02-10-2007, 04:35 PM
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#1
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Join Date: Feb 2007
Posts: 260
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Caster Finishers...
One of the things that I believe puts casters at a distinct disadvantage currently is our finishers being on 5 minute cool downs compared to melee who have no cool downs on most of their finishers, and can boost their crit chance by an additional 7.5% simply by using light weapons. Windsong is the only finisher that I can think of offhand that has any cool down whatsoever, and it is only one minute. When you factor in the fact that casters generally have a lower crit chance on their spells than melee, the 5 minute cool down seems even more unnecessary.
The Sorcerer Mimic finisher, for example. I generally see this do less damage than the actual spell crit that triggered it. Is it so overpowered that being able to use it more often than once every five minutes would be overpowered? Incinerate is another good example. Yes, it deals decent damage, but not so much that I would look at it and think, "Wow, it's a good thing that isn't usable more than once every five minutes or I would be a god."
Another finisher that comes to mind is the Blood Mage spell Blood Tribute. It hits for about 400 damage at level 23, and once it is fixed should heal nearby group members for that amount. The issue I have with this being on a five minute cool down is that unless something is going terribly wrong, my group is sitting at or near max health, which means the group heal component is wasted. I admit that if I happen to crit at an opportune moment this spell will be truly amazing, but the situations in which that will happen are so few and far between that I do not feel this spell merits a five minute cool down.
I am not asking for melee finishers to be given the ridiculous cool downs that casters are subject to, I am simply asking for the cool downs on caster finishers to be reevaluated. Their power is such that they simply do not justify these cool downs.
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02-10-2007, 04:47 PM
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#2
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Join Date: Jan 2007
Posts: 2,704
Server: Hilsbury
Name: Isobel DeBrujah
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Agreed, strongly agreed.
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__________________
The universe should not devolve for us, we should evolve for the Universe.
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02-10-2007, 06:46 PM
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#3
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Sigil's Official Class LeadSorcerer
Join Date: Feb 2007
Posts: 22
Server: Woefeather
Name: Grimore Valentine
Guild:
Vagabonds
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I'm inclined to agree with that, and I've heard a few rumours with changes in finishers for us. What exactly that means I have no idea though.
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__________________
Grimore Valentine (Woefeather PVE Server)
Dark Elf Sorcerer
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02-10-2007, 07:44 PM
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#4
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Join Date: Jan 2007
Posts: 2,704
Server: Hilsbury
Name: Isobel DeBrujah
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Quote:
Originally Posted by Grimore Valentine
I'm inclined to agree with that, and I've heard a few rumours with changes in finishers for us. What exactly that means I have no idea though.
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Tease! 
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__________________
The universe should not devolve for us, we should evolve for the Universe.
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02-10-2007, 09:44 PM
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#5
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Join Date: Feb 2007
Posts: 51
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I dont know about any of you, but i rarely get to use my finishers.
Being a caster in several games im usually mashing the key so i get minimul time between each cast. By the time my spell is outa my dark elf's hands i have another one conjuring. Very rarely ill hear the noise and quickly dodge the button and click on the finisher.
It would be nice if they changed how our finishers were implimented somehow.
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02-11-2007, 12:21 AM
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#6
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Sigil's Official Class LeadSorcerer
Join Date: Feb 2007
Posts: 22
Server: Woefeather
Name: Grimore Valentine
Guild:
Vagabonds
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Quote:
Originally Posted by Isobel
Tease! 
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Only Sometimes :P
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__________________
Grimore Valentine (Woefeather PVE Server)
Dark Elf Sorcerer
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02-11-2007, 01:18 AM
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#7
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Join Date: Jan 2007
Posts: 2,704
Server: Hilsbury
Name: Isobel DeBrujah
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Quote:
Originally Posted by Grimore Valentine
Only Sometimes :P
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Lol, way to prove my point. 
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__________________
The universe should not devolve for us, we should evolve for the Universe.
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02-11-2007, 11:22 AM
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#8
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Join Date: Feb 2007
Posts: 276
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Agreed, why casters need to have a 5 min cooldown, And on the other hand, caster when chain-casting would easily omit the finisher some of the time.
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02-11-2007, 11:58 AM
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#9
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Join Date: Jan 2007
Posts: 78
Server: Florendyl (RP)
Name: Kilrith Lifebane
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Quote:
Originally Posted by Sailormoontw
Agreed, why casters need to have a 5 min cooldown, And on the other hand, caster when chain-casting would easily omit the finisher some of the time.
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I rarely notice the finisher in time since it always seems to come right before I cast one of my instant cast spells.
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__________________
Kilrith Lifebane of Florendyl
Quote:
Originally Posted by Fozzik
Smelly cat thinks you're trying to steal his fish!
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Quote:
Originally Posted by doomcookie
As of the next patch, be careful carrying fish in Ahgram, because Smelly Cat may think you've stolen his fish.
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02-11-2007, 03:24 PM
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#10
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Join Date: Feb 2007
Posts: 4
Server: Flamehammer
Name: Setsoru
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Wait, casters get a finisher? Necros get a DoT that takes 10 minutes to be effective, and only triggers when another (expensive) spell type crits.
I wish I was kidding..
The solution is clearly to make more mobs that take 10 minutes to finish.
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02-11-2007, 04:37 PM
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#11
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Join Date: May 2006
Posts: 253
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Well, here's a tip to all you casters out there concerning missing finishers due to button mashing...
Make a macro along the lines of this
/reactionautochain
/cast "your normal damage spell"
Then you can just spam that and as soon as you get a crit you'll automatically fire off your finisher.
Of course, this isn't too effective if your finishers are situational and not just a bit of extra dps. But speaking as a Psionicist, they aren't, so I generally just mash a similar macro (unless I'm solo'ing, in which case I generally dont want to use TB).
Here's what I use for maximum DD when grouping (with a healer who knows my ways)
/reactionautochain
/cast "Thought Pulse IV"
/cast "Mental Blast V"
Spam that in phrenic in between dots and charms and watch the big yellow numbers fly. Then just switch to TT to recharge... sigh!
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__________________
plaguing MMORPGs since 1997
pk - antipk - griefer - roleplayer - leader - friend - raider - lover
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02-12-2007, 04:31 AM
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#12
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Join Date: Jan 2007
Posts: 52
Server: Gelenia (EU)
Name: Eximos
Guild:
Screaming Buckets
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I found out that:
/reactionautochain
/reactionautochain
/cast "your normal damage spell"
Worked better for me it sometimes skipped chain otherwise, but its a good key to have i miss very few chains now 
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