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Delirin
03-07-2007, 04:09 PM
Our specials go off way too fast these days. I understand and agree with trying to up the sorcerer dps but currently, every time I crit I get a second crit free (which is VERY frequently). It becomes more of a tedium to press a second button every time I crit, while it was a nice little bonus I got to use once and a while.

On top of this, the fire special being triggered by non fire spells? Why even have a seperate fire special if it does exactly the same thing as the mimic special with a different effect... and just as often.

The upped dps is appreciated, but the tedius button mashing is not. My specials are a bit annoying now rather than a cool interactive bonus.

My 2 cents.

uberowo
03-07-2007, 04:58 PM
interesting post...

edited by Labyrrinth

Delirin
03-07-2007, 06:26 PM
interesting post...

edited by Labyrrinth

pot.... kettle?


Regardless of the previous posters insightful contribution, any other sorcerer's have an opinion on this? This patch made our specials... well, less special imo.

phaelanx
03-07-2007, 06:28 PM
The onlything i have to agree with you is that it is retarded for Incinerate (fire finisher) to be triggered by non fire based spells...

The recast on mimic is nearly instant which is fine by me, cause well I am a sorc I do damage, thats it. I don't take damage, i don't heal damage, I DO DAMAGE.

If your concerned with carpal tunnel from button mashing your hot buttons, either be a different class, or learn to set up your hot buttons better...
I like to make use of the 1-5 keys for the majority of my DD spells
so i have the standard 1 2 3 4 5, than shift +, alt +, ctr +
so boom right there thats 20 hot buttons with out ever having to move my hand.

The only other suggestion i have for the devs about increasing our DPS, is to stop messing with the +spell damage focus gear, as we level up it gets harder and harder to keep it maxxed out, luckily i've been finding ways to stretch it.
With that said, I would improve the bonus at higher levels to maintain max +spell focus... A level 10 sorc with 100/100 spell focus (very easy to accomplish gets +20% dmg) a level 30sorc with 300/300 (harder to achieve) still only gets +20% spell damage. Don't get me wrong its do able, but for the time and effort i put in to keep my gear as good as possible, id like to see higher reward for the efforts at higher level.

phaelanx
03-07-2007, 06:33 PM
By the way Derillin,

Sorcerers do not have specials we have finishers. Our finishers are set off by a critical hit with a spell, and then we get to stack damage with our finishers. They are in no way special at all.

Melee types and many other types of characters get extensive use of their finishers... They critically hit with melee, finisher 1, then if that crits, finisher 2, then finisher 3 and so on. Finisher 3 so rarely occurs for them that, that could be considered truly special.

Sorcs do not get tier 2 and 3 chain finisher combos the way other classes do. The act that pre-update we had a 5min recast on our finishers was a little limiting. With this patch now, our finishers are more in line with the frequency of other classes, yet we do insane damage.


/nuclearmisslemadeofstyrofoam

Delirin
03-07-2007, 06:38 PM
By the way Derillin,

Sorcerers do not have specials we have finishers. Our finishers are set off by a critical hit with a spell, and then we get to stack damage with our finishers. They are in no way special at all.

Melee types and many other types of characters get extensive use of their finishers... They critically hit with melee, finisher 1, then if that crits, finisher 2, then finisher 3 and so on. Finisher 3 so rarely occurs for them that, that could be considered truly special.

Sorcs do not get tier 2 and 3 chain finisher combos the way other classes do. The act that pre-update we had a 5min recast on our finishers was a little limiting. With this patch now, our finishers are more in line with the frequency of other classes, yet we do insane damage.


/nuclearmisslemadeofstyrofoam


Excuse the terminology foopah. I do fully understand how our finishers work. I'm not afraid of any button mashing, I'm quite the avid masher honestly... I'm also great at playing the sorc class with or without these changes.

What it comes down to for me is specials have gone from what seemed like a cool bonus once and a while to just extra busywork. Basically any crit means you will get a second crit for free now. I just liked it the former way. I personally would prefer they upped dps on the whole rather than giving us increased use of our finishers...

This isn't something that's annoying enough to me to stop playing the class, but it is a bit annoying to me anyway.

phaelanx
03-07-2007, 06:46 PM
Well you know how SOE devs fix things, they use band-aids where sutures/stiches should have been used. I felt like the finishers pre-update was ok, although im glad they reduced their refresh, especially on mimic.

But yes, if they really actually wanted to do a thurough job on upping sorc's dps, they could have scaled +spell damage focus to above +20% for higher levels, or even just let sorcs get up to +30% to damage where other casters only get 20% if they wanted to differentiate our dps from other casters.

Or they could have just run down the list of spells and given us +100 to the min and max of every spell.

But no, they do what saves them the most money, and to change the refresh time on our finishers could take a programmer a day, and if they used really tight coding (which they dont) it could have taken them as little as 30minutes. To make that change. Which means SOE saved maybe 3000$ for getting a result close to their expectation that required as little work as possible...

uberowo
03-07-2007, 06:50 PM
Actually, the third finisher for melees isn't rare at all.

Most melee classes get access to their finishers after a crit, just like casters. Then to get access to their 2nd (followup) finisher, they only have to hit with the 1st finisher.. not crit..

phaelanx
03-07-2007, 06:58 PM
Actually, the third finisher for melees isn't rare at all.

Most melee classes get access to their finishers after a crit, just like casters. Then to get access to their 2nd (followup) finisher, they only have to hit with the 1st finisher.. not crit..

Well there you have it, the proof's in the pudding... Other classes get more frequent and just plain MORE finishers than casters do. I never complained about how my finishers worked as a sorc pre-upgrade. But its nice to see that my finishers are now closer to the frequency of use that a melee type has.

And the fact that I can do several thousand damage in a very very short period of time i.e. 1second. every 3seconds does not make sorcer's uber. We are designed to do that kind of damage, we take any type of damage from a peel we drop like a chior boy....

Pre-update i skipped my finisher a lot of the time.
Post-update i still use it more frequently now, but I am still very cautious of the timing when im in a group, because we will peel mobs, and as we level up the mobs will be more likely to 1/2 shot us. Even with healers, unless their timing is perfect.... More damage does not always mean more uberness as far as in group sorc is concerned. The more damage per cast we do, the more hate management we need to consider. Casting balls-to-the-walls dps in a group is likely to cause problems if your fighting 4-6dot mobs... With adds and all the glory-greatness my groups get themselves into.

Tassadar
03-07-2007, 07:03 PM
i will help anywasys - maybe someone will benefit

Right click on the spell icon and type the following

/reactionautochain

before the

/cast"whatever"

Repeat for all your ofensive spells. Now whenever you crit, you will automaticly execute the chain move regardless of whether or not you clicked mimic fast enough.

To be really leet, you can trhough in

/reactionautocounter

to automaticaly counterspell whenever possible.


edited - Labyrrinth

furball
03-07-2007, 07:21 PM
Tassadar, just wanted to double check. The /reactionautochain goes in BEFORE the /cast ?

Sometimes these macros look backwards to me. The popluar loot macro is one example.

Delirin
03-07-2007, 07:29 PM
The OP is an obvious trol, but i will help anywasys - maybe someone who isn't a troll will benefit

Right click on the spell icon and type the following

/reactionautochain

before the

/cast"whatever"

Repeat for all your ofensive spells. Now whenever you crit, you will automaticly execute the chain move regardless of whether or not you clicked mimic fast enough.

To be really leet, you can trhough in

/reactionautocounter

to automaticaly counterspell whenever possible.

I make a valid point about how I disagree with a class change and am labled a troll....

Regardless, adding a macro is irrelavent as button mashing wasn't the issue. I just don't like the speed that our finishers occur now, and how the our fire finisher (forget the name) can now cast regardless of the type of spell cast previously.

I haven't played any other class, just sorc (24 now) so was not clear on how our finishers compaired to other classes. If other classes were able to use theirs more frequently, I guess I can see why the change was brought in... it doesn't make me like it any more though.

On another note this is the first time (I think) I've even visited the sorcerer forums on SV... are you guys always this welcoming? Does my dislike of the change offend you? if so I'm sorry. Apparently I'm the only one who dislikes these changes and as such, have no right to voice my opinion...

Tassadar
03-07-2007, 09:09 PM
I make a valid point about how I disagree with a class change and am labled a troll....

Regardless, adding a macro is irrelavent as button mashing wasn't the issue. I just don't like the speed that our finishers occur now, and how the our fire finisher (forget the name) can now cast regardless of the type of spell cast previously.

I haven't played any other class, just sorc (24 now) so was not clear on how our finishers compaired to other classes. If other classes were able to use theirs more frequently, I guess I can see why the change was brought in... it doesn't make me like it any more though.

On another note this is the first time (I think) I've even visited the sorcerer forums on SV... are you guys always this welcoming? Does my dislike of the change offend you? if so I'm sorry. Apparently I'm the only one who dislikes these changes and as such, have no right to voice my opinion...

First this isn't the sorcerer forum this (http://www.graffe.com/forums/forumdisplay.php?f=105) is the sorcerer forum.

The reason people are ofended by you is becasue you came off sounding as if you were ofended that you had to press the finsisher botton more often. The extra "work" was too much for you. This does NOT constitute a valid consern and so your were flamed.

Delirin
03-07-2007, 11:50 PM
First this isn't the sorcerer forum this (http://www.graffe.com/forums/forumdisplay.php?f=105) is the sorcerer forum.

The reason people are ofended by you is becasue you came off sounding as if you were ofended that you had to press the finsisher botton more often. The extra "work" was too much for you. This does NOT constitute a valid consern and so your were flamed.

I didn't say anything about having issues with more work, I was not offended, just voicing my opinion on a class change, but am done restating my opinion here. Yeah, graffe is a good site, but as far as SV goes, this is it for sorcerer forums, I'm not going to argue semantics with you or waste any more time in this thread... real constructive posts.

vatoreus
03-08-2007, 07:36 AM
I didn't say anything about having issues with more work, I was not offended, just voicing my opinion on a class change, but am done restating my opinion here. Yeah, graffe is a good site, but as far as SV goes, this is it for sorcerer forums, I'm not going to argue semantics with you or waste any more time in this thread... real constructive posts.

Why use terms such as "busy work", "becomes more of a tedium to press a second button", etc. if you didn't have a problem with pressing the buttons?

I'm sure if you have half a brain, you can see where we got the idea that the idea of pushing more buttons offended you.

Mustang68
03-08-2007, 02:53 PM
Why use terms such as "busy work", "becomes more of a tedium to press a second button", etc. if you didn't have a problem with pressing the buttons?

I'm sure if you have half a brain, you can see where we got the idea that the idea of pushing more buttons offended you.

Hmm..I knod of like "mahsing" more buttons for the simple reason that there's more things to do after all.

Siongest
03-09-2007, 12:52 PM
i will help anywasys - maybe someone will benefit

Right click on the spell icon and type the following

/reactionautochain

before the

/cast"whatever"

Repeat for all your ofensive spells. Now whenever you crit, you will automaticly execute the chain move regardless of whether or not you clicked mimic fast enough.

To be really leet, you can trhough in

/reactionautocounter

to automaticaly counterspell whenever possible.


edited - Labyrrinth

Won't work for me :(

Just says its not a valid command. Any ideas what I'm doing wrong?

My macro looks like this:

EXAMPLE:

/cast"Fireball I"
/reactionautochain

Demonix
03-09-2007, 02:00 PM
Won't work for me :(

Just says its not a valid command. Any ideas what I'm doing wrong?

My macro looks like this:

EXAMPLE:

/cast"Fireball I"
/reactionautochain

You would want the /reaction first...so you would try to cast it if it was available, and if not, you'd cast fireball. The point is that when you try to cast fireball it won't make you unable to cast a finisher that you hadn't noticed pop up (same with counters).

In either case, the people that keep posting their macros in every sorc thread always seem to forget to mention that turning your spellcast icons into macros will make them lose their ability to show you their cooldown and when they are in range or not. I'd personally rather be on my toes and cast my reactions on my own than not be able to see my cooldowns or know right when I'm at max range.

Tassadar
03-09-2007, 02:04 PM
You would want the /reaction first...so you would try to cast it if it was available, and if not, you'd cast fireball. The point is that when you try to cast fireball it won't make you unable to cast a finisher that you hadn't noticed pop up (same with counters).

In either case, the people that keep posting their macros in every sorc thread always seem to forget to mention that turning your spellcast icons into macros will make them lose their ability to show you their cooldown and when they are in range or not. I'd personally rather be on my toes and cast my reactions on my own than not be able to see my cooldowns or know right when I'm at max range.

I have two bars, one with my macros and one with basic spells. So i use my macros and see the cooldowns et al on my second bar

Grib
03-09-2007, 04:54 PM
Well you know how SOE devs fix things, they use band-aids where sutures/stiches should have been used. I felt like the finishers pre-update was ok, although im glad they reduced their refresh, especially on mimic.

But yes, if they really actually wanted to do a thurough job on upping sorc's dps, they could have scaled +spell damage focus to above +20% for higher levels, or even just let sorcs get up to +30% to damage where other casters only get 20% if they wanted to differentiate our dps from other casters.

Or they could have just run down the list of spells and given us +100 to the min and max of every spell.

But no, they do what saves them the most money, and to change the refresh time on our finishers could take a programmer a day, and if they used really tight coding (which they dont) it could have taken them as little as 30minutes. To make that change. Which means SOE saved maybe 3000$ for getting a result close to their expectation that required as little work as possible...

You do of course realize that ALL caster had this change to our finish rite? It wasnt just a sorc update. Also, PSI had an additional nuke added to their crit nukes. Secondly, there rly arnt any SoE Devs working on the game. SoE is the publisher not the developer. Nice try anyway.

Demonix
03-09-2007, 07:07 PM
I have two bars, one with my macros and one with basic spells. So i use my macros and see the cooldowns et al on my second bar

I use the same 4 5-button bar approach as somebody else mentioned on here...except I extend that to 6 cuz I have long fingers :p I can't really pull that one off.

Desdemona
03-10-2007, 02:56 PM
Wait. Is someone complaining about the new refresh timers on caster finishers...?

Someone is bitching because they actually have something to do damage more than every 5 minutes?

Someone is upset because the sorc class is actually useful now..?


Jesus christ.

Tarikko
03-10-2007, 06:39 PM
Why would you complain about doing more damage?

I really dont understand these boards at times. Ever class complains that they are so broken they cannot solo a 2 dot, and then some rare individuals complain that they do too much?

Flight
03-12-2007, 06:07 AM
The original post :

Our specials go off way too fast these days. I understand and agree with trying to up the sorcerer dps but currently, every time I crit I get a second crit free (which is VERY frequently). It becomes more of a tedium to press a second button every time I crit, while it was a nice little bonus I got to use once and a while.

On top of this, the fire special being triggered by non fire spells? Why even have a seperate fire special if it does exactly the same thing as the mimic special with a different effect... and just as often.

The upped dps is appreciated, but the tedius button mashing is not. My specials are a bit annoying now rather than a cool interactive bonus.

My 2 cents.

He's not complaining about Sorc DPS being too high - he states he agrees with upping the Sorc DPS.

He's complaining about having to press buttons.


To the OP, I have 5 characters lvl 20-30, all very different classes. They all have similar mechanics. Personally, I like the system and I love what they've done so far for Sorcs.


As far as Sorc DPS is concerned, I was duoing 3 spot lvl 20 mobs with a lvl 22 Cleric as a lvl 22 Sorc (with near max Spell Focus) last week. There was another duo - a lvl 20 Cleric with a lvl 18 Rogue. The lvl 18 Rogue was ripping through them about 40% faster than the lvl 22 Sorc. I'm not knocking what they are doing for the Rogue but it puts Sorc dmg into perspective - ie in need of a small buff.

Montu
03-12-2007, 10:16 AM
Don't complain about your damage. honestly.

strykr619
03-13-2007, 11:25 AM
Sorcerer dps is alot more inline now with what the class is meant to be, now we need to know what we are getting to replace the 2 major spells they removed permanantly from our spell list ( energy drain and our group reflect ) .

Also the boost to Force and Fire barrier, the addition of silence as a counterspell is much anticipated and i hope Quelian does get our rune buffs changed because i agree with him 100% that i do NOT want to be a rune whore on raids.....

Celidya
03-13-2007, 03:39 PM
I think sorc dps is fine. What should really, really be improved is the dpm (damage per mana). The arcane feedback is a joke right now, and fire barrier is the only barrier to use for me 99% of the time, even while soloing. I die faster, but it's the only way i don't spend more time waiting for my mana than fighting. What i would like to see:

-20 or 30% cost reduction on all our spells, it would be the easy way. Maybe not our spells, i think AEs and flame spear are nice, freeze too.

OR

-drain mana spells, yeah, those would be great. I was not in bete so i don't know how they worked. Some sort of channeling spell, same as Gather energy, but with no timer, and that drains an amount of energy for 5 or 6sec. No cost, or very low end cost.

OR

-low timer on shards, something like 5 or 10min. Although i don't really like it, i prefer to have a small thing for every fight than a big one every 5 or 10min

OR

-a new arcane finisher: an energy heal. Something that gives about 40% of our energy back, 1Min timer.

strykr619
03-13-2007, 05:27 PM
Drain energy was removed and quite frankly we dont need it, gather energy is good enough to compensate for that, mana shard recast to be lowered to 10 min would be nice but will see.... Nuke efficency, we are about as good as it gets overall, thats why other classes have abilities to regen faster because with out them their spells cost to much.....

Hawker
03-14-2007, 08:35 PM
Drain energy was removed and quite frankly we dont need it, gather energy is good enough to compensate for that, mana shard recast to be lowered to 10 min would be nice but will see.... Nuke efficency, we are about as good as it gets overall, thats why other classes have abilities to regen faster because with out them their spells cost to much.....

Yes, but those other classes actually get to do damage with their weapons and have decent armor.

I have to agree with those who said a Sorc is for groups. My Sorc is great in groups and people ask for me all the time. But when I try to solo it's ridiculous. What's Freeze supposed to be, a joke?

Quelian
03-14-2007, 11:06 PM
Yes, but those other classes actually get to do damage with their weapons and have decent armor.

I have to agree with those who said a Sorc is for groups. My Sorc is great in groups and people ask for me all the time. But when I try to solo it's ridiculous. What's Freeze supposed to be, a joke?

Freeze is supposed to be a root. One that works rather well and is also incredibly efficient. What do you see that's wrong with the spell?

The ice lines aren't terribly good at doing damage. That was unfortunately the intent for all they tell me. I wasn't happy with it but I figure if they're not going to want to make it a damage line all the more reason to make the debuffs actually good. Freeze doesn't break. That's REALLY good.

Tassadar
03-15-2007, 01:48 AM
So as to not toaly hijack the thread :o
I think sorcerer DPM is actually very good. While it is true that feedback is worthless, i have not yet been in a fight - including pulls with multiple adds in which I ran out of energy. You always have gather energy for a nice free mana bar every 5 min, and in the WORST case senario you can use shoking grasp with taq to cast if not continuasly than with no more than a second in between casts basicaly running on your regen without any mana pool to speek of. (in the meantime, you still have enough mana to spare to disperse and sleep as needed).

P.S. the worst case senario I described occured with a nice go happy tank and two healers. The tank pulled none stop untill he ran out of mobs in the place. He would pull the next mob before the first one was dead, letting the dps finish it off. We were in combat for about 10 min stright untill even healers ran out of mana.

Gang Hu
03-15-2007, 12:21 PM
Yes, but those other classes actually get to do damage with their weapons and have decent armor.

I have to agree with those who said a Sorc is for groups. My Sorc is great in groups and people ask for me all the time. But when I try to solo it's ridiculous. What's Freeze supposed to be, a joke?

Freeze is an instant cast root that doesn't break from damage, and lasts for 1/2 of its recast (6 seconds out of the 12 seconds it takes to recharge). You have frostbite, which lasts for its full recast time until level 20ish, when it lasts for 10 seconds (out of the 8 it takes to recharge). If something goes wrong and both are resisted, you have color spray and (as a very last resort) sleep. Unless you are pulling something that is way over your level, you shouldn't have too many problems.

Granted we don't have the tools that druids, necromancers, or psionicists have when it comes to soloing, but thats half the fun. Always be aware of your surroundings, what mobs you have killed (and where you killed them), the approximate respawn rate and aggro radius /social aggro.

In general, if it's a 3+ dot mob that is a yellow con (white con if you want to be safe) or lower, go for Chaos Volley. 2 dots (or 1 dots, but I haven't seen very many of those), you can easily burn down with Taq's/Char.

For mobs of any quality that is high yellow (and/or the type that are naturally resistant/resiliant) or above, stick with taqmir/char since it hurts a hell lot less (mana and healthwise), and is more more mana efficient since your spells are going to be resisted a hell of a lot more.

Always keep in mind the reduced run speed you'll have when casting Taqmir's along with the mobs melee range, although I could be wrong and it could just be in my head, taller mobs have a longer reach (and therefore require more distance between you and it), trying to cast your 3 second Taqmir's Barrage (Oy) while a mob is wailing in your face is just asking to get a free port to the nearest altar.

Try for slow mobs (like treants) that don't cast much, although nulling ward when you get it gives you some breathing room. Having to kite and worry about counterspells (which do add up in mana costs) is always a pain, doubly so for anything that is 3+ dot (and especially so when the mobs can heal). Also keep in mind that with slower mobs, you can simple circle strafe when they are snared, lessening the chances of running into adds.

When kiting with Chaos Volley on 4+ dots at higher levels (26+) (even more so for 5 dots, and we aren't druids so don't even bother with 6 dots, not that its the least bit efficient for any class - 5 dot and sometimes even 4 dot mobs is pushing it, even with the increased xp bonus.), try to allow for the feedback (that 8 second "buff") to run its course as much as it can (although I think you can wait a little longer and still get the amplifying returns, I'm not entirely positive how long it actually is, so its just best to use the feedback time) so you can regen as much mana and HP as possible.

If you try and blitz the mob like you could and would with 3 dots, you'll run OOM either through the few resists that may come up (and you shouldn't even bother with highly resistant mobs) or simply because of the stupid amount of HP they tend to have, even when CV is starting to hit in the 3-4k+ mark when you are doing 26-30ish mobs and the 6-7k mark when you are doing 30 and up (I'm level 34 with almost maxed SDF and reading at 120% from INT, as of yesterday for what it's worth).

Also, always be aware of your health when kiting with CV, and keep in mind that there is a chance of that feedback damage critting.

When multikiting or AEing, Energy Rift should be a finisher not the main damage dealer. Allowing mobs to come into melee range is always a bad thing. The endurance cost will ensure that you will only have 3 bursts with a 4th burst from recharge anyway. Try to color spray before wading in and using it.

ALWAYS, ALWAYS, be prepared to have one or two mobs that resist your initial pull with Icequake (and yes, you should be pulling with icequake, not fireball), frostbite and freeze are you friends.


Some random things-

Mana gems, and the Kojani racial, can be lifesavers when you run OOM or get an add, but never depend on them since they are on such long timers.

Staff spells are always useful for that bit of damage.

Try to pull with Flame Spear whenever it comes up. I know many hate it for its cast time (I'm not a big fan of it either) or its range requirement for maximum returns (ditto), but it's a nice opener. Just keep in mind that the dot components from any of our spells (the four we have, Incinerate, Char, Flame Spear, and Fireball) don't stack and will override one another.

Oh, and mobs that stun suck. Infinitely moreso when AEing since you can end up getting chainstunned.

Did I miss anything? I kind of went overboard, but oh well.

As for concerns (whoops, kind of went OT as well).

How is our DPS comparing to other classes? I'm hearing various stories about how the other classes (Druids, Necromancers, BMs and Rangers in particular) being able to do some rather nasty damage.

To put it succinctly-

Do we actually deal the most DPS? While it may not seem relevant considering that some of our competitors are still in a state of being rebalanced/fixed, they are eventually going to be fixed and it is best to make sure everything we have is right and well before we find out that we were only leading because everyone else was broken.

Chaos Volley aside since I think we can all agree its a different beast (requires near even con mobs with large amounts of HP and lots of healing and in general, a vastly extended mana pool ) How does the Taqmir/Char combo stand up to what the other classes have? I love char, but the rather lengthy cast time for Taqmir's has me sort of worried. The feedback is rather worthless, and it basically preempts the use of any of our shields other than Flame shield because of its rather lengthy cast time, all for what seems to be mediocre dps.

Celidya
03-16-2007, 06:20 AM
So you use Chaos volley while soloing... Everytime i tried it, it made things faster on a 3 dots light blue mob... But i finished him with 30% energy and 40% HP. How can you manage to solo higher 3 dots or 4 dots with that ? :eek: Even if you wait for feedback between each spell, you'll have to spend energy to keep the mob snared so i doubt is far more efficient that way...

I never really considered CV as a spell for soloing, would be interesting to share how you use it exactly, especially if you have an int/SDF build so not a ton of wisdom to keep casting the spell.

Gang Hu
03-16-2007, 11:32 AM
So you use Chaos volley while soloing... Everytime i tried it, it made things faster on a 3 dots light blue mob... But i finished him with 30% energy and 40% HP. How can you manage to solo higher 3 dots or 4 dots with that ? :eek: Even if you wait for feedback between each spell, you'll have to spend energy to keep the mob snared so i doubt is far more efficient that way...

I never really considered CV as a spell for soloing, would be interesting to share how you use it exactly, especially if you have an int/SDF build so not a ton of wisdom to keep casting the spell.


Keep in mind that the spell damage scales considerably, especially (well it seems that way anyway) with Chaos Volley II and I suspect three will be even more so. So the difference between killing an even con 3 dot and an even con 4 dot, is probably 4 or 5 shots. Of course you'll be hurting for HP and you'll be OOM, but the mob will be good as dead.

The full 9 seconds I usually leave between each casting (I'm not sure if its just lag or it works as such, but I still get returns even if I wait a bit longer after the feedback is gone to cast) is more than enough to recuperate the mana cost of frostbite/freeze. Complications are always a problem which is why it is usually best to stick with an even con or below.

Celidya
03-17-2007, 05:49 AM
Keep in mind that the spell damage scales considerably, especially (well it seems that way anyway) with Chaos Volley II and I suspect three will be even more so. So the difference between killing an even con 3 dot and an even con 4 dot, is probably 4 or 5 shots. Of course you'll be hurting for HP and you'll be OOM, but the mob will be good as dead.

The full 9 seconds I usually leave between each casting (I'm not sure if its just lag or it works as such, but I still get returns even if I wait a bit longer after the feedback is gone to cast) is more than enough to recuperate the mana cost of frostbite/freeze. Complications are always a problem which is why it is usually best to stick with an even con or below.

Hmm, thanks, i will have to try that. I'm lvl 34 so i have chaos volley II. Do you use force barrier to help mitigate the damage from CV (not sure if it works, but it's supposed to absorb a % of all damage) ? Or fire barrier for energy ?

Gang Hu
03-17-2007, 10:40 AM
Hmm, thanks, i will have to try that. I'm lvl 34 so i have chaos volley II. Do you use force barrier to help mitigate the damage from CV (not sure if it works, but it's supposed to absorb a % of all damage) ? Or fire barrier for energy ?

If you are going to try and CV kite, use fire barrier. Your HP is going to be low anyway and with our oh so wonderful mitigation, we are going to get cut in half if the mob gets to us whether or not we have FB up or not.

Keep in mind that kiting even - blue con 4 dots IS NOT a efficient way to exp for us. When it comes to it, either we win and are near dead and OOM, near dead and used a skill on a long timer, or just plain dead. It's mainly for fun, unless you are duoing with someone else, then things change considerably.

The time in which we take to sucessfully kite and kill a 4 dot, we probably could have burned down 5 or more 2 dots.

pablo0713
03-19-2007, 02:07 PM
This is the only MMO I've ever played where people complain about the good things.

Double Exp weekends = /cry
Upping Exp rates = /cry
Teleporting = /cry
Sorcerers having their finisher timers decreased = /cry

I just don't get it...

Scorbane
03-22-2007, 01:37 PM
This is the only MMO I've ever played where people complain about the good things.

Double Exp weekends = /cry
Upping Exp rates = /cry
Teleporting = /cry
Sorcerers having their finisher timers decreased = /cry

I just don't get it...

You don't get it because you aren't pvp'ing with the rest of us - you certainly aren't a victim like many of us. No one feels the pains of a broken class faster than a pvp'er.

Our needs do not reflect easy mode leveling servers. We are in constant conflict on both Team pvp and especially FFA.

Zastapth
03-23-2007, 07:43 AM
To bring the topic back to the OP's - I love the new system. The chains aren't SO regular it ruins things but going into a solo fight that you think you can win (provided the crits come in) is great fun. The pressure really builds.

Feedback is however pointless at it's current value. Add that to my dislike of caster gear with copious amounts of dex, vit, hit points and single figure absorbtion values.

I've never used Chaos Volley really when soloing, there's no point in risking it when using char/taqmir's takes just a little longer. In pvp CV is essential (unfortunately) as the casting time of Taqmir's is just tooooo long for it's damge ratio. Save it for difficult mobs pve.