't recall it being particularly mana efficient (I think quite the opposite actually), or making a very big boom. It's fast casting, but I think that's all it has going for it. You'd probably be better served with bolt loaded since it hits harder and is more mana efficient. TS is ok for runners, but isn't enough to take one down much unless they're really weak.
Shock of Discordant Steel - Unless you're fighting really fire resistant mobs or are specialized in conjuration I wouldn't load this. Not that it's a bad spell if conj specced, but I personally don't use it much.
Deluge of Thunderbolts - If you're fighting 2+ mobs at once and your tank can keep aggro on both, our rain spells are great. They're very mana efficient on 2+ targets. Unlike shock of steel this is a magic based evocation spell, so good if you're evo specced and fighting fire resistant stuff. Still, I'd think the determining factor in using this is if your group is pulling 2+ mobs at a time and your tank can keep aggro on both. If so, don't just use this, use rain of molten scoria as well. Otherwise I'd stick with a single target nuke.
Fickle Blaze - hands down one of our best spells. Yes, this should always have a home in your spell lineup unless you're fighting things you can use ATA on. Even then it's still not be a bad idea.
Other spells you have up:
Surge of Thaumacreation: I never use this. I have it, but I don't think I've ever even loaded it. That said I'm not in much of a position to criticize it since I've never used it. I understand most mages don't like it, but if you do, more power to you.
Chaotic boon: Unlike most mages I really like this spell, but only for soloing. If I'm not using my merc I find this is a fairly mana-efficient heal for my pet. Pop it and nuke away and hope it procs enough to keep my pet up. If it's not keeping up I drop the occasional promised heal as well. In a group though I don't see much use, particularly since you have an SK to tank for you most of the time.
Ravenous Flames: Might work well for you since you're usually grouped and have a valid player tank to cast it on. I don't use it for the long recast, but if it works for you, stick to it.
After all of this, I'd like to point out this is just my opinion. Your mileage may vary, and if you enjoy some of the spells you're using, great, keep using them. I just tend to stick with evocation spells since that's my spec, and either ATA or fire spells most of the time.
1 - Bolt
2 - Fickle
3 - Thaumatize
4 - Pet rune
5 - Brimstone skin
6 - Pet heal
7 - Pet Promised Heal
8 - Iceflame tenement
9 - RS
10 - Burnout
11 - Burning Brimbody
12 - Twincast
Replace 1 and 2 with ATA spells when fighting valid targets for those spells exclusively. In a mixed bunch I just stick with the fire spells. Burnout and iceflame are my two swappable spells gems, which I trade out for buffs or summon items I need at the time. This is really my soloing lineup, but I don't change it around that much for grouping (maybe drop the heals for summon ice shard so I can summon those on GoM procs when the current mob is low on health).
Something that can easily save you a spell gem is getting the AA malo. It's also harder to resist than regular malo, so once you get it you'll almost never load regular malo again (except maybe on raids).
I do wonder why you have so many different DD spells up. I understand that's what we do, but I'd like to comment on your spell choices real quick:
Torrid sands - not a spell I ever find terribly useful. I don't recall it being particularly mana efficient (I think quite the opposite actually), or making a very big boom. It's fast casting, but I think that's all it has going for it. You'd probably be better served with bolt loaded since it hits harder and is more mana efficient. TS is ok for runners, but isn't enough to take one down much unless they're really weak.
Shock of Discordant Steel - Unless you're fighting really fire resistant mobs or are specialized in conjuration I wouldn't load this. Not that it's a bad spell if conj specced, but I personally don't use it much.
Deluge of Thunderbolts - If you're fighting 2+ mobs at once and your tank can keep aggro on both, our rain spells are great. They're very mana efficient on 2+ targets. Unlike shock of steel this is a magic based evocation spell, so good if you're evo specced and fighting fire resistant stuff. Still, I'd think the determining factor in using this is if your group is pulling 2+ mobs at a time and your tank can keep aggro on both. If so, don't just use this, use rain of molten scoria as well. Otherwise I'd stick with a single target nuke.
Fickle Blaze - hands down one of our best spells. Yes, this should always have a home in your spell lineup unless you're fighting things you can use ATA on. Even then it's still not be a bad idea.
Other spells you have up:
Surge of Thaumacreation: I never use this. I have it, but I don't think I've ever even loaded it. That said I'm not in much of a position to criticize it since I've never used it. I understand most mages don't like it, but if you do, more power to you.
Chaotic boon: Unlike most mages I really like this spell, but only for soloing. If I'm not using my merc I find this is a fairly mana-efficient heal for my pet. Pop it and nuke away and hope it procs enough to keep my pet up. If it's not keeping up I drop the occasional promised heal as well. In a group though I don't see much use, particularly since you have an SK to tank for you most of the time.
Ravenous Flames: Might work well for you since you're usually grouped and have a valid player tank to cast it on. I don't use it for the long recast, but if it works for you, stick to it.
After all of this, I'd like to point out this is just my opinion. Your mileage may vary, and if you enjoy some of the spells you're using, great, keep using them. I just tend to stick with evocation spells since that's my spec, and either ATA or fire spells most of the time.
Re: spell line up
My standard set up is:
RS
Bolt
Fickle
Twincast
circle
Pet rune
Siphon
Trauma. pet
Promised
heal
Burning pyro
Aura <--- is what a swap out for buffing
For DPS it would not be the best set up but it does well in all situations.
RS
Bolt
Fickle
Twincast
circle
Pet rune
Siphon
Trauma. pet
Promised
heal
Burning pyro
Aura <--- is what a swap out for buffing
For DPS it would not be the best set up but it does well in all situations.
Re: spell line up
I don't see the RS pet on your list, which would be the most important one. Can't say I'm a fan of ravenous flames spell.
In general:
1. RS pet
2. Nuke 1
3. Nuke 2
4. Nuke 3
Now 2-4 might be different depedning on what I'm doing. I have different spell sets for raiding, soloing, grouping, vs. summoned, etc. Raids it would be Jolt, Bolt, Fickle. Group it might be Fickle, Bolt, Sands. In a place with lots of summoned I'll have AtA nuke. But if I want to go "full burn" I'll cast 1-4 in that order as fast as possible.
5. Twincast
6. Malosenea (always on raid targets or group nameds, optional on trash as I use the AA one instead, if soloing I keep a pet spell up in case I have to chain pets)
7. Aegis
8. Ethreal symbiosis
9. Thaumatize
10. Promised rejuv
11. Surge of Thaumacretion (if soloing, pet heal/renewal)
12. Burning Pyroshroud (and swap out spot for mod rods or other buffs as needed, also chaotic boon if soloing very difficult mobs)
I have max AA for buff extension, so all the other ones like burnout, DS, iceflame, aura, and so on just get swapped in when needed.
Other things worth looking at are the AAs we now have. Malosinete I mentioned earlier, get it. CoH is an AA now, get it. Gate is an AA now, get it. These are spells I used to keep in the lineup, now I don't need too.
In general:
1. RS pet
2. Nuke 1
3. Nuke 2
4. Nuke 3
Now 2-4 might be different depedning on what I'm doing. I have different spell sets for raiding, soloing, grouping, vs. summoned, etc. Raids it would be Jolt, Bolt, Fickle. Group it might be Fickle, Bolt, Sands. In a place with lots of summoned I'll have AtA nuke. But if I want to go "full burn" I'll cast 1-4 in that order as fast as possible.
5. Twincast
6. Malosenea (always on raid targets or group nameds, optional on trash as I use the AA one instead, if soloing I keep a pet spell up in case I have to chain pets)
7. Aegis
8. Ethreal symbiosis
9. Thaumatize
10. Promised rejuv
11. Surge of Thaumacretion (if soloing, pet heal/renewal)
12. Burning Pyroshroud (and swap out spot for mod rods or other buffs as needed, also chaotic boon if soloing very difficult mobs)
I have max AA for buff extension, so all the other ones like burnout, DS, iceflame, aura, and so on just get swapped in when needed.
Other things worth looking at are the AAs we now have. Malosinete I mentioned earlier, get it. CoH is an AA now, get it. Gate is an AA now, get it. These are spells I used to keep in the lineup, now I don't need too.
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