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The Beastlords' Den  |  Beastlord Discussions  |  The Campfire  |  Topic: New test spells on lucy 0 Members and 1 Guest are viewing this topic. « previous next »
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Topic: New test spells on lucy  (Read 1625 times)
Hzath
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« on: July 29, 2010, 03:50:30 PM »

http://lucy.allakhazam.com/spell.html?id=27411&source=Test  (boom)

Lots of new stuff, not tons beastlord related that excited me other than this one though.
« Last Edit: July 29, 2010, 03:52:57 PM by Hzath » Logged

Khauruk
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« Reply #1 on: July 29, 2010, 05:27:58 PM »

Bestial Bloodrage changes (http://lucy.allakhazam.com/spellhistory.html?id=23695&source=Test).  At rk3 it looks like a nice pet disc (of course dependent on base pet dps for the expansion).  The Bestial Exhaustion pet killer is still definitely a no-go (http://lucy.allakhazam.com/spellhistory.html?id=23697&source=Test), even at 5%.  Make it a huge debuff to the pet - -10,000 strength, -10,000 attack or something.

New pet doom timer heal, I'm guessing, Promised Wardmending, has an odd effect added...werewolf illusion negative AC and damage boost.  I'm thinking this is a goof-up or something though, as some of the lines on the spell don't seem to jive w/ the effect.

There's a summon companion there now w/ a chance for pet fade on it, so I'm guessing pet won't need to be out of combat to use this anymore.
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Camikazi
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« Reply #2 on: July 29, 2010, 07:08:34 PM »

Bestial Bloodrage changes (http://lucy.allakhazam.com/spellhistory.html?id=23695&source=Test).  At rk3 it looks like a nice pet disc (of course dependent on base pet dps for the expansion).  The Bestial Exhaustion pet killer is still definitely a no-go (http://lucy.allakhazam.com/spellhistory.html?id=23697&source=Test), even at 5%.  Make it a huge debuff to the pet - -10,000 strength, -10,000 attack or something.

New pet doom timer heal, I'm guessing, Promised Wardmending, has an odd effect added...werewolf illusion negative AC and damage boost.  I'm thinking this is a goof-up or something though, as some of the lines on the spell don't seem to jive w/ the effect.

There's a summon companion there now w/ a chance for pet fade on it, so I'm guessing pet won't need to be out of combat to use this anymore.
There is a Lycanthropy with that affect but I don't think it's what will be used, if you check Promised heals (all of them) they all have lycanthropy, it's like another version of Screech it is there for stacking purposes.
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Mazame
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« Reply #3 on: July 30, 2010, 01:42:51 PM »

Some end regen is better then non but when doing the math this is not that much at all.


If I were to chain cast paragon every time it was up on one group then it would be the following

paragon = 12 min recast  and last 60 sec
so that is 10 tick  @  94 per tick
so 940 end in 60 sec every 12 min.
avg that 940 over 12 min to compare with druid skin getting 4 per tick, mean we get 7.83 per tick in that 12 min period so almost double skin. but that saying we chain cast it on that group. where skin can be put on many groups and forgotten about for a few hours.

I would rather they have added it to SE at say 7 per tick and would have been better imo.  

Looking at the 2nd problem if this was ment to be a get X player back on feet after death  then the burst of End over 1 min rather then having to wait the 12 is nice yet when you look at the fact that we can only use it every 12 min then that mean we could help out one tank or one healer every 12 min after then die so it loses it value there. if that was the intent then I say move it from Paragon to focus paragon so that we could use it effective as a recover tool.

3rd problem is that the total regen is 940 end  with that what can you real do ?
most dics are 1000-3000 end.  there are also the upkeep disc that cost 50-70 upkeep and last 10-30 sec .. so some of them that run out of end before the timer is up as well so for a 12 min refresh on this I think it should  offer a lot more end if used as a recover tool.  so that those that get it can use it.


My Idea to fix it.

keep it at 94 a tick but put it on focus paragon
or
make it 7-8 a tick and add it to SE
or
up it 400 per tick on paragon so that it will give 4000 end in 1 min letting people use thier discs ..
or
put it on a diffrent aa /timer so that we can use it on ppl that need and use our mana regen on other rather then having to pick one or the other and the end not help enuff to counter act giving mana to a caster instead.

any of those 3 would work but as it is when you look closer it not offer much and the 12 min reuse mean few will gain from it. yes it a group spell but if your saving for a tank that go down then maybe only that tank is in need when you hit the group. if you use on a healer to fill there mana it may not be of any use to ppl in that group depending on group make up.

thats my feeling on it .
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Mazame
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« Reply #4 on: July 30, 2010, 02:06:37 PM »

Asked a rog to run some numbers for me this was her responce

Rogue discs, especially the ones we're supposed to use repeatedly, have a super high endurance cost. Some of our older stuff doesn't cost as much, but it adds up. And one of our AA's eats endurance as well.

Rogue's Fury AA = 2250 endurance.
Frenzied Stabbing = 2250 endurance.
Assassin's = 3600 endurance.
Twisted Chance = 1950 endurance.

Add into that:
Assault every 30 seconds (1128 endurance per click)
Bleed every 30 seconds (another 691 per click)
Pinpoint Vitals every 2 minutes (717 endurance a click)
Thief's Eyes every 90 seconds (200 endurance) .

That's a typical burn. With in-combat regen, that's tearing up my endurance bar.

On events where I'm dropping a smokescreen (1575 per trap) then the endurance chunk gets bigger.
Daggerlunge, the rogue opener, costs 1270 a click.

If it's a long enough fight for me to use my two 5 minute refresh disc, there goes still more endurance -
Kinesthetics eats 1350.
Deadly Precision another 1440.

Counterattack, my most commonly used defensive disc, tears through 930 endurance in 12 seconds.

Basically - as wonderful as the endurance regen is, they need to upgrade it - a lot - to make it truely valuable. As it stands, I come in from a call with enough endurance to do a couple of clicks, but not to burn anything. And adding the paragon to it is just going to give me enough to run something as short a duration as counterattack.

It's a step in the right direction, but I think they need to reevaluate their numbers.
« Last Edit: July 30, 2010, 02:23:48 PM by Mazame » Logged
Khauruk
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« Reply #5 on: July 30, 2010, 03:34:45 PM »

It's enough to have a freshly rezzed warrior burn defensive for the duration of the disc.
It's enough for a beastlord to pop Bestial Fury.
It's enough for a monk to use speed focus.
Etc, etc.

Yeah, people won't be able to use their big new discs with it, but they'll get some burn out of their older discs if they have them up.  Just the ability to keep a warrior under defensive alone is pretty huge.
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Hzath
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« Reply #6 on: July 30, 2010, 06:37:56 PM »

I'm excited about the 50%+ boost to mana given on paragon.  Should be 8460 mana (assuming no further extension AAs) returned per cast, that's very healthy for groupers and should be 12%+ of an endgame HoT raider's mana pool.
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Nusa
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« Reply #7 on: July 30, 2010, 11:53:29 PM »

6 ticks + 50% AA extensions + phantom tick on cast = 10 ticks. So 16400 hp, 9400 mana, 940 endurance for paragon, over time.
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Hzath
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« Reply #8 on: July 31, 2010, 01:29:45 AM »

I almost always forget about the phantom tick, giving an extra 940 mana doesn't hurt the case that it's going to be pretty solid if it stays as is.
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bradam
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« Reply #9 on: July 31, 2010, 03:00:46 PM »

Too early to say if those paragon numbers are good/bad yet imo. The bad thing is we dont know what the gear inflation into HoT is going to be.  Group gear could go up 100 hme or 300 hme, its hard to say till beta rolls out. 

 Hoping I can get in beta again this year, last year was my first beta and I wasted a few weeks just trying to figure out wtf was going on.  Beta needs to come with an instruction manual or something   cool
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Khauruk
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« Reply #10 on: July 31, 2010, 03:04:49 PM »

As long as mobs take long enough that paragon is useful (short fights for high dps guilds are the biggest reason that beastlords are useless in many raids), 9000 mana added will be nothing to joke about.  Spells on Lucy so far stay in line w/ mana costs from current expansions (at least roughly), so 9000 can be turned into a serious chunk of damage and/or healing.
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Umlat
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« Reply #11 on: August 03, 2010, 03:59:38 PM »

Sure it's not much in endurance, but 5th Wind rk II costs 313 end to activate. The main use of endurance regen on paragon would seem to be aimed at getting melee classes enough endurance to jump start their own endurance disciplines.

For ourselves, the important number is 300 endurance since we'd all like to be able to be able to Play Possum ASAP when being rezzed into a possibly incipient wipe or simply into a camp spot that isn't 100% secure.
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bradam
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« Reply #12 on: August 03, 2010, 05:56:16 PM »

There's alot of new stuff on lucy now, all listed as Placeholder - Generic - PC Spell
but you can click on them and hit detail and see the name and what it does etc.

Some odd pet ones I'm asssuming arent done yet.

100 hands for pet?  http://lucy.allakhazam.com/spell.html?id=27154&source=Test

Pet Hot got a big increase   http://lucy.allakhazam.com/spell.html?id=27136&source=Test


New slow  http://lucy.allakhazam.com/spell.html?id=27127&source=Test

Fero upgrade  huh   http://lucy.allakhazam.com/spell.html?id=27194&source=Test

http://lucy.allakhazam.com/spell.html?id=27202&source=Test some kind of debuff?



Most copy and paste upgrades, didn't see new pet spell tho

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Sikkem
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« Reply #13 on: August 03, 2010, 06:11:13 PM »

God I wish they would just give up with the fero line.
Quote
Insanity: doing the same thing over and over again and expecting different results.
Albert Einstein
Pretty much sums up the Fero line for the last few years imo

That last one looks like a new nuke with a disease component as well as poison and ice.

Rangers have 2 new heals on Alla's so maybe we will get the same
First (level 86) is a 2.5k heal with a 3 sec cast time and 1.5 sec recast
Second (level 89) is a 4k heal with a 1.8 sec cast time and a 30 sec recast.

The first spell is just a cookie cutter upgrade. Hopefully they will shorten the cast time on the second heal.

I guess the good point is that so far there isn't any pet sacrifice spells.
« Last Edit: August 04, 2010, 06:44:45 AM by Sikkem » Logged



Sikkem - 85 Beastlord - The Rathe
Hzath
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« Reply #14 on: August 03, 2010, 06:31:43 PM »

100 hands is just a way to make you attack faster, it's good stuff.  It's listed as a group target type, which would be crazy, if I'm reading the spell data right it's -15HH, for reference warcry is 5 and speed focus is 25 I think.

Resist mod upgrade on the slow is nice, definitely should plead for .5 cast time.

Kron's Maelstrom looks interesting, curious what all the effects are (dots maybe? debuff?)

Neivir's protection and aggression look like offensive/defensive stances for the warder.  

http://lucy.allakhazam.com/spell.html?id=27112&source=Test

http://lucy.allakhazam.com/spell.html?id=27109&source=Test

Dragonscale Guard upgrade, .5 cast time with a 60s recast.  I like it for in combat.

http://lucy.allakhazam.com/spell.html?id=27160&source=Test

A new melee flurry attack in addition to the foray upgrade.  12s recast, will be a big end drain from the looks of it.

http://lucy.allakhazam.com/spell.html?id=27121&source=Test

New ice nuke got a massive upgrade.

http://lucy.allakhazam.com/spell.html?id=27173&source=Test

PBAE ice nuke


http://lucy.allakhazam.com/spell.html?id=27176&source=Test

END regen on SE

http://lucy.allakhazam.com/spell.html?id=27191&source=Test
« Last Edit: August 03, 2010, 06:38:06 PM by Hzath » Logged

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