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Old 18-12-2009, 08:13   #1
laphroaig
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Default Updated Raise Spirit: an evaluation

Quote:
Originally Posted by [GM]Viral View Post
Changes
  • Cool time application for wizard’s raise spirit skill has changed.
    • Cool time now applies to the individual players who receive the skill.
      • When the raise spirit skill’s own cool time has been cleared, the skill can be cast to any party member who is not under the skill’s cool time.
    • Cool time is 5 minutes per character, and the cool time does not reset upon the character’s death or re-connection.
    • When the remaining cool time becomes 30 seconds or less, now the skill icon does not blink anymore.
    • Player cool time icon for raise spirit skill as been added.
      • When the skill is cast on a player the icon (in a de-buff icon form) appears and remains for five minutes.
      • The icon remains regardless of the character’s re-connection or death.
    • Cool Time Application: Once the cool time is applied to a character, it goes for 5 minutes, regardless of the character’s status.
      • If a player disconnects when his cool time was 4 minutes, and then re-connects 3 minutes after, then his cool time becomes 1 minute at the time of log in.

It’s been a few days since we had the (CABAL Reloaded) update, and apart from some initial problems everything seems to run smooth now.

Probably the biggest change in the this update (see the above change log) is the “limitation” of the SP buff. Every class can only receive an SP buff once per 5 minutes. After players first heard of this idea, there came several threads where this idea was flamed a LOT ;p But now we’ve actually all been able to play according to these rules, so now we can say if the flames were justified or not.

Finishing a ‘difficult’ dungeon like FI or AoS1 in duo/trio style, which was done quite often before the update. After the update this is actually (a bit surprisingly to me) still possible. Yes it takes a little longer, and requires a bit more tactics at some places, but it’s still possible to do. Even the hardest dungeon FT2, it’s still possible to play and finish.

My opinion is, that this SP limitation works rather well. The extra damage gained by the 4 rings update compensates quite a lot I think. And because we have a cool down buff, wizards can see directly when SP is ready, no more spamming that button because the buffs seems cooled. Now there is an actual countdown! The same applies to the party-members of a wizard, everyone will know when the SP buff is ready now. Especially in heavy-combat situations like for instance CA this proves very efficient. The luxury of 24/7 BM2 is gone, but 4 rings and a little bit of intelligence make up for that quite easily.

All in all I think this update/change in the SP system has worked rather well. And now that fury level 3 potions are more available in-game the impact of this update isn’t all that big as I first thought. I believe fury level 3 potions aren’t craft able yet, but I hope this will come with the next update. That might make a lot of basic crafters very happy ;-)

Opinions please!
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Old 18-12-2009, 08:17   #2
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Yea, it hasn't diminushed the role of a Wi in party.. it's still usefull
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Old 18-12-2009, 08:21   #3
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yea..its still a diamond...but sad cause only this make wi what is it...if FA had this buff...fa was a pro..

and btw...normal attack on bm2 is very cool..
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Old 18-12-2009, 08:21   #4
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i try do duo fi with my friend wi ( fs + wi ), proly hardest part is with those fire summon, captain isnt that hard already done 2 ppl style )
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Old 18-12-2009, 08:28   #5
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Quote:
Originally Posted by zomago View Post
yea..its still a diamond...but sad cause only this make wi what is it...if FA had this buff...fa was a pro..

and btw...normal attack on bm2 is very cool..
Actually i think with the new 30% dmg and the bm2 auto atack, the WI is a rly good dmg dealer.
Also with this random DC 2 WIs are better in a party.
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Old 18-12-2009, 08:36   #6
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Actually i think with the new 30% dmg and the bm2 auto atack, the WI is a rly good dmg dealer.
Also with this random DC 2 WIs are better in a party.
we did fs/wi/wi was easy, i dont mind have more wi in pt xD
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Old 18-12-2009, 08:55   #7
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No blinking buffs, nooooooo~
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Old 18-12-2009, 08:56   #8
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Wiz rules now.
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Old 18-12-2009, 08:57   #9
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Because of the auto atk, no human error will exist, so we can say that dps was increased by this. Additionally, the 30% CD + auto atk + WI Bm2 results in crazy dps, so that the SP limitation isn't a big bubu in dungs

Well, some time ago, FA was needed very much for heal....
Now, HP leach solws all in almost all dungeons except Ft2. In the rest, FA is dmg dealer and buffer. But a FA in party is very good, because it's heal makes me not use pots, or reduce the number, so still needed at lv'ing

Same thing happens to WI now, with SP nerf and the introduction of fury potion (large) and decreasing the amount of materials to craft these pots + increasing (I think) the drop rate of yellow powder. But WI is still needed for his SP buff

I think the dev's listen to FA/WI, so they will not be heal/SP slaves, and also make happy the ring crafter with 2 more additional ring slot's now, basic crafter with fury.

So if we sum it up, the dev's did exactly what u guys requested!
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You cant buy gameplay with alz -
thats the reason why many players dont have it

Last edited by dedantemon; 18-12-2009 at 09:02.
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Old 18-12-2009, 09:07   #10
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In my opinion 2 more rings+wi bm2 auto attack>sp ct
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Old 18-12-2009, 09:11   #11
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Nice evaluation, I totally agree with all of it.

And the ones who don't are to shut up for the time being anyway, and stack up on fury potions lvl3.
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Old 18-12-2009, 09:17   #12
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I very much appreciate that they removed constant SP.I didn't feel too well about having everything too easy.Also,the extra 2 rings have enlarged possibilities and the now WI BM2 is pure perfectly timed DPS.
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Old 18-12-2009, 09:25   #13
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Yes its true it works rather well the auto attack rulez

Yesterday was able to solo tank for the 1st time with the crapyest ekips you can imagine

ps: found a way to be fully amped and still have vampire = 1 life leech ring 5% hp steal DDD

+ vamp earrings etc :P

Altough the sp nerf... sucks rly but we only have to addapt


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I very much appreciate that they removed constant SP.
-1

Quote:
I didn't feel too well about having everything too easy.Also,the extra 2 rings have enlarged possibilities and the now WI BM2 is pure perfectly timed DPS.
+1
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Old 18-12-2009, 09:30   #14
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I remember you were screaming on Viral's blog's (poor GM, he is innocent) about WI SP nerf, "WI is doomed", "I will quit WI", etc.... And now you love it haha, funny

A guy said some nice words some months ago on my thread: "The WI do not like the update, but after we get it, they will love it"
Don't think these were exactly this words, but this was the idea
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You cant buy gameplay with alz -
thats the reason why many players dont have it
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Old 18-12-2009, 09:31   #15
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So I get a neutral score ?
-1
+1
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Old 18-12-2009, 09:35   #16
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but i want to be a heal slave :/// update made me make more dmg so im grateful, and thats about it.
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Old 18-12-2009, 09:40   #17
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Its the same cooldown as my AoD. I never cried about not being unkillable for the next 5 minutes. It was an addition that need to be put in place imo.
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Old 18-12-2009, 09:42   #18
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i agree to 1 thing.yeas its possivle duo trio.but before patch such newb like me 16x could actully stand for FI now..i die alot more often and my guildmates are not really satisfied...so patch nerfed average players.
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Old 18-12-2009, 09:45   #19
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Quote:
Originally Posted by Stonewall View Post
Its the same cooldown as my AoD. I never cried about not being unkillable for the next 5 minutes. It was an addition that need to be put in place imo.
pssssst... this isnt tg (in tg you have sp packs, off tg not)

besides look at your ss for example

you cast it it goes down (for example)

if you have another fs on pt he can cast another ss and you can get it

with sp is diferent you cast sp it goes to cd and you cannot receive sp from an other random wizard for the next 5 mins making it extremely hard wen some1 accidently dies after getting sp

Quote:
Originally Posted by gumbala View Post
i agree to 1 thing.yeas its possivle duo trio.but before patch such newb like me 16x could actully stand for FI now..i die alot more often and my guildmates are not really satisfied...so patch nerfed average players.
i actualy can duo fi the same way :P and i can make alot better score on tg sooo it didnt nerf average players.... much
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Old 18-12-2009, 09:47   #20
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Quote:
Originally Posted by SNIPERLAZAR View Post
pssssst... this isnt tg (in tg you have sp packs, off tg not)

besides look at your ss for example

you cast it it goes down (for example)

if you have another fs on pt he can cast another ss and you can get it

with sp is diferent you cast sp it goes to cd and you cannot receive sp from an other random wizard for the next 5 mins making it extremely hard wen some1 accidently dies after getting sp
Noone die when Stonewall is around
*Tanks everything*
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i meeted that guy "stonewall" guild master of aquaris who was a good player for me cuz he was so shine in hes +6 mithril
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Old 18-12-2009, 09:49   #21
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Quote:
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Noone die when Stonewall is around
*Tanks everything*
alow me to bump you







/care about your tanking ^^
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Old 18-12-2009, 10:06   #22
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Quote:
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test
But you are not comparing ss with sp right?
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