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| category = Wizards
| category = Wizards
| topic = Major Elemental Circle
| topic = Major Elemental Circle
| messagenum = 1436
| messagenum = 26
| author = PEREGRINEFALCON
| author = GS4-NAOS
| date = on 01/26/2016 06:18 PM PST
| date = on 06/01/2010 08:39 AM PDT
| subject = Re: Immolation (519)
| subject = Re: 525 and 550
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''>> And not exactly. It's pretty sustainable use. Wizards don't have a one time boost of any kind though.''
I kind of like the idea. I'm less of a fan of moving 525 to another spell slot. (Also, we don't currently have any plans of releasing 50th level spells for non-profession spell circles, so 550 isn't even on the table as a target slot.)


--
And technically... 413-Elemental Saturation provide a CS 'boost' (through reduced TD) that can persist through multiple casts for a fraction of the mana.
Naos


I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.
Sadly I think the spell implementation is super weak (it shouldn't require a warding check to reduce warding) and I only have 75 ranks in the 400 circle at present so it doesn't help me with my sentry '80% problem' at present.
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| author = WYNTRFRSH
| date = on 06/01/2010 09:22 AM PDT
| subject = Re: 525 and 550
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Thanks for the feedback, Naos.


So, how about this:
But suppose for the sake of discussion that I spent my remaining spell ranks training on the 400 circle bringing my Minor Elt. up to 101 ranks.


Change the slot to 535 - Storm, and give it some kind of front end disabling damage. The additional waves will continue as initially proposed.
Now my Minor Elt CS would be 535 (the same as my immolation cast CS). With the -25 penalty the sentry would receive against 413 when I cast it I would basically have a 100% chance to cast this spell on a sentry. With my current EMC training (200 ranks) and Fire Lore training (24 ranks) the sentry would now have a -22 warding penalty against my immolation spell for the next 1000 seconds (if I am reading the spell information correctly). So now my immolation cast is at ~100% chance to strike as well!
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| topic = Major Elemental Circle
| messagenum = 28
| author = SKUPEC1
| date = on 08/07/2010 05:49 PM PDT
| subject = 502 Spell Idea
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As a direct consequence of the elemental attunement thread in the minor elemental board, I propose...


502 Elemental Attunement [EATTUNE]Duration: SpecialType: UtilityAs masters of elemental forces, these practitioners have learned how to temporarily overcome their natural attunement to a single element. After casting this spell, the caster is able to summon powers from an elemental plane of their choosing to power the next spell they cast (within 30 seconds). Like many spells, knowledge of a spell is not the same as mastery of the spell. When invoking power from the elemental planes, there is a chance of unleashing more power than the caster can handle or simply failing to channel sufficient power.
A near 100% solution with 2 casts if I decide to train in that direction. And less mana for both spells than the 40 point CS booster.


Example (modelled after 203):
The additional downside to 413 being that I cannot pre-prep my 'booster' spell. I have to be in the room for both casts vs. other boosters that can be cast in safety (another reason to remove the warding check from 413 in my opinion).


''>attune''
-- Robert


Usage:
Bazzelwyn says, "Maul maul maul maul maul maul maul."
ATTUNE RANDOM - Focus randomly on any elemental energy type.
Bazzelwyn says, "The answer is maul."
ATTUNE ELEMENT - Focus on your attuned elemental energy type.

You are attuned to the Element of Fire.

You are currently focused on your attuned element.

''>prep 502''
You recite a series of mystical phrases while raising your hands, invoking Elemental Attunemet...
Your spell is ready.

''>summon air''
A brief wind swirls around you before disappearing. You're left feeling that the power of elemental air is at your fingertips.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)

''>prep 411''
You gesture and invoke the powers of the elements for the Elemental Blade spell...
Your spell is ready.

''>cast dagger''
You gesture at a dagger.
A bolt of energy leaps from your hand to the dagger which seems to absorb the energy. After a few moments the dagger begins to shine with a brilliant luminescence.
Cast Roundtime 3 Seconds.

''>l dagger''
The dagger is surrounded by a scintillating white light.


Random thoughts...

And, if it's considered too powerful to chose an attunement for a single cast, add failure chances ...

... chance of minor failure - you aren't able to attune to the element summoned for some reason - no negative effect, just 2 mana wasted

Chance to avoid a minor failure could be either based on EMC or MjE ranks. It shouldn't require too much of either, though, to basically avoid the failure. This spell is already of pretty limited limited use(1).

... chance of major failure - something went horribly wrong - take a rank 1 crit from the element summoned and not attuned successfully

Chance to avoid a major failure could be based on the appropriate elemental lore where (50 - EL bonus) = chance of major failure(2)(3).

Clearly, with failure chances, it would become a low level spell that is not intended for low level casters. I tried to minimize that by setting the major failure low enough that by the time they're learning spells where they could have some use for it, they'd be able to have 0% major failure chance with at least 1 additional element.


Notes:
(1) How many spells actually look at attunement at all? 6, I think -> 503 (messaging only), 409(??), 411, 415, 435, and 920 (wyrdlings) did I miss any?

(2) Casters should automatically get a 0% chance of failure on their attuned element, but someone might argue that's giving attunement a (irrelevant) mechanical advantage.

(3) Yes, I realize my failure chances above mean you could potentially have more chance of a majoir failure than a minor one. I'm not claiming to have perfect mechanics here, just an interesting idea :D
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| topic = Major Elemental Circle
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| messagenum = 29
| author = DESTINY14
| author = RIMALON
| date = on 01/26/2016 06:37 PM PST
| date = on 08/07/2010 08:24 PM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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''>And so forth. Though it does look like "count on one hand" is more historically true before that. The last two days have been anomalous''
I like it!


Better than spell store, at any rate!
I'm sure the last two days haven't been anomalous. Perhaps it would be useful to look back before people largely stopped playing their characters altogether for data (pre-SimuCon).


-Sea Wizard
Whether people use it frequently or not, it is an accessible option to those spiritual pure classes. And spiritual TDs aren't balanced to compensate for these extra boosts, nor from 240 or 340, the way that elemental TDs already factor maxed out 425 into the equation.


You reach into the cauldron and take out a silvery monogram rocket.
''>A near 100% solution with 2 casts if I decide to train in that direction. And less mana for both spells than the 40 point CS booster.''
The cauldron raises up two of its legs and clasps them in victory.
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| topic = Major Elemental Circle
| messagenum = 30
| author = AUDIOSERF
| date = on 08/09/2010 04:04 AM PDT
| subject = Re: 502 Spell Idea
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It is hilarious that Spell Store still exists and is a Thing now that prep times are gone. It is literally worse than Nightmare or Disease, two of the most useless spells in the game.


- Matt, Gondains' player.
A pushdown is not a booster, particularly when you have to successfully ward the creature to receive the pushdown to begin with. And 340 does not cost 40 mana per use.
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| author = PEREGRINEFALCON
| author = AUDIOSERF
| date = on 01/26/2016 06:42 PM PST
| date = on 08/09/2010 04:04 AM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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I think I read the spell wrong. The sentry would get a -19 ward penalty against my 413 cast due to my EMC training and then would have a -28 warding penalty (-25 plus and additional -3 due to my fire lore training) against my immolation spell. Pretty much the same result in my example but wanted to correct the numbers.
Oh, and because I forgot to mention it while making fun of Spell Store -- I like your new 502 idea a lot.


- Matt, Gondains' player.
-- Robert
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| topic = Major Elemental Circle
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| author = ALSTHAR
| date = on 08/09/2010 11:00 AM PDT
| subject = Re: 502 Spell Idea
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Indeed, it's a good idea especially because apparently we're never going to get a FIXATTUNE or anything.

It would be really nice if you could make it a persistent buff rather than a one time use. For instance

prep 502
summon (element)
then "attune focus"

Then any spells normally affected by attune work off whatever you set with 502, and increase their mana cost by 2 each cast.


If that is possible on the technical side, that is.
Bazzelwyn says, "Maul maul maul maul maul maul maul."
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Bazzelwyn says, "The answer is maul."
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| author = ZENDADA
| author = GS4-NAOS
| date = on 01/26/2016 06:47 PM PST
| date = on 08/09/2010 11:38 AM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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412 Weapon Deflection with enough Earth Lore looks like a nice mass disabler that virtually has a 100% success rate.
Go fish.


--
Chad, player of a few
Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.
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| author = LADYFLEUR
| author = BADNADE
| date = on 08/28/2015 08:35 AM PDT
| date = on 08/09/2010 01:19 PM PDT
| subject = Re: HSN: ELR - Ice Patch (512) Updated!
| subject = Re: 502 Spell Idea
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''>The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).''
''<<>>''


ok, I bite..
Excuse me if I'm missing the obvious, but how exactly does this help when one has to walk INTO the room first to cast the spell, when the purpose behind using water walking is to counteract the environmental effects of the room BEFORE entry? For example, if I'm walking on the EN trail and go through the swamp, this means the wizard will have to be the one to suffer the RT in each swamp room, then cast ice patch for any followers? This seems useless, as everyone in the party will have to wait out the same RT in any case for the wizard to move ahead for each step.

How about this

502
elemental negation.
refresable
short duration
While this spell is active, you are no longer attuned to your element...


Not letting us change our element but allowing us to drop it if its a hinderance...



(side note, have not played in a long while.. was no attunement when I left, so I dont know if attune will affect anything in the game in a negative way. I just assume that there is. so please edjucate me on this one, as im shooting in the dark.)





Ack! Scarab!
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| author = PEREGRINEFALCON
| author = PRICKLIES
| date = on 01/26/2016 06:48 PM PST
| date = on 08/09/2010 02:04 PM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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''>> A pushdown is not a booster, particularly when you have to successfully ward the creature to receive the pushdown to begin with. And 340 does not cost 40 mana per use.''
''>>Not letting us change our element but allowing us to drop it if its a hinderance...''


ATTUNE RANDOM. That's why attuning to an element is not a disadvantage. Anyone who has already attuned can "attune random" and their spells will be mechanically identical to those of an unattuned character.
1) We are in agreement that the spell can be improved! Would the removal of the warding check on the initial cast address your available booster concerns? It would for me.


''>attune element''
2) In my case it's pretty much the same if my warding success is 100%, no? +25 for me or -25 for them provides the same result on a single cast. The +25 scenario doesn't require that I identify my target beforehand though, which I would prefer. But in the end, it is still a booster.
You close your eyes and focus on the Element of Air.
''>attune''


Usage:
-- Robert
ATTUNE RANDOM - Focus randomly on any elemental energy type.
ATTUNE ELEMENT - Focus on your attuned elemental energy type.

You are attuned to the Element of Air.

You are currently focused on your attuned element.

''>attune random''
You close your eyes and release your focus on the Element of Air.
''>attune''

Usage:
ATTUNE RANDOM - Focus randomly on any elemental energy type.
ATTUNE ELEMENT - Focus on your attuned elemental energy type.

You are attuned to the Element of Air.

''>''


~Denil
Bazzelwyn says, "Maul maul maul maul maul maul maul."
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Bazzelwyn says, "The answer is maul."
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| author = DESTINY14
| author = SKUPEC1
| date = on 01/26/2016 06:50 PM PST
| date = on 08/09/2010 02:30 PM PDT
| subject = Pures as utility characters
| subject = Re: 502 Spell Idea
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It seems that the trend in the nerfs has been to preserve pre-cap wizard abilities as utility characters at the cost of losing more than necessary potential power at the post-cap level.
''>> Go fish.''


This doesn't exist for any of the other pures, so why is this the case for wizards?


502 - Create Card [ccard]Produces one standard playing card in the caster's hand. With 300 ranks of EL:Air, caster may chose number and suit of card created.
Both clerics and empaths require the character to be present to receive lore-based benefits of group or other-cast 211, 215, 219, 117, 303, 307, and 310. Clerics and empaths obviously need to be present to raise and heal others.


:)
Sorcerers require active hunting to access their ensorcell utility function.
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| topic = Major Elemental Circle
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| author = ALUVIUS
| date = on 08/09/2010 05:51 PM PDT
| subject = Re: 502 Spell Idea
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How about an elemental "bless" spell that lets wizards add temporary elemental flares to magic weapons/projectiles and wands. I guess letting it also be an undead style bless would be too much though heh.

Or maybe a reactive elemental flare buff? Chance for the flare to go off when you're hit.

Maybe a elemental resistance buff? Gives some resistance to a single element, would work randomly or to your attuned element.


Or what about an elemental CS spell? All it does is flare crit. Can be channeled for a double flare. Would give an option to bolting for lower levels. Thinking along the same lines as smite/bane but not as career defining.
Wizards don't have to be hunted at all to enchant, yet this results in having to pay the price of potential for item destruction and excessive temper times based on the large numbers of pocket enchanters that exist.


All of the above would work with attune element or attune random.
Wizards are mainly used as spell bots, as wizard spells have historically been sold off the shelf at nearly every merchant on a much larger scale than any other major spiritual or profession circle spells. Wizards can still be used as Rapid Fire bots outside warcamps without even stepping foot inside or being equivalent level.


Just some ideas, not sure what is too powerful or has already been tossed out heh.
Why can't wizard balancing first take into account those who actually play the profession instead of protecting the use of wizard abilities for all other classes?
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| author = GS4-FINROS
| author = RIMALON
| date = on 01/26/2016 06:59 PM PST
| date = on 08/09/2010 08:15 PM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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''>I'm sure the last two days haven't been anomalous. Perhaps it would be useful to look back before people largely stopped playing their characters altogether for data (pre-SimuCon).''
As has been discussed before, I don't know why 502 just isn't a direct elemental crit, of minor severity.


Because we could spam it with 515? We can spam FAR WORSE!!
Happily, as the one who actually has access to the data, I'm in a position to know what is anomalous and what isn't. The spell tends to be bimodal. It usually gets used less than 10 times per day (frequently less than 5), or gets used 30-40 times per day. Getting used 10-20 times per day is more rare than either of those circumstances. In either case, "handful of times per day" is a quite reasonable estimate.


-Sea Wizard
Just for giggles, the number of casts of 506 is about the same this past week as it was before the changes. And well before potential changes were announced, for that matter.

You reach into the cauldron and take out a silvery monogram rocket.
The cauldron raises up two of its legs and clasps them in victory.
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| author = AUDIOSERF
| date = on 01/26/2016 07:03 PM PST
| date = on 08/10/2010 03:56 AM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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Out of mild curiosity, how many times per day is 413 cast on average vs. the other CS booster spells?
I would gladly take a bootleg Smite/Bane type of spell in 502. Doesn't have to be nearly as strong, of course. ANYthing would be nice. 502 is more annoying than unimplemented/unfinished spell circles, IMO, because 502 is implemented and is quite literally useless.


- Matt, Gondains' player.
-- Robert
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| date = on 08/10/2010 09:09 AM PDT
| subject = Re: 502 Spell Idea
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How about a really cheap Bolt/ranged DS defensive spell (+10)? Yeah, I know it won't help the wizard too terribly much after a certain point, but it would be a nice helper spell for the other professions.

Couldn't be worse than what it is now..

-farmer


*
Bazzelwyn says, "Maul maul maul maul maul maul maul."
That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.-Strath
Bazzelwyn says, "The answer is maul."
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| author = DESTINY14
| author = GS4-NAOS
| date = on 01/26/2016 07:09 PM PST
| date = on 08/10/2010 11:41 AM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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''>1) We are in agreement that the spell can be improved! Would the removal of the warding check on the initial cast address your available booster concerns? It would for me.''
I don't think anyone disagrees that Spell Store is useless (or at best marginally useful.)


Defensive spells aren't on the table.
The spell can certainly be improved, but then I worry that it would no longer be considered a "booster" and TDs would be adjusted across the board accordingly since it is a minor circle spell.


I'm not sure if I see the point of a weaker version of 409/415 in the 502 slot. Wizards have enough CS-based attacks as is for a profession that is designed to use bolt spells.
''>2) In my case it's pretty much the same if my warding success is 100%, no? +25 for me or -25 for them provides the same result on a single cast. The +25 scenario doesn't require that I identify my target beforehand though, which I would prefer. But in the end, it is still a booster.''


--
Even if it was still considered just a booster and not a must-have, it's still far more expensive than <6.5 mana per use of 340 for spiritualists. I'm not sure if you are aware that you can get 6+ charges per cast of 340, and that mana can be expended prior to the hunt.
Naos


I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.
I think we are not speaking on the same page regarding boosters etc and desired effects. To achieve parity in offensive capabilities, all pures need reliable (read: guaranteed at a sufficiently post-cap and enhanced level) crowd control and instant kill mechanisms. That is, effective panic buttons and boosters.
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| subject = Re: 502 Spell Idea
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Then, the answer to the dilemma is?


Doug
At the end of the day, few people wander into a room of post-cap creatures looking to take on a huge swarm at once. What all the other pures can do, and wizards used to be able to do, is sufficiently contain and finish off a swarm if it happens to emerge in your room of 1 creature before you have to abandon the fight and run off.
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| date = on 08/10/2010 11:47 AM PDT
| subject = Re: 502 Spell Idea
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single use bolt AS bonus, similar to 117, but not nearly as much of a bonus.


'Cause you know, wizards need more bolt AS...
Wizards used to be able to kill quickly enough 515 and 0CT such that unexpected swarms aren't issues. Wizards used to be able to rely on 519 to either outright disable or significantly damage, if not outright kill, creatures.


Going back to your point above, 340 is not just a "booster", it is the panic button in combination with 316 or 135. 240 is the offensive combat booster and effectively guarantees an instant kill in combination with 1115 or 317.


-Taakhooshi, and Me
Sorcerers have 717 and if all else fails, 720 when the task is to kill or be killed.

For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
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| author = BHTM
| author = WOLFES2
| date = on 01/26/2016 07:10 PM PST
| date = on 08/10/2010 12:16 PM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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I'd be curious to know what the least cast spell in the game is if you have that information? Or maybe the bottom 3.
I'm thinking a boost to bolt AS is actually not a bad idea. 502 coming early on could be useful for a low level wizard. Later on, when wizards don't need the AS quite as much, they'd find the boost to be negligible.

502 Hawk Eye
+5 bolt AS
Include some sort of lore bonus, with something like a possible +15 bolt AS at cap (I'd prefer making it earth lore based since not many other spells hinge on that lore...ties in with 510 nicely). 5 AS is huge at level 3. 15 AS at level 100 is pretty small. That actually strikes me as worthy of a low level profession specific spell.


~Galenok
-Richard/Fjalar.
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| author = ALUVIUS
| date = on 01/26/2016 07:15 PM PST
| date = on 08/10/2010 12:24 PM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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''>>The day that Methais graced your village was the most important day of your life. But for me, it was Tuesday.''
--- How about a travel type spell, something like Element Mastery. Gives you survival ranks and has a chance to block/mitigate some of the annoying stuff like the cold around icemule, slow movement in swamps, etc. Maybe lets you walk a few inches off the ground like water walking but with random elements or your attuned element.


XXX lifts from the ground supported by roiling disks of fire under his feet. (Okay maybe not that dramatic hehe).
Heh. Good cine-ref. Not mainstream, but still kitschy.


--- Hmm, or perhaps a spell that randomly grows alchemy materials from the ground? All lores could work on it producing different effects. Same for element attunement.
And yeah, I know what you did - even agreed. But it undermined the point, thanks. Think Wednesday, next.


Of course I personally don't have the patience for alchemy heh.
Doug

--- How about a cloud type spell that fires bolt spells based on the wizard's Spell Aiming ranks, Major Elemental ranks and/or lores? Random or attuned element could also affect it. Sort of like the Bard's Singing Weapon song, but obviously not as powerful, ie more along the lines of minor shock bolts. Lores could increase the number of bolts/targets it would fire off in a round.

Or instead of a cloud maybe some other thing, like say a crystal growng from the ground if you make it non mobile or maybe a tiny golem if you make it mobile like a familiar.

You could either go with random bolt firing like a cloud or targeted like singing weapon where you tell it to attack a target or it just attacks your target.
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| author = WOLFES2
| date = on 01/26/2016 07:16 PM PST
| date = on 08/10/2010 12:35 PM PDT
| subject = Re: Immolation (519)
| subject = Re: 502 Spell Idea
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''>2) In my case it's pretty much the same if my warding success is 100%, no? +25 for me or -25 for them provides the same result on a single cast. The +25 scenario doesn't require that I identify my target beforehand though, which I would prefer. But in the end, it is still a booster.''
''>>--- How about a travel type spell, something like Element Mastery. Gives you survival ranks and has a chance to block/mitigate some of the annoying stuff like the cold around icemule, slow movement in swamps, etc. Maybe lets you walk a few inches off the ground like water walking but with random elements or your attuned element.''

No, it is not the same at all. A pushdown is NOT a booster because it has a hard floor of -25. A booster on the other hand, can be stacked with other boosters and create sufficient enough warding margin such that the effects of being warded by a CS spell are dramatically increased. See 240, where the spirit slayer boosts are boosts on top of the boosted/enhanced base caster CS.
While the description leans toward more elemental, I see this as more a Ranger's purvey.

~Galenok
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''>Out of mild curiosity, how many times per day is 413 cast on average vs. the other CS booster spells?''
''>ALUVIUS''


Those are kind of powerful for a 2 mana spell.
413 is classified as an attack spell rather than a booster. In any case, usually only a few dozen times per day. Of all the attack spells used by wizards (and ignoring 525), 412, 915, and 409 are used by far the least with typically only a handful of casts per day.



Before anyone gets any ideas, I'm not about to launch into a spell-by-spell discussion of what gets used and doesn't get used. And also before anyone asks -- yes, this is also one of the things we consider when looking at spells that may need improvements.
-farmer

*
That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.-Strath
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''>>I think we are not speaking on the same page regarding boosters etc and desired effects. To achieve parity in offensive capabilities, all pures need reliable (read: guaranteed at a sufficiently post-cap and enhanced level) crowd control and instant kill mechanisms. That is, effective panic buttons and boosters.''
502 : Accelerate object
When cast upon an object will cause object to begin vibrating at super sonic speeds. The object can then be used to attack like a bolt spell using the DIRECT verb.


At basic levels this spell can be used on small objects like smooth stones (<2lbs). Additional training would allow the caster to vibrate larger objects like arrows, daggers,stones, and most objects up to 5 pounds.
While I still don't agree with this, as theory does not equal practice and I'm very disinterested in 100% for shore anything in the lands (which as you noted simply gets adjusted until it's no longer 100% sure), I'm going to stop my responding to the belabored point, and ask a simple question.


Advantages: This spell would work on magic-immune creatures. This spell would ignore certain magic-only protective spells.
What about Time Stop (950)?
Disadvantage: This spell would require a disposable item to be useful.


Dgry
Doug
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== MECHANICS ==The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.Questions? Comments? Love? Hate? CANDY? All of those things are welcome.(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)~ Konacon
''>502 : Accelerate object''
''>When cast upon an object will cause object to begin vibrating at super sonic speeds. The object can then be used to attack like a bolt spell using the DIRECT verb.''


''>At basic levels this spell can be used on small objects like smooth stones (<2lbs). Additional training would allow the caster to vibrate larger objects like arrows, daggers,stones, and most objects up to 5 pounds.''
How about a self-cast version that mimics 112 for a standard spell duration? With losing haste, this would be a nice addition when walking through swamps. Having to cast it in every single swamp room (On the trail from WL to EN for example) is clunky.

''>Advantages: This spell would work on magic-immune creatures. This spell would ignore certain magic-only protective spells.''
Disadvantage: This spell would require a disposable item to be useful.

I seem to recall from some Simucon past that this exact spell will be in one of the mental (or maybe Savant) lists as a telekinesis thing.

I also recall being jealous.

Signed,
Raelee and her Strings

''>Speaking to Zyllah, Alyias says, "See? Raelee knows all."''
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''>(which as you noted simply gets adjusted until it's no longer 100% sure)''
''>I'm not sure if I see the point of a weaker version of 409/415 in the 502 slot. Wizards have enough CS-based attacks as is for a profession that is designed to use bolt spells. -Naoz''

No? I sort of disagree with you. Let's rundown our CS based-attacks...



409--E-blast--Does not cause elemental crit of any kind.

415--E-strike--Does cause elemental crit, for 15 mana!

915--Weapon Fire--Does cause elemental crit, for 15 mana, if it actually hits the target.

501--Sleep--no direct damage

505--Hand of Tonis--no direct damage

512--Ice Patch--LULZCAKES

514--Stone Fist--LOLLERCOASTER!

519--Immolation--Does cause TERRIBLE, TERRIBLE fire damage, for 19 mana.

We have no way to cause elemental criticals for under 15 mana. What if a young wizard is hunting undead, or ice creatures, or fire creatures, or trolls, and wants to inflict some quick and dirty elemental damage if a creature is turtled?

Implement a lore bonus such that X amount of lore training in an element allows you to specify the type of elemental crit you cause. You trained in 10 ranks of fire lore? You can always get a fire crit, if you want.

It would give young wizards a reason to train lores early on in their career, compared to now, where the benefits begin to kick in the latter half of the game.

I don't know. It makes sense to me, as elementalists, regardless of design paradigms, that we should have a cheap, quick spell like this.

-Sea Wizard


You reach into the cauldron and take out a silvery monogram rocket.
No, this only happens for elementalists and 425. Creatures are absolutely not balanced around 240 or 340 being used on a regular basis, even though they are. Even if you choose not to hunt or equip/train yourself that way, does not mean the possibility should not exist for wizards as it does for every other pure.
The cauldron raises up two of its legs and clasps them in victory.
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No.
My suggestion for 502:


"How about making the spell kind of like the old Unpain, but for mana? You cast the spell, and add X amount of mana to your total pool (Based on spell ranks, EMC, etc). As a balance since it is a level 2 spell, whatever mana was added to your total amount (going from having 300 mana to 330, for instance), would be subtracted from your total mana at the time the spell expired. That way, you would have to manage how much mana you have when the spell falls, or fry the crap out of your nerves.
Do'phion

Have the spell give a nice flat amount at first, like a +10, plus a flat +1 mana per every 20 points over in a D100 roll. Then, have every 10 ranks of EMC up to 100 ranks take off 1 point from the 20, and every 20 ranks from 100-200 taking off another 1 point. Every 10 ranks of Major Elemental over 502 would add another +1 to to base total of mana.

The spell wouldn't be crazy overpowered, but it would always add a decent amount of mana to your overall pool. "
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''> I'd be curious to know what the least cast spell in the game is if you have that information? Or maybe the bottom 3.''
''>--- How about a travel type spell, something like Element Mastery. Gives you survival ranks and has a chance to block/mitigate some of the annoying stuff like the cold around icemule, slow movement in swamps, etc. Maybe lets you walk a few inches off the ground like water walking but with random elements or your attuned element.''


Of spells that I classify as something that could be commonly cast, the bottom 3 spells all live in the Empath/Major Spiritual Circles.


This is essentially a better version of the ranger spell 602.
~ Konacon

I do like the unmana idea. I always thought unpain was a cool spell, reminded me of magic cards that you had to flip a coin for good or bad things to happen.


Olivier/Chivalrous-Proud inventor of the causality destroying Droit ballista

(OOC) You whisper to Oweodry, "What do you think about that ACT she just did?"
''>''
(OOC) Oweodry's player whispers, "I think it's called the ACT verb not the IMPLICATE verb."
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And, because I think it's both telling and funny. . .
And if these suggestions look too powerful for a level 2 spell, feel free to drop Slow down to 502 and open up 504. Or drop Slow to 502, Ice Patch down to 504, and open up 512.


~Denil
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Slow either needs to be made into a reactive defensive spell, or given an unfocused version. Ice Patch should be turned into a maneuver attack, focused or unfocused, which if the target(s) fails the check, they receive the ROOTED condition.
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I think moving 504 to 502 and 512 to 504 is a great idea, it would make the current 512 far more viable for its intended use (perhaps reduce its overall duration a little for the drop in mana cost).


Something along the lines of this might be ok...
. . .


(512) Elemental Alignment
. . .
Duration: 10 seconds per rank in Major Elemental Spells.


This spell allows the wizard to temporarily attune to another element. This element can not directly clash with their naturally attuned element if they have chosen one. If a wizard has not chosen an element to attune to yet, this spell will only last half of its normal duration.
. . .


A wizard is basically calling upon their allied elements to help them in combat and grants the wizard the ability to harness the elements more readily.
waiting. . .


syntax
prep 512
SUMMON [fire, earth, air, water, lightning]


Wizards attuned to fire can not summon water, and vice-versa
Doug

Wizards attuned to earth can not summon air, and vice versa

Wizards attuned to lightning can not summon either fire or earth

The duration should be enough to cast a fair amount of spells with enough training in Major Elemental Spells.


Along with the elemental lore review (in the works still?) I would also like to propose the element of Lava (earth/fire hybrid). Granting a bonus to Boil Earth, potential Lava flare damage from Stone Fist and Hurl Bolder, for Lava attuned wizards.

I was also thinking that moving 902 to the 502 slot and making a new 902 would be possible.

Maybe later...

-Fremie-
Moonshine Manor Officer
Events Team Leader
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''>What about Time Stop (950)?''
i like the idea of Ice Patch working more like Web with the rooting, etc.

-Fremie-
Moonshine Manor Officer
Events Team Leader
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Just curious but to the folks that say its too powerful for a 2 mana spell and then compare it to a similiar 2 mana spell ... uhh, whaa? :)

There are plenty of powerful 1-3 mana spells in the lists, including the ones folks used to shoot down my ideas heh. We just happen to have one that is useless.


I think it should be a 2 mana CS damage spell, since as someone outlined the first one we get is 9 mana currently. But that was shot down, thus the flow of ideas.
A 1-3x a day offensive spell of any kind is essentially useless or irrelevant when talking about sustainable combat.


Regarding Slow. Yeah, maybe move it down to 502 and implement an idea into 504 that is too powerful for the 502 slot. Or better yet, does anyone actually use Slow? As a warmage Feint is much more useful, I don't think I've ever cast it. Maybe revise both slots.
Note that both 1150 and 350 are simply utility spells because a level 50 spell shouldn't impact something you actually have to do on a regular basis, instead of in a true emergency.
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Thank you.
Then, the answer to the dilemma is?


''>>A 1-3x a day offensive spell of any kind is essentially useless or irrelevant when talking about sustainable combat.''


I disagree. If 80% plus of the use cases are covered, that means we need something to deal with less than 20%. And if it does turn out to be 'no mistake, no miss, can't be stepped around', it will be more powerful than anything else available to any pure, in my view.


Some kind of fun utility spell.
But, you do raise an excellent point about other high mana sustainable utilities. That might be something worth factoring for, too. Thanks for reminding me.


- Elemental Runestave /* produces an elemental runestave to serve the wizard, lasts for a duration or until dropped */
Doug

- Reinforce object /* Temporarily strengthens an object - one immediate use that comes to mind would be a lockpick or a weapon or armor if weapon breakage existed */

- Garble Woosh /* summons elements of air to alter the targets speech for a period of time, anything spoken comes out altered somehow */

- Sweet Tooth /* Removes a tasty food object from the targets inventory - preference given to tarts, cookies, or candy */

-- Faulkil
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''>>And if it does turn out to be 'no mistake, no miss, can't be stepped around', it will be more powerful than anything else available to any pure, in my view.''
''>I always thought unpain was a cool spell, reminded me of magic cards that you had to flip a coin for good or bad things to happen.''


To my sudden surprise after I returned from a little break to find out that 510 (Unpain) was removed and replaced with Hurl Boulder....casint Hurl Boulder at yourself doesn't remove pain...it hurts!
Err. . . let me amend that quickly before someone else points out cleric get out of jail free (while rescuing? NOT) card.


I was also pretty pissed when I found that 519 (I think that was the spell slot if I remember correctly) Telekinesis was removed....
Doug

I miss some of those older spells :-(

-Drumpel
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''>Err. . . let me amend that quickly before someone else points out cleric get out of jail free (while rescuing? NOT) card.''
''>>I was also pretty pissed when I found that 519 (I think that was the spell slot if I remember correctly) Telekinesis was removed....''


Telekinetic Disarm. I think that was judged to invite more abuse than it was worth.
Kindly don't forget about that 76-88% effective 716 as illustrated in my other thread. Oh right, both of those are under level 20 spells. Why are we forfeiting our single level 50 spot to achieve the same or lesser functionality as any other pure again?

~Denil
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''>Of spells that I classify as something that could be commonly cast, the bottom 3 spells all live in the Empath/Major Spiritual Circles.''
''>>I seem to recall from some Simucon past that this exact spell will be in one of the mental (or maybe Savant) lists as a telekinesis thing.''

http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1206


GameMaster Oscuro
I wonder if this could possibly be because major spiritual spells are among the most protected in the lands and are rarely sold off the shelf like all of the other wizard spells of all circles? Or the fact that herbs and other empath wound cleanup exists to minimize the casting of certain healing spells.


Rogue Team
This seems to be yet another case of punishing wizards with excessively punitive nerfs because of the prevalence of pocket mages while doing nothing but protecting and further encouraging the raising of pocket mages at the expense of post-cap power after the nerfing is done.
Cleric/Empath Team
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''<>''
''<>''


That makes sense. Moon Mages have this in DR (telekinetic throw, and the more OMGWTFPWN version telekinetic storm) and they're basically savants. (old school moonie represent)
I could see it being useful in maelstrom bay if you have the mana and just want to waste it. Personally, swimming would probably be cheaper than recasting every room...but since its a free upgrade its all good. Say, would this mean you could drag a body through some of the watery isolated areas that were undraggable before...Like Maelstrom Bay?


''<>''
also if it could be a floating iceburg you could ride...Booyah! I have a magic Island...neener neener!


It was one of my favorite spells too :(
Tell familiar drag island north. Get to work minion!

...i guess i should make a savant when they're released in....oh, who am i kidding.

For 502 how about something that would help low level wizards out when trying to fry hunting as...a wizard instead of a warmage.

elemental empowerment. You have a small chance when casting minor shock, acid, water, or fire to instead cast the major version of that same spell.
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''> I wonder if this could possibly be because major spiritual spells are among the most protected in the lands and are rarely sold off the shelf like all of the other wizard spells of all circles?''
''>I was also pretty pissed when I found that 519 (I think that was the spell slot if I remember correctly) Telekinesis was removed....''


As much as I would like your reason to be the reason why this is true, it is not. It is because the spells simply aren't used.


I don't remember what telekinesis did?
''> Or the fact that herbs and other empath wound cleanup exists to minimize the casting of certain healing spells.''


Empathic healing spells are not anywhere near the bottom 3.


Olivier/Chivalrous-Proud inventor of the causality destroying Droit ballista
~ Konacon

(OOC) You whisper to Oweodry, "What do you think about that ACT she just did?"
''>''
(OOC) Oweodry's player whispers, "I think it's called the ACT verb not the IMPLICATE verb."
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''>> I think we are not speaking on the same page regarding boosters etc and desired effects. To achieve parity in offensive capabilities, all pures need reliable (read: guaranteed at a sufficiently post-cap and enhanced level) crowd control and instant kill mechanisms. That is, effective panic buttons and boosters.''
''>>I don't remember what telekinesis did?''


http://walkaer.tripod.com/MajorElementalspells.txt
Okay. At least I see where some of the perspective difference are. Thanks for clarifying!


~Denil
I guess where we disagree is that I see the current implementation of RapidFire as a panic button and booster where I guess you see it as... something else? That doesn't mean there isn't opportunity for improvement here though. Looking back at the list of group disablers I posted I would happily drop most of our group disablers in exchange for something with a bit more kick.
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''>http://walkaer.tripod.com/MajorElementalspells.txt''


''>> Wizards used to be able to rely on 519 to either outright disable or significantly damage, if not outright kill, creatures.''


You're making me nostalgic for haste II
As someone who used immolation as a staple disabler spell prior to the changes, I honestly feel the spell is still able to disable effectively even with the reduced chance to kill. Agreed that it isn't what it once was as a primary hunting / killing spell.


So I think we all agree there are opportunities for improvement / enhancement of wizards at this point. A lot was taken away with very little given back. Two main hunting styles were pretty much trashed without any significant improvements or benefits to offset this. I'm disappointed on many levels as well even though I'm trying to keep an open mind about the changes. That said, let's identify what is working, what isn't working, and see what we can do to improve things. I think it is important that we are both accurate and specific in what we are saying isn't working if we expect to see any improvements made though.


And point taken on 340, I read up on the spell after you posted it didn't take 40 mana per use.


-- Robert


Olivier/Chivalrous-Proud inventor of the causality destroying Droit ballista
Bazzelwyn says, "Maul maul maul maul maul maul maul."

Bazzelwyn says, "The answer is maul."
(OOC) You whisper to Oweodry, "What do you think about that ACT she just did?"
''>''
(OOC) Oweodry's player whispers, "I think it's called the ACT verb not the IMPLICATE verb."
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''>So I think we all agree there are opportunities for improvement / enhancement of wizards at this point. A lot was taken away with very little given back. Two main hunting styles were pretty much trashed without any significant improvements or benefits to offset this. I'm disappointed on many levels as well even though I'm trying to keep an open mind about the changes.''
I've been going through my old data archives lately trying to sort and categorize everything; I finished off my Gemstone folder a few days ago. Among my old stuff I found an ancient spell list, which I copied from a post Krakii made in 1999 on these very forums. I note that some of these aren't implemented yet... perhaps one of them could be a 502 replacement. I suggest the original 520. Seems very practicable in today's Gemstone...


(Not very friendly formatting, but understandable if you take a close look).
I agree with all of this. Particularly, the emphasis should be on preserving power ceilings at the post-cap level as much as possible, as is still the case with every other pure class, before protecting all the pocket mages and enchanters who don't even have to hunt anything dangerous to get by. When someone has 13m+ exp, they should be supremely powerful, not simply marginally more so than the 7.5m exp freshly capped or overtrained level 90 wizard.


-Grendeg
The 515 cooldown, in particular, needs to be revisited at the post-cap and enhanced level. It's a severe nerf from the first nerf.



Please make the profession fun to play again at the post-cap level and not a more fun combat strategy to 515 some other pure and watch them demolish the room with cheaper and more effective spells instead.

Category Socializing & Roleplaying (10)
Topic Tales of the Old Days in GemStone III (141)
Message How 'bout them Old Days? (628)
By KRAKII@PLAY.NET (Krakii)
On Apr 6, 1999 at 10:05

Want to talk old? Check out the spells (particularly 20th and 50th on the Major Elemental (Closed Essence) list) we were looking at... :)

SPELLS
Open Essence Mage Closed Essence

@401 Guarding I #901 Shockbolt 501 Sleep I
402 Presence *902 Magic Edge 502 Spellstore
403 Lock Lore #903 Water Bolt @503 Blur
404 Trap Lore #904 Stun Cloud 504 Slow I
405 Detect @905 Displacement 505 Sleep II
@406 Guarding II #906 Fire Bolt *506 Haste I
407 Word of Opening #907 Cold Ball @507 Deflection
408 Word of Disarming #908 Fire Ball @508 Spell Bending
#409 Essence Blast 909 Tremors *509 Strength
410 Essence Wave #910 Lightning Bolt 510 Unpain
*411 Essence Blade @911 Mass Blur 511 Floating Disk
*412 Blade Turn 912 Call Wind 512 Slow II
413 Vulnerability #913 Death Cloud 513 Sleep III
@414 Guarding III #914 Firestorm *514 Haste II
#415 Essence Strike #915 Weapon Fire *515 Rapid Fire
416 Piercing Gaze @916 Invisibility !516 Charge Wand
417 Dispel Magic #917 Boil Earth !517 Charge Staff
418 Gather Flows 918 Duplicate !@518 Bravery True
@419 Mass Guarding @919 Wizard's Shield 519 Sleep True
420 Imbed Spell 920 Call Familiar !520 Calm Dragon
*425 True Strike 925 Enchant True !@525 Mist Form
!@430 Guarding True !930 Unknown !530 Word of Calling
!450 Flow Riding !950 Unknown !550 Dragon Control

Notes: Mage spell 930 and 950 must be discovered by the advanced mage.
They are Unknown to all at this time.

@ = Spells that add to target's defensive bonus.
# = Spells that can cause CP damage to the target.
* = Spells that increase the targets offensive ability.
! = Spell is not implemented at this time.
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''>Of spells that I classify as something that could be commonly cast, the bottom 3 spells all live in the Empath/Major Spiritual Circles.''
Doug sighs.
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''>>For 502 how about something that would help low level wizards out when trying to fry hunting as...a wizard instead of a warmage.''
''>>elemental empowerment. You have a small chance when casting minor shock, acid, water, or fire to instead cast the major version of that same spell.''


I like this idea. Make it refreshable and able to be improved with lores. The bigger the boost provided through lores, the higher the mana cost (to cast 502, not the bolt).
Oooh, I like this game.
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How about a wand enchantment? Sorta like wizblade or eblade for a wand. It could give +AS to a wand and/or elemental flares? Lores could increase the +AS and/or give it different flares ala the lore review 902 effects. Or instead of flares maybe a chance for a double bolt/ball strike?


It would be helpful for everyone, low level wizards, sorcs/emps/clerics who use wands and even older wizards.
Hmmm, I'm gonna go with:
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Or mayhap, just give wands a chance to last longer.


- Metadi
Cry for Help (1116)
Frenzy (216)
and uh...
Single target Interference (212)


You say, "'Haven's nae sordid... Jes' prone tae cataclysm."
''>Or the fact that herbs and other empath wound cleanup exists to minimize the casting of certain healing spells.''
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I can't think of the last time my empath got a cleanup. They're harder to come by these days unless you're fastidious about stopping Troll's Blood when you come back to town.
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''>Empathic healing spells are not anywhere near the bottom 3.''
Or how about: Spell Store allows you to store spells in your runestaff? Hold a runestaff in your right hand and a wand in your left, cast 502 at the wand, and all the charges from your wand get transferred to your runestaff. The wand is consumed in the process.


You can store up to 40 charges in your runestaff. This only works with elemental wands (including minor steam, major cold, and major acid) and you can only store charges from one kind of wand at a time. Use WAVE to activate.
This is probably a fruitless discussion, but I would guess the lack of usage of many spells in other profession circles is due to the fact that the other 3 pures still rely on a handful of super boosted and enhanced CS spells to get the instant kill done. Most people hunt as quickly as possible.
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''>>Or how about: Spell Store allows you to store spells in your runestaff? Hold a runestaff in your right hand and a wand in your left, cast 502 at the wand, and all the charges from your wand get transferred to your runestaff. The wand is consumed in the process.''

''>>You can store up to 40 charges in your runestaff. This only works with elemental wands (including minor steam, major cold, and major acid) and you can only store charges from one kind of wand at a time. Use WAVE to activate.''

I like this idea. I'm not sure what exactly you meant by "elemental wands," but I think it'd be more fun if it could pull the charge from any regular imbeddable with a WAVE activator. Maybe restrict it to the elemental spells, but allow spells beyond bolts and balls. It wouldn't have to go as high as 40 charges, if that would be overpowered.

And use point as the activator: POINT [STAFF] AT [TARGET]. Blammo!


~Denil
The problem is that now wizards have been given more "flavor", yet all of the combined options still don't result in as effective a kill or hunt as any of the other pures can achieve at the post-cap level due to the limitations of attrition-based bolting vs. what excessive warding margin can achieve. The power disparity is now significant, while pre-nerf wizards used to be able to more or less accomplish the same thing in different ways.
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Cry for Help (1116)Frenzy (216)and uh...Single target Interference (212)
''>>I like this idea. I'm not sure what exactly you meant by "elemental wands," but I think it'd be more fun if it could pull the charge from any regular imbeddable with a WAVE activator. Maybe restrict it to the elemental spells, but allow spells beyond bolts and balls. It wouldn't have to go as high as 40 charges, if that would be overpowered.''
''>>And use point as the activator: POINT [STAFF] AT [TARGET]. Blammo!''
''>>~Denil''


I was just thinking about wands you find in the treasure system; but yeah, it should work with all wands/rods whether treasure-found, alchemy-made or imbedded. It would be restricted to elemental spells, though.
Those were my guesses, too! Although personally I use 212 more often than 217 (which is still not very often at all).


If 40 is overpowered, maybe the number of charges could be scaled by the amount of mana the spell takes to cast. For example, spells 6 mana and below could be stored for up to 40 charges. Spells 7 to 12 mana could be stored for up to 20 charges, and spells 13-20 mana could be stored for up to 12 charges.
But I'm very surprised 330 didn't make the bottom 3.
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Again, the fact that many post-cap wizards see war maging as the least punitive option left to us is discouraging. The fact is, effective CS spells can be controlled, trained for, and enhanced to guarantee success for all other pures. Likewise, aimed shots are something that can be trained and controlled.
''>>>If 40 is overpowered, maybe the number of charges could be scaled by the amount of mana the spell takes to cast. For example, spells 6 mana and below could be stored for up to 40 charges. Spells 7 to 12 mana could be stored for up to 20 charges, and spells 13-20 mana could be stored for up to 12 charges.<<


Loving this idea! It kinda like duplicate, kinda like enchant, kinda like charge item. I think it fits with theme.
Random, attrition-based bolts and maneuver-based disablers both rely far too heavily on luck to be satisfactory to me post-cap. A post-cap wizard should have more control than ever over the effectiveness of their bolts and disablers, not still have to hope and pray, while none of the other pures has to do that for anything barring a fumble.

and perhaps we could eventualy see auction items and weapons that can be 502ed as well.





Ack! Scarab!
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Untrammel, living spell, and empathy?
''>Or how about: Spell Store allows you to store spells in your runestaff? Hold a runestaff in your right hand and a wand in your left, cast 502 at the wand, and all the charges from your wand get transferred to your runestaff. The wand is consumed in the process''

I would probably guess that this would fall into the auction quality type of deal. Granted, I think it'd be pretty fun and freely admit runestaves need some love.


-farmer

*
That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.-Strath
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''>>Please make the profession fun to play again at the post-cap level and not a more fun combat strategy to 515 some other pure and watch them demolish the room with cheaper and more effective spells instead.''
I think having 502 be a "902 for wands" is the best idea yet. +15 AS for the wand in question. It would help low level mages out a lot, just like 902 does. I don't know how often pure mages use wands at higher levels but I imagine it's not often at all, so the +15 wouldn't really affect bolt DS balance issues.


- Matt, Gondains' player.
While I don't agree with some of what I'm going to call (rightly or no) anecdotal information sharing - in particular the warmage is the least punitive post-cap path as declared by the masses of wizards (well post-cap, I can and do use either quite well, thank you) - I will say this:
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-- A 902 for wands would also help out other pures that use wands for hunting.


-- Runestave Bonding. For the runestaff buff idea, maybe it could work sort of like the paladin weapon bonding spell thingie. Of course not as powerful, but it would get better as you gain more major elemental ranks. Maybe give it a return to hand style function much later. It could add spell aim to start, which would rise with spell ranks/lores. Maybe other stuffs.
I do absolutely agree with the motive behind the quoted plea. Fun is and should be one of the more enduring traits we should aspire to, at all levels.


p.s. Yes I know its a level 2 spells, which is why i've been making the point about lores/spell ranks/levels giving the goods.
Doug

-- Summon Staff. Maybe it could summon an elemental runestaff sort of like a sonic weapon. One that couldn't be disarmed and would rise in enchant with ranks/levels/lores.

-- Runestaff Enchantment. Perhaps it could be cast on a runestaff and give you effects based on the enchant of the runestaff, ie more SA, CS, DS, etc. It would give an incentive for people to use/enchant runestaves above the basic 4x (since there's not much point now). I don't mean it would perma enchant a runestaff, just a time based buff.
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I'ma roll with
''>>Really old wizard spell list (proposal?)<


I enjoyed reading that.
1) Untrammel,
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2) Darkness (safe bet to freebie here)
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3) Cry for Help
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I'd combine the runestaff storage idea and the bolt level enhancement idea. 502 consumes an iron wand (or other Minor Shock WAVE imbed), then POINT RUNESTAFF AT [target] will cast Major Shock.


Consume a gold wand and get 908. Hrm...do we have any other wand spells that are Minor bolts with implemented Major counterparts? Is there a Major Steam?
Doug

(For that matter, is 908 really superior to slender blue wands?)

Anywho, I see that as being a major boon to low level wizards without terribly upsetting the upper levels.

~ Lumi
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I'm pretty sure you suffer the effects when trying to leave the room. So you can enter each room, cast the spell, then move on to the next room without suffering the effects.
''>>(For that matter, is 908 really superior to slender blue wands?)''


Do you mean 907 (Major Cold)? If so, it depends. Slender blue wands work on some cold critters like skeletal ice trolls and cold guardians, whereas 907 heals them.
-- Robert


But when it comes to fighting critters that are susceptible to cold, 907 wins hands down. 907 is to fire creatures as 908 is to trolls. Slender blue wands just hurl a single chunk of ice at the critter. 907 blossoms, gives you a double hit, ''and'' can hit multiple critters.
"All wizards are beginners; some of us have just been beginning longer!"
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Uhm. It's an escape/emergency button, like you've posted and asked for or stated didn't exist.
Did we drastically adjust the DF for blue wands?

I thought at one time it was lightning (major shock), blue wand (chunk ice), stone fist (rock), 906, 907/8, etc, etc.

Those blue wands might 'only' put out a chunk of ice, but if you didn't have 10 mana, that wand would usually put a gaping hole in whatever you were waving it at. Usually far more damaging than 907 ever was, even with blooming, blasting, tripling effects.

Doug
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I won't argue with you if you feel that rapid fire and immolate were overpowered. But your desire to see wizards get their comeuppance shouldn't override your ability to reason. You know this game has poor balance. It always has. Don't blame players and wish for other classes to receive poor balancing decisions that detract from the overall product. It's self-destructive.
Honestly, I'd rather have a Major Acid wand because acid works on everything. It even wrecks the stuff on the Basalt Flats almost as well as 907 does. Unless I'm in Icemule, I also prefer Major Cold to Minor Cold (the spell in the slender blue wand). That's because I don't ever use cold spells on anything except fire critters. At this point, I duplicate and sell any slender blue wands I come across. This may be because my wizard's in Voln and many (most?) undead are immune to cold.
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''>Did we drastically adjust the DF for blue wands? - Doug''


The fact is they took what was previously a hunting staple and apparently turned it into an "emergency disabler" - of which we actually have many, last I checked? I don't see that immolate currently serves any purpose at all. If I wanted to knock something down and prevent it from attacking I can do that to everything in the area for less mana using any number of spells available to the wizard class. We didn't need a disabler. We did need a hunting staple to give me something other than firing off one bolt after another endlessly.


Major Cold (907)
There must exist a balance between "so overpowered you never use anything else" and "so weak and costly that you never really use it." We're really starting to accumulate in that latter category!
Critical Damage Type: Cold/Ice


Minor Cold (1709) Slender Blue Wand
~Taverkin
Critical Damage Type: Impact or Cold/Ice

Minor Cold will do either impact or cold crits. I don't know the ratio, but it seems from the little bit of research I did that 1709 is heavily weighted toward impact crits. So, the wands will be somewhat effective against cold immune targets.

Impact:
You wave your blue wand at a zombie.
1d100: 73 + Modifiers: 174 == 247

You hurl a chunk of ice at a zombie!
AS: +237 vs DS: +118 with AvD: +29 + d100 roll: +37 = +185
... and hit for 41 points of damage!
Strong blow to right hand breaks it!

Cold:
You wave your blue wand at a zombie.
1d100: 27 + Modifiers: 173 == 200

You hurl a chunk of ice at a zombie!
AS: +237 vs DS: +103 with AvD: +29 + d100 roll: +41 = +204
The zombie shrugs off the cold.
Cast Roundtime 3 Seconds.

.
.
Armor Group:ClothLeatherScaleChainPlateDamage Factor (907):.445.350.245.217.208Damage Factor (1709):.667.460.385.375.355
AsG:1567891011121314151617181920AvDs (907):6555545352454341394036322835292317AvDs (1709):4540393837353331294036322830241812
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Mark
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''>Heh. Good cine-ref. Not mainstream, but still kitschy''
''>Telekinetic Disarm. I think that was judged to invite more abuse than it was worth.''

Except that it didn't work on other players, therefore no potential for abuse.


I always thought they took it from us to give to Savants.
WAT


Immolate > Telekinetic Disarm anyway.
https://youtu.be/GlhOUyy4wbs
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1) Cry for Help
''> I always thought they ''
2) Empathic Link (so infrequently used that everyone forgot it exists!)
3) Frenzy


Sort of true.
Doug, Untrammel is a staple defensive spell that is casted in mana spellup if you have the requisite lore now. :) (dispel fodder)


''>Immolate > Telekinetic Disarm''
I don't know that the comparisons to other pures are helping any here, except maybe the request for a one-time CS booster and/or Saturation no longer requiring a warding check?


Er, no. TeleDis had very distinct and useful purposes.
Rishi
- Player of Kembal


Had it been my call, I'd have left TeleDis in place (perhaps changing the flavor a bit to not step on Savant toes), and made Immolate one attack type from Cone.


Fire mage - cone == immolate
Air mage - cone == vacuum
Water mage - cone == flash flood
Earth mage - cone == Stalagmite


And lightening would only be available to those arch-magi who had not aligned.
Speaking to Plur, Belnia says, "You're no Kembal."


:)


Doug
[Roll result: -2112 (open d100: 82)]
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A giantman thief crouches and sweeps a leg at you, but only manages to trip himself.
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I had Empathic Link on my list instead of Interference for a while, but it's such a cool (if frustrating to use) spell that I figure someone out there has to be using it to hunt. Right? Maybe?
''>Er, no. TeleDis had very distinct and useful purposes.''

The only "use" I ever had with Telekinetic Disarm other than recovering someone's disarmed weapon was so I could run around with those cool looking 6x shield-staves that eidolons run around with. Since they crumble, 519 was the only way to get one in your hand. Of course, you couldn't do anything else with it, like put it away.

What are these fabled purposes you speak of?
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So, wonderful mechanics implementation team, now that all the complaints and the mood has died down to a dull grumble, has there been any consideration to adding evoke version of 515?
Ooo. I'm going to go disarm one now. As long as the creature is still alive, it should be fine.
Giving wizards the the 0 cast RT proc version when evoked, so that they can take advantage of the lore effects for non channeled spells (which is a lot of them).


~ Nuadjha, the Briar Fox

You inhale deeply upon your pipe, puckering your lips as you send out three rings of smoke before you, then puff out a small vine of smoke that darts right through all three which causes them to disperse in a hazy shroud!
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| messagenum = 90
| author = AMCPENS
| author = TRIPLEGAME226
| date = on 01/28/2016 08:43 AM PST
| date = on 09/14/2010 04:20 PM PDT
| subject = Re: Rapid Fire (515) Updated!
| subject = Re: 502 Spell Idea
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I'd rather get a 1 second cast time, but with no cool down for 515. I also believe that 515 should be self cast. Why is wasn't to begin with is the mystery....
''>Ooo. I'm going to go disarm one now. As long as the creature is still alive, it should be fine.''

Yep it'll work that way now. Pretty sure it wasn't like that back in the day though. I remember slapping those crumbly weapons away from critters after they dropped them so that they couldn't pick them back up.
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I'll never understand any spell that isn't imbeddable but still castable on other players without requiring the caster to be present for it to stick.
I frequently employed a similar tactic in the stronghold. Those stone mattocks or mauls or whatever they were are no joke. They didn't work on the stone mastiffs, because they weren't enchanted, but they beat everything else up in a hurry.



If RF were to be made self cast though, I think it should only apply to combat spells. There's no harm in rapid fire utility spells being used by other classes.


"The abuse of greatness is when it disjoins remorse from power" - William Shakespeare
~ Methais
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''>>I'll never understand any spell that isn't imbeddable but still castable on other players without requiring the caster to be present for it to stick.''
I'm not sure if that is a quote from me, Methias. But it is something I have said in the past, and it is something I believe strongly. I miss telekinetic disarm.


There are a number of creatures that it is surprisingly good to disarm. The one you might have the most relevant experience with is the pyro and shards.
Be careful what you ask for. There are quite a few that work beneficially this way. Let's not make it worse.

If you can see the relative use of taking the sharding capability of the glaes club from the pyro, then you should be able to fairly easily extend the exercise to creatures with lances that charge, creatures with hurling weapons if you cannot muster the DS (this could be true of ranged weapons, too -- but timing would be tricky. Doesn't do a lot of good to keep stripping the arrow / bolt).

Anything coming at you with a feras weapon that you survive the first touch from.

Polearms in general especially from the creatures that show a tendency to want to trip up their targets.

The list goes on.


Doug
Doug
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| author = OLSENC10
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| subject = Re: HSN: ELR - Ice Patch (512) Updated!
| subject = 517
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''> Is this intentional? The messaging seems contradictory to the ineffectual result.''
Some of my items that ive charged up wont activate. Anyone know whats up with that? 405 says it has a spell of known origin.
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| subject = Stone Fist and Stone Skin
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Type: Attack


Using the elemental powers of Earth, the Wizard is able to conjure a massive stone fist. This fist will grab on to the enemy, leaving it rooted where it stands, and hampering combat. The Wizard may then direct the stone fist to weaken the foe into submission, enabling him to attack with the final blow.
This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?


While held by one stone fist, targets are immune to additional casts of the spell. After the initial 14 mana cast, the fist remains linked to the caster's hand. Using various hand gestures, the caster can command the fist to act. These commands require additional mana and are subject to the rules of normal casting. To invoke an action, it must be targeted at the foe held by the caster's stone fist.
~ Konacon


I'm curious as to the nature of the "rooting where it stands, hampering combat" bit. I've been using Stonefist for grins and after they fail warding I sure do not see any diminished combat ability. As I type this, I wondering if there is a DS pushdown? At any rate, its definitely no web bolt, bind, etc. The spell is clunky, but i don't mind the extra steps for attack too much. . . especially if the stone fist surrounding them actually hampered their attempts at attacking me. In what manner is this spell disabling/hampering critters or is it not working as intended?

Stone Skin: I've 100 ranks of earth lore currently. (late night fixskills/whimsical training change). Anyhow, I've only ever seen the "thick layer of stone" from casting the spell, nothing higher, no matter how many times i cast it. I could get the same effect at tons lower elemental earth lore just by casting the spell a few times. Is this spell working as intended?

Thanks,

-J
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''>Be careful what you ask for. There are quite a few that work beneficially this way. Let's not make it worse.''
Stone Skin: I've 100 ranks of earth lore currently. (late night fixskills/whimsical training change). Anyhow, I've only ever seen the "thick layer of stone" from casting the spell, nothing higher, no matter how many times i cast it. I could get the same effect at tons lower elemental earth lore just by casting the spell a few times. Is this spell working as intended?



Actually, there are none that are imbeddable but can be other-cast without lore excluding bard songs, which work differently altogether.


I believe Major Elemental Training is the only factor in determining your Stone Skin thickness at present. At least this has been my experience.

-- Faulkil
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| author = ROB
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| subject = Re: Rapid Fire (515) Updated!
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Yeah Rapid fire should be self cast. Give some of that back to Wizards. It seems like a no brainer.
''>Stone Skin: I've 100 ranks of earth lore currently. (late night fixskills/whimsical training change). Anyhow, I've only ever seen the "thick layer of stone" from casting the spell, nothing higher, no matter how many times i cast it. I could get the same effect at tons lower elemental earth lore just by casting the spell a few times. Is this spell working as intended?''

MjE spell ranks determine the top end of the thickness scale and Earth Lore brings up the bottom end of the scale. So, yes it is working as intended. Training in more Earth Lore as you stated just gets you the better thickness without having to cast more than once.
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| author = THROGG
| date = on 01/28/2016 03:10 PM PST
| date = on 04/06/2012 12:32 PM PDT
| subject = Re: Rapid Fire (515) Updated!
| subject = recharge query
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I agree with this too, like someone else posted Im not sure why it wasnt self cast from the beginning.
When using the charge item spell, do the same factors enter into success as the enchant item spell? IE,is it best done in a workshop, familar present, unencumbered etc., or will you have equal success doing it in TSC for example, with no special factors present?


The bells of Hell go ting-a-ling-a-ling for you but not for me
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Alright after spending some time hunting on my mage I am absolutely furious at how he's still faster than my sorcerer but not quite nearly as amazingly as fast as he once was. I demand we get our 0 rt back when casting bolts as it is the most tedious thing having any round time at all when casting spells. Can we seriously not get back to 0 rt at some other cost? I will offer meteor shower as an offering.
From my notes (and from Krakii) on 517 - Charge Item:


- Being in a workshop increases the chance of a successful cast.
Secondly (because I know there's no way we're ever getting back to 0 rt) can we consider the 'flare' on 515 an extension on the uptime (since we just recently lost the ability to use enhancives to reduce cooldown as far as we initially could)? In a swarm you can keep it up because you'll have that chance for it to flare but as soon as the swarm ends, the duration will be able to catch up. Noone wants to see rapidfire fall in the midst of a crowd it was designed for.
- Encumberance may hinder you chance of success (need to test this out, maybe on my next trip back to Icemule).
- Having a familiar present (or not present) is not a factor.
- Value of the gem will influence how long your charging sphere lasts.


- Training in MjE and MIU will affect chance of success/severity of failure.
Thirdly, this is working as intended (and look how neat it all works together!) but if we aren't going to change it to something else it would be nice if it happened more often or reliably:
- Training in EMC will decrease the mana required for charging a spell down to its base mana cost.


-- Faulkil
501
You intone a phrase of elemental power while raising your hands, invoking Sleep...
Your spell is ready.
You gesture at a triton combatant.
CS: +494 - TD: +390 + CvA: +20 + d100: +80 == +204
Warding failed!
A triton combatant's eyes roll up into her head as she slumps to the ground.
Cast Roundtime 1 Second.
''>stance off''
You are now in an offensive stance.
''>prep 510''
You intone a phrase of elemental power while raising your hands, invoking Hurl Boulder...
Your spell is ready.
''>''
Your disk arrives, following you dutifully.
''>''
A triton combatant breathes quietly in her sleep, her small nostrils flaring periodically.
''>ch comb''
You channel at a triton combatant.
A triton combatant is awakened by your attack!
You hurl a large boulder at a triton combatant!
AS: +478 vs DS: +232 with AvD: +22 + d100 roll: +53 = +321
... and hit for 148 points of damage!
Hard strike removes the right eye and a goodly bit of skull!
The triton combatant gurgles once and goes still, a wrathful look on her face.


Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!
Necrotic energy from your runestaff overflows into you!
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You feel energized!
Cast Roundtime 1 Second.
Roundtime: 3 sec.
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Crusaders
''>>Training in EMC will decrease the mana required for charging a spell down to its base mana cost.<< ''
Crawlers
Cerebralites
I have noticed that the mana cost also seems to depend on what spell realm the item being charged contains; it looks as though the further away from elemental, the greater the mana needed. I have only tried charging small statues and blue crystals so far; the crystals took more mana. Statues are from the arcane spell circle, while blue crystals are spell 117, MnS.
Soul siphons
Liches
Sentries
Water elementals
Fetish masters (unsure)
Sentries


These are some of the capped critters that that won't work on, either because they can't be slept and/or don't crit. Crawlers and cerebralites usually don't crit, cerebralites can't be slept. The rest it never works on.


I would list defenders too, but Nelemar 3rd floor is basically a level 100 kobold village, and OTF isn't a post cap area.


The bells of Hell
But...1 vs 1 fights were never really the topic in the first place.
go ting-a-ling-a-ling

for you but not for me
~ Methais
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| date = on 04/07/2012 10:22 AM PDT
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I would really like rapidfire to refresh on flare (like bubble flares refresh) so you can attempt to hold out against a big swarm but will lose the rapidfire when the fight slows.
You should review the info about charge item on Krakiipedia at http://www.krakiipedia.org/wiki/Charge_Item

-- Robert

Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!
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| author = GELSTONJ
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| date = on 07/16/2012 12:37 AM PDT
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| subject = Another 502 idea
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InteresTing idea.
Make it a flare adding spell, basically the flare portion of 411. Something that can stack with 902. I don't see is as OP at all and it is far better than the uselessness of the 502 we currently have.

~James
Player of Septimius
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| subject = (Yet another) 502 spell proposal
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''>I would really like rapidfire to refresh on flare (like bubble flares refresh) so you can attempt to hold out against a big swarm but will lose the rapidfire when the fight slows.''
While I'm not opposed to scrapping the current spell entirely, I've been giving some thought to trying to make 502 useful along the lines of its original intent.

I would make the duration of the ability RECALL a spell initially short (maybe 2 minutes) with the ability to extend it out to about 10 minutes based on training ranks related to the spell being stored (Wizard ranks for wizard spells, Major Elemental ranks for Major Elemental spells, etc).



Duration: Special

Type: Utility

Often times the outcome of a battle is determined by who can react first. Because the wizard often is hindered by lengthy gestures and chants, Spell Store has become an invaluable first strike weapon.

After casting this spell, the caster can then cast any of his or her other spells which will be prepared and stored away in such a way that it can be instantly recalled and cast. The spell to be stored must be cast within 30 seconds after Spell Store. Mana for the stored spell is expended up front as all of the preparations are completed in advance except for the final step of casting the spell.

To recall a stored spell the caster need only use RECALL and then CAST the spell. No additional mana will be expended or time required due to the advanced preparations taken.

Note: Although spell store does hold a spell for a long time, it does not do so forever; the exact time when this fails depends on the caster's activity.

Example:

''>incant 502''
You recite a series of mystical phrases while raising your hands, invoking Spell Store...
Your spell is ready.
You gesture.
You feel the magic surge through you.
(If you prepare a spell in the next 30 seconds, it will be stored.)
Cast Roundtime 3 Seconds.

''>prepare major fire''
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is prepared and ready to release. [Spell is stored and ready to cast. Use RECALL to cast within the next 10 minutes].
Roundtime 3 seconds.

''>prep 901''
Your hands glow with power as you invoke the phrase for Minor Shock...
Your spell is ready.
''>cast at stone''
You gesture at a pink rhodochrosite stone.
Nothing happens.
Cast Roundtime 3 Seconds.

''>RECALL''
Energies for the Major Fire spell rush to the forefront of your mind ready to be unleashed.

''>cast at stone''
Prepared in advance, you release the energies of your Major Fire spell with a single thought.
You gesture at a pink rhodochrosite stone.
You hurl a roaring ball of fire at a pink rhodochrosite stone!
The rhodochrosite stone glows with a warm aura then quickly cools off.
Cast Roundtime 0 Seconds.


-- Faulkil
Definitely would be nice to have something to handle the swarming which tends to happen quite often at/near capped. All I can do right now is basically run or die. Even the 1 second RT makes all the difference in that life or death so the nerf does hurt, but I can also learn to deal with it and am learning slowly.
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| author = PEREGRINEFALCON
| author = IRVINETOMOE
| date = on 02/05/2016 11:49 AM PST
| date = on 08/07/2012 12:51 PM PDT
| subject = 506-Celerity
| subject = Spell Store 2.0 (Suggestion)
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I couldn't find the original thread to attach this too (seems like it should be in this folder though).
Duration: 20 minutes


Type: Utility
Does it make sense that alchemy grinding should be moved under the purview of 506-Celerity vs. 535-Haste? Thought I read somewhere that Celerity was for non-combat, thoughtful and deliberate actions which alchemy grinding seems to fall under. Today 535-Haste is what makes alchemy grinding faster.

There are times, in the heat of battle, where mana becomes a premium. One may not immediately have access to all of his or her magical resources due to this.

Using Spell Store, a Wizard can prepare a spell, invest its mana, and store the spell in the back of his or her mind for later use. Using the verb RECALL, the Wizard will immediately have the spell in a prepared state again, but will not incur a mana cost upon using it. The Wizard can use as many spells as desired while keeping a spell in Spell Store.

Training in Elemental Mana Control will allow a Wizard to store additional instances of the same spell. An additional cast is available at 20 ranks, 50 ranks, and every 50 after that, for a maximum 6 casts at 200 ranks.

Spells invoked from foreign Spell Circles can be stored, but incur a penalty, which is offset by training in the Major Elemental Circle. The default chance to succeed is 50%, with an additional +2% success for every rank of MjE, reaching 100% at rank 27.

Training in Elemental Lore will allow select Elemental spells a chance to be have their "charge" used when cast in such a manner. For instance, a Wizard trained in Fire Lore storing the Spell Immolation may find that upon using it, his understanding of the intricacies of the spell allows it to be RECALLed a second time, without preparation. This chance is based on SEED 6 of the summation chart, with 1% chance at Rank 6, finishing at 15% chance at 195 ranks in Elemental Lore.

Usage: Prepare and cast Spell Store. For 30 seconds, any spell prepared will be stored, and incur the standard mana cost immediately. RECALL will bring the spell back to the mind of the Wizard, and casting the spell will cost no mana.


Also, I have not tested this yet, but what about guild repetition tasks? I'm really dreading trying to complete x amount of repetitions in 60 seconds if Celerity doesn't help out with this. I recall that old haste used to be the ''only'' way to complete these tasks in the past (short of winning the lottery).


-- Robert


All the specifics are just ideas for general concepts. The lore benefits and additional gains for the spell are just concepts, subject to as much change or even removal as the GMs see fit. I just felt that I might make this suggestion.
Bazzelwyn says, "Maul maul maul maul maul maul maul."
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Bazzelwyn says, "The answer is maul."
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| author = HOUSERA
| date = on 08/28/2015 08:46 AM PDT
| date = on 10/02/2012 11:40 PM PDT
| subject = Re: HSN: ELR - Ice Patch (512) Updated!
| subject = Re: Spell Store 2.0 (Suggestion)
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This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?
Neat idea. Doesn't take away from what Spell Store already does, but makes it much more useful.
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| subject = Re: Spell Store 2.0 (Suggestion)
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I remember always thinking spell store was rather useless.


This idea is great. :)
~ Konacon>>
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Might be better if you indicate something like additional shards of ice erupt from the ground striking ... for x damage.
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| author = BLACKKOBOLD
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| date = on 10/08/2012 07:54 AM PDT
| subject = Re: 506-Celerity
| subject = Re: Spell Store 2.0 (Suggestion)
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''>Also, I have not tested this yet, but what about guild repetition tasks? I'm really dreading trying to complete x amount of repetitions in 60 seconds if Celerity doesn't help out with this. I recall that old haste used to be the only way to complete these tasks in the past (short of winning the lottery).-- Robert''
Or maybe let the recalled spell to be cast without cast RT as well as for no mana. This would allow some interesting possibilities. For instance, you could store major cold and macro recalling and casting immediately followed by incanting fire for an instant ice/fire combo to shatter stone creatures. Or just a good way to front-load a big hit. It'd definitely get used a lot more!


~Taverkin
I also remember a time where I wouldn't attempt illusions work and the like without the Haste spell available. This definitely seems to be something to consider.
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| author = TRIPLEGAME226
| date = on 02/05/2016 11:58 AM PST
| date = on 03/29/2013 01:14 AM PDT
| subject = Re: Rapid Fire (515) Updated!
| subject = Re: Spell Store 2.0 (Suggestion)
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Definitely would be nice to have something to handle the swarming which tends to happen quite often at/near capped. All I can do right now is basically run or die. Even the 1 second RT makes all the difference in that life or death so the nerf does hurt, but I can also learn to deal with it and am learning slowly.
^ This


Or have it let the next spell cast cost 0 mana, with a 30-60 second cooldown or something, at least on spells above X level.
Big swarm? 410. 518. ... 518 518 518 518.. done.

Having no cooldown for spells under a certain level would help low level mages out drastically, and having a cooldown for higher level spells would help when you need to squeeze out just one more cast but don't have enough mana for it, making it useful for everybody without being overpowered.

Or if you want to make it more fun, make it a warding spell that will make the critter attack itself on the next round. Shuffle around some spell slots (504, 512, etc.) if needed if a level 2 slot is too low for that. This would be mostly just for lulz.

If it were up to me, I'd make 502 a cross realm teleport spell with no reagents or cost or cooldown associated with it. Just let us fly everywhere. Not OP. Not OP at all.

~ Methais
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| subject = my 3 cents
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I'm sure you can take out a big swarm in less than 100 mana, Draf.
Ok, I'm going to throw my 2 cents in here. Actually, 3 cents since I have 3 things I would like to see.


1. change 502 into another bolt spell, since the 500 sphere only has 2 natural bolt spells (510 & 518). If you want to get technical, it can have 3, but 505 is not a natural bolt spell. What I would prefer to see is another earthly bolt spell, since 510 is the only bolt spell that deals with the earth sphere that a wizard can cast. you could even make it a pure elemental bolt spell that is influenced by either A.) your attuned element or B.) your highest trained elemental sphere. in essence, it could be 5 different spells in one, however each wizard would get a different spell dependent on their training/attuned element. i've been waiting for something like this ever since i read "and access to spells that are not available to those ignorant of the secrets of <element> magic." (pulled from http://www.play.net/gs4/info/skills.asp#elemlore)
Doug

2.) if it must stay as some sort of spell store, why not make it a powersink? after casting, prepare the next spell and infuse more mana into the spell, creating a stronger version of the spell at a greater mana cost. Similar to 117, but instead of increasing AS it increases the damage factor depending on the amount of mana sunk into it. Granted, we are always trying to find ways to conserve our mana, but i think having a bigger damage factor like this can at least come in handy for things such as invasions, kill dangerous creature bounty, grimswarms, or if something higher level wanders into your hunting area.

3. I would love to see 550 be a spell that turns the caster into an elemental being, greatly increasing that element's power but making the caster susceptible to the converse element (such as fire/ice). there are plenty of ways to keep casters from staying elemental, such as losing access to spells while in the form, permanently destroying armor/runestaff, destroying items worn, losing items in containers, berserking (becoming stuck in offensive), draining mana/stamina ... i could go on ... and plenty of benefits that could be added on for being in elemental form. since we are made to be masters of the elements, let us be masters of them. it's not much different than assume aspect, but i think it could be quite an interesting addition for both role players and power hunters.

All of these would work perfectly for the major elemental circle. Again, just my 3 cents.
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''
Why not blend the two ideas and kill off a few redundant spells while we're at it. I see no reason why it needs to be placed in the 502 slot either. Kill 502, but also kill all single-cast natural bolts. Consolidate them into a single spell. Likewise consolidate ball spells into a single spell. And expand the cone functionality.

Here's the idea:

901 - Elemental bolt

Usage: prepare/incant 901/elemental bolt <Element Name> <# of additional mana from 0-9 points>

Element types would of course include the basic elements currently available to wizards, but could be expanded via lore training to include more exotic elemental types. For instance, combination water/fire lore could unlock steam as an element. A certain amount of fire lore could unlock plasma. And so on.


The amount of additional mana allowed could perhaps be linked to harness power/EMC skill in such a way as to create a clear progression over time. No more giving 10 mana spells to characters with only 30 mana available to use! But as a tradeoff for this limitation DF could be made variable. The idea here is that DF is linked to trained skill thresholds such that the cost for the same DF is higher as you gain levels, but your potential damage ceiling is also higher. The maximum cost of elemental bolt would be 10 mana, but it would be far more flexible in that it would allow any element to produce results similar to 910/510. At the low end you should be able to spend relatively small amounts of mana to produce better results. This should be matched to realistic expectations for mana so that we aren't starving our young wizards and forcing them to swing a weapon for their introductory period as is often the case today. And like it is now, I don't expect a high level wizard would always wish to spend the maximum amount of mana. Sometimes 5 or 6 mana will do. It depends upon the target! This spell has all the flexibility we need.
It's hard to beat cone for taking out swarms. Although, at cap that plan often falls a bit short. Try that in a room with a lich, a destroyer, a cerebralite, a fetish master, and a soul siphon. The destroyer is immune to 410, the master and lich will likely fall down, but due to their runestaff DS your cone of elements will miss. So you'll obliterate the soul siphon and cerebralite, but the destroyer will just keep tackling and forcing you into offensive and the lich and master are probably waiting out the remainder of a fairly short RT from e-wave before they unleash spikethorn and major e-wave on you.


Now apply the same thing to ball spells. A single spell that allows the wizard to choose an element, with additional lore unlocks, and variable DF based upon trained skills.
Better to lead with call wind and then cone. The cone will stun the cerebralite and siphon regardless, even though call wind will likely miss the siphon. You should be able to hit the lich/master with the cone due to the stance-forcing effect of call wind. If the destroyer tackles you at this point, at least you have some time before the lich and master can cast. That assumes that the lich doesn't EBP or 540 the cone (probably happens nearly 1/3 of the time!) and that the initial cast of call wind hits. If you do miss, your best bet is to bail out before you get dead. Standing in front of liches and trusting to luck rarely works out in your favor!


And maybe cone spells. But you may wish to consider placing some skill requirements on additional targets and perhaps a cooldown to avoid the issue of too many cones in too short a time during events! Please don't use MOC. Make it a lore requirement perhaps. Base number of targets, increased by lores, with the advantage of being able to choose your preferred element.
Of course, you know how to hunt the scatter. I'm only illustrating the point that handling swarms as a wizard isn't always as simple as all that. Since wizards were poorly compensated defensively, it's more important than ever that we minimize the number of combat rolls we leave to chance. In the example above, leading with ewave rather than call wind presents a great deal more risk. Knowing which spell to use and when will make hunting go a lot more smoothly.


I also like the idea of being able to temporarily boost AS with these spells. It'd perhaps be a nice touch for a lore unlock with a cooldown. You can use the boost if you have sufficient skill in the element you're using, but then you can't use the boost again for a short period of time. That shouldn't be too powerful. It'll just help when you have a particularly tough target. And the cost is appropriate.
I would also remind wizards of the new tremor TAP/STOMP mechanics. Think about where a 0 RT knockdown could play well with your usual strategies. You should be able to find frequent use for this effect.


~Taverkin
~Taverkin
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I've said it before, but I don't understand why Haste was nerfed after splitting it in half and moving part of it from a level 6 slot to a level 35 spell slot. As Taverkin said, nothing else was given to compensate for the reduced effectiveness of the defensive benefit of Haste, let alone the hit to BOTH Immolate and Rapid Fire. Instead, Wizards lost a 35th level spell slot and had a drastically reduced floor on their defensive combat RT.
Also, if you do make this idea reality, how about some saved settings so you can set mana/element for future use?


~Taverkin
That seems a bit punitive.
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''
Add to this list a Mass Slow option for 504, or at least a multi-target version.
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Yeah, 504 isn't all that useful against a solitary opponent. You're usually better off using a killing or disabling spell. But against multiple opponents and in combination with RT-inducing CC, a mass version of slow could be a far more useful spell. You'd definitely see a lot more use of this spell!


~Taverkin
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Slow should cause an initial RT when cast on a target.


502 should either make the next spell cast either be free or have reduced mana cost. Or either make your next spell double cast, or grant a buff that gives you X chance for your spells to double cast, and the buff goes away when a double cast occurs.
I wonder if it's coincidence all of the things I've been using the heck out of (rapid fire, haste, enhancives) are all getting the nerf bat? It's almost like someone was listening, but decided to shoot the messenger for having too much fun!


502 is so useless right now that it could be changed to restore 1 mana at the cost of 2 mana and it would still be more useful than it is now.
~Taverkin

~ Methais
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''>> As Taverkin said, nothing else was given to compensate for the reduced effectiveness of the defensive benefit of Haste,''
Spell store would be nice if it actually banked a spell so that you could cast several at once. Initial value of 1 extra, eventually leading to 2 or 3 extra plus your first.
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As for another improvement idea, why not make a pre-cast spell that makes your bolt MUCH harder to evade/block/parry? I doubt the EVP system was designed to screw over bolters, as there is no such balancing act for warding based magic. There would be a cost associated with the spell, whatever is appropriate without being excessive. 502 seems as good a slot as any.


Prep 502, then prep the bolt spell you wish to enhance. When you cast the bolt, an added cost appropriate to the level of bolt along with whatever training you have to mitigate it is factored into the final tally of the spell.
It does stack for four hours now vs. having a 60 second non-refreshable duration.


Simple, useful, and not overpowered. No worries about upsetting creature balance as they wouldn't be casting this spell at players.
-- Robert
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Could 511 be updated so that it doesn't automatically eat the gem in your hand but instead require you to cast AT the gem to do that coloured disk effect? I sadly keep losing random gems because I forgot I had it in my hand. This time it was a rift black diamond that I didn't shove back in my pouch before realizing I forgot to cast a disk. :/
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Would it be possible to implement a store mana spell that could be cast at a familiar, like sorcerers can do with their demons?


~Shi'larra
Bazzelwyn says, "Maul maul maul maul maul maul maul."
One bold fella breaks from the chain and climbs up on Brinret's chest, grabbing a hold of the tufts of hair on both sides of his head and holding him still! A fat, wet kiss is placed before the monkey disappears
Bazzelwyn says, "The answer is maul."
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''>>It does stack for four hours now vs. having a 60 second non-refreshable duration.<< ''
hey, spell store is useful for me. especially when I know my favorite sheruvian cleric is lurking. =0
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For 35 mana a shot it had better stack; it should also sing "America the Beautiful" while tap dancing with a top hat and cane.
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I was pretty much perma hasted with the old spell. I had a script that every 45 seconds would "stop 506\rincant 506\r".
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''>> For 35 mana a shot it had better stack; it should also sing "America the Beautiful" while tap dancing with a top hat and cane. ''
I noticed that when I eat haste edibles, the duration is 2 minutes, but when I cast haste, it ends up lasting just over a minute. Is this a change, esp. WRT the haste edibles?


-Taakhooshi, and Me
How about "Elanthia the Beautiful" instead? :p


For the Story of Taakhooshi:
''>> I was pretty much perma hasted with the old spell. I had a script that every 45 seconds would "stop 506\rincant 506\r". ''
http://www.gsguide.net/index.php?title=Taakhooshi
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Sleep, 501, has been updated for the ELR. A seed 1 summation of Elemental Lore, Air provides for a chance for the target to be groggy (-20 AS/DS and 2 second slow) when (or if!) they wake up. The grogginess lasts for 10 seconds.


That is all.
So before you were spending 80 mana every 10 minutes during your hunt and now you are spending 35 mana while sitting around in town for somewhere between 20 minutes to nearly 2 hours of haste (mileage will vary by training) yet you seem incredulous at the mana cost? This doesn't seem to be a very compelling argument for change or for the addition of a musical score as you have suggested.


Ixix
-- Robert
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Details on 'the chance' please?


Doug
Bazzelwyn says, "Maul maul maul maul maul maul maul."
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Bazzelwyn says, "The answer is maul."
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''>This doesn't seem to be a very compelling argument for change or for the addition of a musical score as you have suggested.''
To be clear on this the seed summation is a percent value 1% per seed rank? And also, I assume its based on ranks, not bonus...but can you clarify that?
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The percentage chance of the sleeper waking up groggy is the seed 1 summation of the caster's EL:A ranks. You will see messaging that indicates when somebody or something wakes up groggy.


Ixix
Yeah, we should probably stick to the fact that the old haste was mechanically superior and didn't take up 2 spell slots, one of them being 35th level. That, and everyone else getting a free bastardized version of Haste in the form of Quickstrike.
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Maybe it just shouldn't do anything more than effect the legs/abdomen/back with the ice critical damage...
Yes, I got that.


So what we're saying is ''0% base chance'', increasing a percentage point on Seed 1 Summation, to maximum bonus of 24 (perhaps 25) percent.
I am curious what happens if the ice critical happens to cause a crit that comes with knockdown, but the ice encasing it... mindsplosion


Accurate?


Doug
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Yes.


Ixix
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Gratzie a mille!


Doug
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Can we sleepwalk and talk about random mostly unintelligible babble if we cast Sleep on ourselves? Similar to the babbling you do when you drink too much death rum, but you'll walk around doing it. Like a zombie.


If not, I'll settle for self cast sleep invoking old school Symbol of Dreams as an appropriate consolation.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein

~ Methais
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''>> Yeah, we should probably stick to the fact that the old haste was mechanically superior and didn't take up 2 spell slots, one of them being 35th level.''
If the target was intoxicated when we put them to sleep can the chance for grogginess be doubled and the result be 'hangover' instead of 'grogginess'? (-20AS/-20DS and subject to stun/rage/fleeing from load noises and bright lights)?


Like this change!
Agreed. As well as acknowledging all of the changes (the good and the bad) and making logical arguments for why additional changes are needed.


-- Robert
-- Robert


"All wizards are beginners; some of us have just been beginning longer!"
Bazzelwyn says, "Maul maul maul maul maul maul maul."
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Bazzelwyn says, "The answer is maul."
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The logic has been pretty well spelled out in this case. People can keep hammering the point home, but beyond that, pointing at the obvious with both hands instead of one doesn't seem to be making much of a difference.
Nice little perk on sleep, thanks!

Just an elf about town...
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''>>doesn't seem to be making much of a difference''
So if I understand correctly,


501 the target, then attack it and it will have additional -20 AS/DS ontop of being offensive, and prone (-50 DS)?
We don't know that, for all we know the GMs might be trying to get through this festival and then plan to take a look.
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I think prone/offensive is as good as it ever gets.


After it wakes up/stands up, that's when you'll see the lingering -20 effect, to simulate it still being mildly under the influence.
Despite my dissatisfaction with a couple of things that have occurred, I'm still fairly sure that:
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I kinda wish they would reduce the cost and/or the threshold for success. The fact that you need a +130 to put the target to sleep and the variable mana cost makes this a pretty expensive spell for the effect. You're almost always better off just using a spell like ewave or call wind (if you need the stance change).


~Taverkin
1) There was a plan;
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2) That plan was adjusted;
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Especially since it's single target compared to those other disablers which will handle the whole room. I'd like to see the mana cost max out at around 5 or 6.


I kinda wish we had this effect when warding between 100-125. As when the spell actually lands, the aftermath is usually pretty swift in my favor. But warding at 110 gets me nowhere.
So, we wait.



Doug
Also I notice they have no problem making drastic changes downward but all these lore effects thus far seem extremely timid. 10% proc rates to effects that are marginal to begin with. 200 ranks for 20% chance? That's a big meh. You could make it 100% and this effect would still be inferior to our other disable spells.


And this is from someone who kinda likes sleep! I use it when I can because I think it's cool, but it is often an inferior choice.
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I don't think trying to stifle conversation is the way to go either, but hey, everyone's entitled to their opinion. Some just appear to be trying to stop others from sharing theirs.
lulz once again this is not a spell review... it's lore review.. which means they're trying not to change the spells fundamentals at all. Don't get your hopes up...
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?? I'm not asking for a spell review. But having the lore contribute in a meaningful way seems like that would fit into the realm of ELR. Lore making a spell better is the point right? Froo froo stuff that never makes any difference... I guess I just don't see the point.
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Maybe I should pose it as question. If the creature wakes up from sleeping to being stunned in prone (ie: slept, then crit), will the DS be further suppressed by 20?
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Yes, the grogginess is separate from and can stack with any other status effect type penalties that might be applied to a critter (or you). As long as you see the new messaging, the penalties should be applied and in effect.

Ixix
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I'd like to see it have some buff if I'm under hunting a bit. At same level stick with groggy as it is now, but lose 1% for each level above and gain 1% for each level below. Something along those lines along with the Lore perk.

Just an elf about town...
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''> 4) We haven't exactly covered ourselves in glory encouraging real-time conscious-stream thought sharing.''
Hi everybody! (Skip down to == MECHANICS == if you don't want to read my ramblings)


This is not a water lore update, in fact it's not any kind of a lore update! That's right, you heard me. There are NO LORE ADDITIONS in today's spell update, but have no fear, I'm still doing something as watery as I can... So, let's talk Ice Patch. It makes patches of ice (Appropriately named) that make things hilariously fall to the ground so that everyone around can have a good laugh. Humor is great, but let's make it even better! Every once in a while you might find yourself mucking around in a bog, eyeing your destination and thinking to yourself, "If only I could just hop up and walk right over this bog I wouldn't have to get my robes dirty..." Wouldn't that be great?!
I can only speak for myself, but I can say that I am not avoiding interaction because of any anger/irritation/frustration that might be directed towards me if I were to interact. I am more than willing to receive criticism regardless of how harsh it might be.


Have I got the thing for you!
I'm not interacting because:
1) The stuff that I'm working on right now isn't ready to share.
2) A lot of the things being discussed right now aren't things that can be easily commented on. Questions like "What are your plans?", "Is this going to change?", and "Don't you agree this is broken?" aren't things I can discuss.


== MECHANICS ==
All I can do is assure you that I'm reading everything that is being said.

The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).

Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.

Questions? Comments? Love? Hate? CANDY? All of those things are welcome.

(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)


~ Konacon
~ Konacon
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''>> I am more than willing to receive criticism regardless of how harsh it might be.''
Wow, no lore changes just...better?


Sounds good!
You really should water your lawn more.
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Is this intentional? The messaging seems contradictory to the ineffectual result.


You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
-- Robert
Your spell is ready.

You gesture at an imposing fire giant champion.
Bazzelwyn says, "Maul maul maul maul maul maul maul."
An airy mist quickly gathers around an imposing fire giant champion.
Bazzelwyn says, "The answer is maul."
CS: +554 - TD: +438 + CvA: +25 + d100: +18 == +159
Warding failed!
The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice.
... 15 points of damage!
A frosty blow to the neck. Bet that smarts!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
''>rel''
You feel the magic of your spell rush away from you.
''>inc 904''
An imposing fire giant champion points a flaming hand at you!
An imposing fire giant champion hurls a roaring ball of fire at you!
AS: +419 vs DS: +765 with AvD: +59 + d100 roll: +38 = -249
A clean miss.
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''>> I am more than willing to receive criticism regardless of how harsh it might be.''
Can I walk between the Landing and Teras? I JAYKAY...


I love updates like these the most, oddly. Environmental interaction FTW.
You water your lawn too often.



Chad, player of a few

Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
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''>All I can do is assure you that I'm reading everything that is being said.''
''>The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).''


Excuse me if I'm missing the obvious, but how exactly does this help when one has to walk INTO the room first to cast the spell, when the purpose behind using water walking is to counteract the environmental effects of the room BEFORE entry? For example, if I'm walking on the EN trail and go through the swamp, this means the wizard will have to be the one to suffer the RT in each swamp room, then cast ice patch for any followers? This seems useless, as everyone in the party will have to wait out the same RT in any case for the wizard to move ahead for each step.
Thank you for this acknowledgment.
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''
== MECHANICS ==The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.Questions? Comments? Love? Hate? CANDY? All of those things are welcome.(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)~ Konacon


How about a self-cast version that mimics 112 for a standard spell duration? With losing haste, this would be a nice addition when walking through swamps. Having to cast it in every single swamp room (On the trail from WL to EN for example) is clunky.
Pro Tip: While releasing specifics far in advance isn't recommended, popping in to let us know that you are planning to address an issue in the near future is advised - we call that "communication." In the absence of communication, expect players to assume whatever they like. And good luck with that!
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''<>''


I could see it being useful in maelstrom bay if you have the mana and just want to waste it. Personally, swimming would probably be cheaper than recasting every room...but since its a free upgrade its all good. Say, would this mean you could drag a body through some of the watery isolated areas that were undraggable before...Like Maelstrom Bay?
I get that nobody wants to admit when their pet project doesn't receive quite the warm welcome they were hoping for. But the feeling I get from the little communication we have received is that the devs feel the ELR was a success and the complaints are from a vocal minority with a penchant for hyperbole. If that isn't the message you intended to convey, perhaps stopping in and discussing where we're going next would be prudent at this point? I know I can't be the only one left wondering: Is this it?


also if it could be a floating iceburg you could ride...Booyah! I have a magic Island...neener neener!
~Taverkin

Tell familiar drag island north. Get to work minion!
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''>I get that nobody wants to admit when their pet project doesn't receive quite the warm welcome they were hoping for. ''
I'm pretty sure you suffer the effects when trying to leave the room. So you can enter each room, cast the spell, then move on to the next room without suffering the effects.


-- Robert
I think he's still a little hurt over the reception of exploding animates :) I wouldn't call the 506/515 changes a pet project for the staff, it was in the works for a long time and was likely handed down from above.

"All wizards are beginners; some of us have just been beginning longer!"
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''>Do you think it should be messaged after the damage rather than before to read better?''
''> Is this intentional? The messaging seems contradictory to the ineffectual result.''


This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?
Yes, that would definitely read better.

~ Konacon
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''>> If that isn't the message you intended to convey, perhaps stopping in and discussing where we're going next would be prudent at this point?''
This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?


~ Konacon>>
I think one did, Tav. In fact, I deleted a couple of responses because they served no purpose after the lawn-watering debate.


Might be better if you indicate something like additional shards of ice erupt from the ground striking ... for x damage.
You did see it, right?
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''
Maybe it just shouldn't do anything more than effect the legs/abdomen/back with the ice critical damage...
''<1) The stuff that I'm working on right now isn't ready to share.''
''<2) A lot of the things being discussed right now aren't things that can be easily commented on. Questions like "What are your plans?", "Is this going to change?", and "Don't you agree this is


I am curious what happens if the ice critical happens to cause a crit that comes with knockdown, but the ice encasing it... mindsplosion
While I can certainly understand the tough position you find yourself in, I'm afraid I must remain unreasonable: I'm looking for acknowledgment of the issues we're discussing here and a commitment to addressing them.



~Taverkin



Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
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''>>I don't think trying to stifle conversation is the way to go either''
''>Do you think it should be messaged after the damage rather than before to read better?''


Yes, that would definitely read better.
I respect that opinion, and hold it dearly myself.
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I wonder if this would mitigate the environmental hazards around Teras where you occasionally slip through the crust on the lava flows...


''>> also if it could be a floating iceburg you could ride...Booyah! I have a magic Island...neener neener!''
''>>So, we wait.''


And yeah, creating a floating iceburg that you could sail/row you and your group across the bay would be super awesome. Make it so Konacon!
A statement of fact - unless your opinion is we're not waiting to hear more?


-- Robert
''>>Some just appear to be trying to stop others from sharing theirs. ''


"All wizards are beginners; some of us have just been beginning longer!"
Indeed.
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''>I'm afraid I must remain unreasonable: I'm looking for acknowledgment of the issues we're discussing here and a commitment to addressing them.''
''>I'm pretty sure you suffer the effects when trying to leave the room. So you can enter each room, cast the spell, then move on to the next room without suffering the effects.''

This isn't true.


''>This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?''


My point was that the messaging implied the creature was somehow immobilized, while that wasn't the case as it immediately attempted an attack. Also, the damage seems exceptionally small for a 159 endroll, especially on a fire creature that has the largest vulnerability to cold damage.
... seriously?
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Revision as of 21:45, 12 January 2017

Category: Wizards
Topic: Major Elemental Circle
Message #: 26
Author: GS4-NAOS
Date: on 06/01/2010 08:39 AM PDT
Subject: Re: 525 and 550


I kind of like the idea. I'm less of a fan of moving 525 to another spell slot. (Also, we don't currently have any plans of releasing 50th level spells for non-profession spell circles, so 550 isn't even on the table as a target slot.)

-- Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.

Category: Wizards
Topic: Major Elemental Circle
Message #: 27
Author: WYNTRFRSH
Date: on 06/01/2010 09:22 AM PDT
Subject: Re: 525 and 550


Thanks for the feedback, Naos.

So, how about this:

Change the slot to 535 - Storm, and give it some kind of front end disabling damage. The additional waves will continue as initially proposed.

Category: Wizards
Topic: Major Elemental Circle
Message #: 28
Author: SKUPEC1
Date: on 08/07/2010 05:49 PM PDT
Subject: 502 Spell Idea


As a direct consequence of the elemental attunement thread in the minor elemental board, I propose...

502 Elemental Attunement [EATTUNE]Duration: SpecialType: UtilityAs masters of elemental forces, these practitioners have learned how to temporarily overcome their natural attunement to a single element. After casting this spell, the caster is able to summon powers from an elemental plane of their choosing to power the next spell they cast (within 30 seconds). Like many spells, knowledge of a spell is not the same as mastery of the spell. When invoking power from the elemental planes, there is a chance of unleashing more power than the caster can handle or simply failing to channel sufficient power.

Example (modelled after 203):

>attune

Usage:

ATTUNE RANDOM    - Focus randomly on any elemental energy type.
ATTUNE ELEMENT   - Focus on your attuned elemental energy type.
You are attuned to the Element of Fire.
You are currently focused on your attuned element.

>prep 502 You recite a series of mystical phrases while raising your hands, invoking Elemental Attunemet... Your spell is ready.

>summon air A brief wind swirls around you before disappearing. You're left feeling that the power of elemental air is at your fingertips. Cast Roundtime 3 Seconds. (Forcing stance down to guarded)

>prep 411 You gesture and invoke the powers of the elements for the Elemental Blade spell... Your spell is ready.

>cast dagger You gesture at a dagger. A bolt of energy leaps from your hand to the dagger which seems to absorb the energy. After a few moments the dagger begins to shine with a brilliant luminescence. Cast Roundtime 3 Seconds.

>l dagger The dagger is surrounded by a scintillating white light.


Random thoughts...

And, if it's considered too powerful to chose an attunement for a single cast, add failure chances ...

... chance of minor failure - you aren't able to attune to the element summoned for some reason - no negative effect, just 2 mana wasted

Chance to avoid a minor failure could be either based on EMC or MjE ranks. It shouldn't require too much of either, though, to basically avoid the failure. This spell is already of pretty limited limited use(1).

... chance of major failure - something went horribly wrong - take a rank 1 crit from the element summoned and not attuned successfully

Chance to avoid a major failure could be based on the appropriate elemental lore where (50 - EL bonus) = chance of major failure(2)(3).

Clearly, with failure chances, it would become a low level spell that is not intended for low level casters. I tried to minimize that by setting the major failure low enough that by the time they're learning spells where they could have some use for it, they'd be able to have 0% major failure chance with at least 1 additional element.


Notes: (1) How many spells actually look at attunement at all? 6, I think -> 503 (messaging only), 409(??), 411, 415, 435, and 920 (wyrdlings) did I miss any?

(2) Casters should automatically get a 0% chance of failure on their attuned element, but someone might argue that's giving attunement a (irrelevant) mechanical advantage.

(3) Yes, I realize my failure chances above mean you could potentially have more chance of a majoir failure than a minor one. I'm not claiming to have perfect mechanics here, just an interesting idea :D

Category: Wizards
Topic: Major Elemental Circle
Message #: 29
Author: RIMALON
Date: on 08/07/2010 08:24 PM PDT
Subject: Re: 502 Spell Idea


I like it!

Better than spell store, at any rate!

-Sea Wizard

You reach into the cauldron and take out a silvery monogram rocket. The cauldron raises up two of its legs and clasps them in victory.

Category: Wizards
Topic: Major Elemental Circle
Message #: 30
Author: AUDIOSERF
Date: on 08/09/2010 04:04 AM PDT
Subject: Re: 502 Spell Idea


It is hilarious that Spell Store still exists and is a Thing now that prep times are gone. It is literally worse than Nightmare or Disease, two of the most useless spells in the game.

- Matt, Gondains' player.

Category: Wizards
Topic: Major Elemental Circle
Message #: 31
Author: AUDIOSERF
Date: on 08/09/2010 04:04 AM PDT
Subject: Re: 502 Spell Idea


Oh, and because I forgot to mention it while making fun of Spell Store -- I like your new 502 idea a lot.

- Matt, Gondains' player.

Category: Wizards
Topic: Major Elemental Circle
Message #: 32
Author: ALSTHAR
Date: on 08/09/2010 11:00 AM PDT
Subject: Re: 502 Spell Idea


Indeed, it's a good idea especially because apparently we're never going to get a FIXATTUNE or anything.

It would be really nice if you could make it a persistent buff rather than a one time use. For instance

prep 502 summon (element) then "attune focus"

Then any spells normally affected by attune work off whatever you set with 502, and increase their mana cost by 2 each cast.

If that is possible on the technical side, that is.

Category: Wizards
Topic: Major Elemental Circle
Message #: 33
Author: GS4-NAOS
Date: on 08/09/2010 11:38 AM PDT
Subject: Re: 502 Spell Idea


Go fish.

-- Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.

Category: Wizards
Topic: Major Elemental Circle
Message #: 34
Author: BADNADE
Date: on 08/09/2010 01:19 PM PDT
Subject: Re: 502 Spell Idea


<<>>

ok, I bite..

How about this

502 elemental negation. refresable short duration While this spell is active, you are no longer attuned to your element...


Not letting us change our element but allowing us to drop it if its a hinderance...


(side note, have not played in a long while.. was no attunement when I left, so I dont know if attune will affect anything in the game in a negative way. I just assume that there is. so please edjucate me on this one, as im shooting in the dark.)



Ack! Scarab!

Category: Wizards
Topic: Major Elemental Circle
Message #: 35
Author: PRICKLIES
Date: on 08/09/2010 02:04 PM PDT
Subject: Re: 502 Spell Idea


>>Not letting us change our element but allowing us to drop it if its a hinderance...

ATTUNE RANDOM. That's why attuning to an element is not a disadvantage. Anyone who has already attuned can "attune random" and their spells will be mechanically identical to those of an unattuned character.

>attune element You close your eyes and focus on the Element of Air. >attune

Usage:

ATTUNE RANDOM    - Focus randomly on any elemental energy type.
ATTUNE ELEMENT   - Focus on your attuned elemental energy type.
You are attuned to the Element of Air.
You are currently focused on your attuned element.

>attune random You close your eyes and release your focus on the Element of Air. >attune

Usage:

ATTUNE RANDOM    - Focus randomly on any elemental energy type.
ATTUNE ELEMENT   - Focus on your attuned elemental energy type.
You are attuned to the Element of Air.

>

~Denil

Category: Wizards
Topic: Major Elemental Circle
Message #: 36
Author: SKUPEC1
Date: on 08/09/2010 02:30 PM PDT
Subject: Re: 502 Spell Idea


>> Go fish.


502 - Create Card [ccard]Produces one standard playing card in the caster's hand. With 300 ranks of EL:Air, caster may chose number and suit of card created.

)



Category: Wizards
Topic: Major Elemental Circle
Message #: 37
Author: ALUVIUS
Date: on 08/09/2010 05:51 PM PDT
Subject: Re: 502 Spell Idea


How about an elemental "bless" spell that lets wizards add temporary elemental flares to magic weapons/projectiles and wands. I guess letting it also be an undead style bless would be too much though heh.

Or maybe a reactive elemental flare buff? Chance for the flare to go off when you're hit.

Maybe a elemental resistance buff? Gives some resistance to a single element, would work randomly or to your attuned element.

Or what about an elemental CS spell? All it does is flare crit. Can be channeled for a double flare. Would give an option to bolting for lower levels. Thinking along the same lines as smite/bane but not as career defining.

All of the above would work with attune element or attune random.

Just some ideas, not sure what is too powerful or has already been tossed out heh.

Category: Wizards
Topic: Major Elemental Circle
Message #: 38
Author: RIMALON
Date: on 08/09/2010 08:15 PM PDT
Subject: Re: 502 Spell Idea


As has been discussed before, I don't know why 502 just isn't a direct elemental crit, of minor severity.

Because we could spam it with 515? We can spam FAR WORSE!!

-Sea Wizard

You reach into the cauldron and take out a silvery monogram rocket. The cauldron raises up two of its legs and clasps them in victory.

Category: Wizards
Topic: Major Elemental Circle
Message #: 39
Author: AUDIOSERF
Date: on 08/10/2010 03:56 AM PDT
Subject: Re: 502 Spell Idea


I would gladly take a bootleg Smite/Bane type of spell in 502. Doesn't have to be nearly as strong, of course. ANYthing would be nice. 502 is more annoying than unimplemented/unfinished spell circles, IMO, because 502 is implemented and is quite literally useless.

- Matt, Gondains' player.

Category: Wizards
Topic: Major Elemental Circle
Message #: 40
Author: ISMANO
Date: on 08/10/2010 09:09 AM PDT
Subject: Re: 502 Spell Idea


How about a really cheap Bolt/ranged DS defensive spell (+10)? Yeah, I know it won't help the wizard too terribly much after a certain point, but it would be a nice helper spell for the other professions.

Couldn't be worse than what it is now..

-farmer

That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.-Strath

Category: Wizards
Topic: Major Elemental Circle
Message #: 41
Author: GS4-NAOS
Date: on 08/10/2010 11:41 AM PDT
Subject: Re: 502 Spell Idea


I don't think anyone disagrees that Spell Store is useless (or at best marginally useful.)

Defensive spells aren't on the table.

I'm not sure if I see the point of a weaker version of 409/415 in the 502 slot. Wizards have enough CS-based attacks as is for a profession that is designed to use bolt spells.

-- Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.

Category: Wizards
Topic: Major Elemental Circle
Message #: 42
Author: DOUG
Date: on 08/10/2010 11:42 AM PDT
Subject: Re: 502 Spell Idea


Then, the answer to the dilemma is?

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 43
Author: CAELRIC
Date: on 08/10/2010 11:47 AM PDT
Subject: Re: 502 Spell Idea


single use bolt AS bonus, similar to 117, but not nearly as much of a bonus.

'Cause you know, wizards need more bolt AS...


-Taakhooshi, and Me

For the Story of Taakhooshi: http://www.gsguide.net/index.php?title=Taakhooshi

Category: Wizards
Topic: Major Elemental Circle
Message #: 44
Author: WOLFES2
Date: on 08/10/2010 12:16 PM PDT
Subject: Re: 502 Spell Idea


I'm thinking a boost to bolt AS is actually not a bad idea. 502 coming early on could be useful for a low level wizard. Later on, when wizards don't need the AS quite as much, they'd find the boost to be negligible.

502 Hawk Eye +5 bolt AS Include some sort of lore bonus, with something like a possible +15 bolt AS at cap (I'd prefer making it earth lore based since not many other spells hinge on that lore...ties in with 510 nicely). 5 AS is huge at level 3. 15 AS at level 100 is pretty small. That actually strikes me as worthy of a low level profession specific spell.

~Galenok

Category: Wizards
Topic: Major Elemental Circle
Message #: 47
Author: ALUVIUS
Date: on 08/10/2010 12:24 PM PDT
Subject: Re: 502 Spell Idea


--- How about a travel type spell, something like Element Mastery. Gives you survival ranks and has a chance to block/mitigate some of the annoying stuff like the cold around icemule, slow movement in swamps, etc. Maybe lets you walk a few inches off the ground like water walking but with random elements or your attuned element.

XXX lifts from the ground supported by roiling disks of fire under his feet. (Okay maybe not that dramatic hehe).

--- Hmm, or perhaps a spell that randomly grows alchemy materials from the ground? All lores could work on it producing different effects. Same for element attunement.

Of course I personally don't have the patience for alchemy heh.

--- How about a cloud type spell that fires bolt spells based on the wizard's Spell Aiming ranks, Major Elemental ranks and/or lores? Random or attuned element could also affect it. Sort of like the Bard's Singing Weapon song, but obviously not as powerful, ie more along the lines of minor shock bolts. Lores could increase the number of bolts/targets it would fire off in a round.

Or instead of a cloud maybe some other thing, like say a crystal growng from the ground if you make it non mobile or maybe a tiny golem if you make it mobile like a familiar.

You could either go with random bolt firing like a cloud or targeted like singing weapon where you tell it to attack a target or it just attacks your target.

Category: Wizards
Topic: Major Elemental Circle
Message #: 48
Author: WOLFES2
Date: on 08/10/2010 12:35 PM PDT
Subject: Re: 502 Spell Idea


>>--- How about a travel type spell, something like Element Mastery. Gives you survival ranks and has a chance to block/mitigate some of the annoying stuff like the cold around icemule, slow movement in swamps, etc. Maybe lets you walk a few inches off the ground like water walking but with random elements or your attuned element.

While the description leans toward more elemental, I see this as more a Ranger's purvey.

~Galenok

Category: Wizards
Topic: Major Elemental Circle
Message #: 49
Author: ISMANO
Date: on 08/10/2010 12:41 PM PDT
Subject: Re: 502 Spell Idea


>ALUVIUS

Those are kind of powerful for a 2 mana spell.


-farmer

That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.-Strath

Category: Wizards
Topic: Major Elemental Circle
Message #: 50
Author: GRYPES
Date: on 08/10/2010 12:51 PM PDT
Subject: Re: 502 Spell Idea


502 : Accelerate object When cast upon an object will cause object to begin vibrating at super sonic speeds. The object can then be used to attack like a bolt spell using the DIRECT verb.

At basic levels this spell can be used on small objects like smooth stones (<2lbs).  Additional training would allow the caster to vibrate larger objects like arrows, daggers,stones, and most objects up to 5 pounds.
Advantages: This spell would work on magic-immune creatures. This spell would ignore certain magic-only protective spells.
Disadvantage: This spell would require a disposable item to be useful.
Dgry



Category: Wizards
Topic: Major Elemental Circle
Message #: 51
Author: JADZIABLUE
Date: on 08/10/2010 01:15 PM PDT
Subject: Re: 502 Spell Idea


>502 : Accelerate object >When cast upon an object will cause object to begin vibrating at super sonic speeds. The object can then be used to attack like a bolt spell using the DIRECT verb.

>At basic levels this spell can be used on small objects like smooth stones (<2lbs). Additional training would allow the caster to vibrate larger objects like arrows, daggers,stones, and most objects up to 5 pounds.

>Advantages: This spell would work on magic-immune creatures. This spell would ignore certain magic-only protective spells.

Disadvantage: This spell would require a disposable item to be useful.

I seem to recall from some Simucon past that this exact spell will be in one of the mental (or maybe Savant) lists as a telekinesis thing.

I also recall being jealous.

Signed,
Raelee and her Strings

>Speaking to Zyllah, Alyias says, "See? Raelee knows all."

Category: Wizards
Topic: Major Elemental Circle
Message #: 52
Author: RIMALON
Date: on 08/10/2010 01:47 PM PDT
Subject: Re: 502 Spell Idea


>I'm not sure if I see the point of a weaker version of 409/415 in the 502 slot. Wizards have enough CS-based attacks as is for a profession that is designed to use bolt spells. -Naoz

No? I sort of disagree with you. Let's rundown our CS based-attacks...


409--E-blast--Does not cause elemental crit of any kind.

415--E-strike--Does cause elemental crit, for 15 mana!

915--Weapon Fire--Does cause elemental crit, for 15 mana, if it actually hits the target.

501--Sleep--no direct damage

505--Hand of Tonis--no direct damage

512--Ice Patch--LULZCAKES

514--Stone Fist--LOLLERCOASTER!

519--Immolation--Does cause TERRIBLE, TERRIBLE fire damage, for 19 mana.

We have no way to cause elemental criticals for under 15 mana. What if a young wizard is hunting undead, or ice creatures, or fire creatures, or trolls, and wants to inflict some quick and dirty elemental damage if a creature is turtled?

Implement a lore bonus such that X amount of lore training in an element allows you to specify the type of elemental crit you cause. You trained in 10 ranks of fire lore? You can always get a fire crit, if you want.

It would give young wizards a reason to train lores early on in their career, compared to now, where the benefits begin to kick in the latter half of the game.

I don't know. It makes sense to me, as elementalists, regardless of design paradigms, that we should have a cheap, quick spell like this.

-Sea Wizard

You reach into the cauldron and take out a silvery monogram rocket. The cauldron raises up two of its legs and clasps them in victory.

Category: Wizards
Topic: Major Elemental Circle
Message #: 53
Author: CORDELIA
Date: on 08/10/2010 02:02 PM PDT
Subject: Re: 502 Spell Idea


My suggestion for 502:

"How about making the spell kind of like the old Unpain, but for mana? You cast the spell, and add X amount of mana to your total pool (Based on spell ranks, EMC, etc). As a balance since it is a level 2 spell, whatever mana was added to your total amount (going from having 300 mana to 330, for instance), would be subtracted from your total mana at the time the spell expired. That way, you would have to manage how much mana you have when the spell falls, or fry the crap out of your nerves.

Have the spell give a nice flat amount at first, like a +10, plus a flat +1 mana per every 20 points over in a D100 roll. Then, have every 10 ranks of EMC up to 100 ranks take off 1 point from the 20, and every 20 ranks from 100-200 taking off another 1 point. Every 10 ranks of Major Elemental over 502 would add another +1 to to base total of mana.

The spell wouldn't be crazy overpowered, but it would always add a decent amount of mana to your overall pool. "

Category: Wizards
Topic: Major Elemental Circle
Message #: 54
Author: DONOHO
Date: on 08/10/2010 02:15 PM PDT
Subject: Re: 502 Spell Idea


>--- How about a travel type spell, something like Element Mastery. Gives you survival ranks and has a chance to block/mitigate some of the annoying stuff like the cold around icemule, slow movement in swamps, etc. Maybe lets you walk a few inches off the ground like water walking but with random elements or your attuned element.


This is essentially a better version of the ranger spell 602.

I do like the unmana idea. I always thought unpain was a cool spell, reminded me of magic cards that you had to flip a coin for good or bad things to happen.


Olivier/Chivalrous-Proud inventor of the causality destroying Droit ballista

(OOC) You whisper to Oweodry, "What do you think about that ACT she just did?" > (OOC) Oweodry's player whispers, "I think it's called the ACT verb not the IMPLICATE verb."

Category: Wizards
Topic: Major Elemental Circle
Message #: 55
Author: PRICKLIES
Date: on 08/10/2010 02:32 PM PDT
Subject: Re: 502 Spell Idea


And if these suggestions look too powerful for a level 2 spell, feel free to drop Slow down to 502 and open up 504. Or drop Slow to 502, Ice Patch down to 504, and open up 512.

~Denil

Category: Wizards
Topic: Major Elemental Circle
Message #: 56
Author: CORDELIA
Date: on 08/10/2010 02:41 PM PDT
Subject: Re: 502 Spell Idea


Slow either needs to be made into a reactive defensive spell, or given an unfocused version. Ice Patch should be turned into a maneuver attack, focused or unfocused, which if the target(s) fails the check, they receive the ROOTED condition.

Category: Wizards
Topic: Major Elemental Circle
Message #: 57
Author: GREDGEWIZ
Date: on 08/10/2010 02:49 PM PDT
Subject: Re: 502 Spell Idea - Some New Stuff


I think moving 504 to 502 and 512 to 504 is a great idea, it would make the current 512 far more viable for its intended use (perhaps reduce its overall duration a little for the drop in mana cost).

Something along the lines of this might be ok...

(512) Elemental Alignment Duration: 10 seconds per rank in Major Elemental Spells.

This spell allows the wizard to temporarily attune to another element. This element can not directly clash with their naturally attuned element if they have chosen one. If a wizard has not chosen an element to attune to yet, this spell will only last half of its normal duration.

A wizard is basically calling upon their allied elements to help them in combat and grants the wizard the ability to harness the elements more readily.

syntax prep 512 SUMMON [fire, earth, air, water, lightning]

Wizards attuned to fire can not summon water, and vice-versa

Wizards attuned to earth can not summon air, and vice versa

Wizards attuned to lightning can not summon either fire or earth

The duration should be enough to cast a fair amount of spells with enough training in Major Elemental Spells.


Along with the elemental lore review (in the works still?) I would also like to propose the element of Lava (earth/fire hybrid). Granting a bonus to Boil Earth, potential Lava flare damage from Stone Fist and Hurl Bolder, for Lava attuned wizards.

I was also thinking that moving 902 to the 502 slot and making a new 902 would be possible.

Maybe later...

-Fremie- Moonshine Manor Officer Events Team Leader

Category: Wizards
Topic: Major Elemental Circle
Message #: 58
Author: GREDGEWIZ
Date: on 08/10/2010 02:50 PM PDT
Subject: Re: 502 Spell Idea - Some New Stuff


i like the idea of Ice Patch working more like Web with the rooting, etc.

-Fremie- Moonshine Manor Officer Events Team Leader

Category: Wizards
Topic: Major Elemental Circle
Message #: 59
Author: ALUVIUS
Date: on 08/10/2010 02:55 PM PDT
Subject: Re: 502 Spell Idea


Just curious but to the folks that say its too powerful for a 2 mana spell and then compare it to a similiar 2 mana spell ... uhh, whaa? :)

There are plenty of powerful 1-3 mana spells in the lists, including the ones folks used to shoot down my ideas heh. We just happen to have one that is useless.

I think it should be a 2 mana CS damage spell, since as someone outlined the first one we get is 9 mana currently. But that was shot down, thus the flow of ideas.

Regarding Slow. Yeah, maybe move it down to 502 and implement an idea into 504 that is too powerful for the 502 slot. Or better yet, does anyone actually use Slow? As a warmage Feint is much more useful, I don't think I've ever cast it. Maybe revise both slots.

Category: Wizards
Topic: Major Elemental Circle
Message #: 60
Author: PEREGRINEFALCON
Date: on 08/10/2010 06:24 PM PDT
Subject: Re: 502 Spell Idea


Then, the answer to the dilemma is?


Some kind of fun utility spell.

- Elemental Runestave /* produces an elemental runestave to serve the wizard, lasts for a duration or until dropped */

- Reinforce object /* Temporarily strengthens an object - one immediate use that comes to mind would be a lockpick or a weapon or armor if weapon breakage existed */

- Garble Woosh /* summons elements of air to alter the targets speech for a period of time, anything spoken comes out altered somehow */

- Sweet Tooth /* Removes a tasty food object from the targets inventory - preference given to tarts, cookies, or candy */

-- Faulkil

Category: Wizards
Topic: Major Elemental Circle
Message #: 61
Author: DRUMPEL
Date: on 08/10/2010 07:25 PM PDT
Subject: Re: 502 Spell Idea


>I always thought unpain was a cool spell, reminded me of magic cards that you had to flip a coin for good or bad things to happen.

To my sudden surprise after I returned from a little break to find out that 510 (Unpain) was removed and replaced with Hurl Boulder....casint Hurl Boulder at yourself doesn't remove pain...it hurts!

I was also pretty pissed when I found that 519 (I think that was the spell slot if I remember correctly) Telekinesis was removed....

I miss some of those older spells :-(

-Drumpel

Category: Wizards
Topic: Major Elemental Circle
Message #: 62
Author: PRICKLIES
Date: on 08/10/2010 08:05 PM PDT
Subject: Re: 502 Spell Idea


>>I was also pretty pissed when I found that 519 (I think that was the spell slot if I remember correctly) Telekinesis was removed....

Telekinetic Disarm. I think that was judged to invite more abuse than it was worth.

~Denil

Category: Wizards
Topic: Major Elemental Circle
Message #: 63
Author: GS4-OSCURO
Date: on 08/10/2010 08:15 PM PDT
Subject: Re: 502 Spell Idea


>>I seem to recall from some Simucon past that this exact spell will be in one of the mental (or maybe Savant) lists as a telekinesis thing.

http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1206

GameMaster Oscuro

Rogue Team Cleric/Empath Team

Category: Wizards
Topic: Major Elemental Circle
Message #: 64
Author: ALSTHAR
Date: on 08/10/2010 08:21 PM PDT
Subject: Re: 502 Spell Idea


<>

That makes sense. Moon Mages have this in DR (telekinetic throw, and the more OMGWTFPWN version telekinetic storm) and they're basically savants. (old school moonie represent)

<>

It was one of my favorite spells too :(

...i guess i should make a savant when they're released in....oh, who am i kidding.

For 502 how about something that would help low level wizards out when trying to fry hunting as...a wizard instead of a warmage.

elemental empowerment. You have a small chance when casting minor shock, acid, water, or fire to instead cast the major version of that same spell.

Category: Wizards
Topic: Major Elemental Circle
Message #: 65
Author: DONOHO
Date: on 08/10/2010 10:26 PM PDT
Subject: Re: 502 Spell Idea


>I was also pretty pissed when I found that 519 (I think that was the spell slot if I remember correctly) Telekinesis was removed....


I don't remember what telekinesis did?


Olivier/Chivalrous-Proud inventor of the causality destroying Droit ballista

(OOC) You whisper to Oweodry, "What do you think about that ACT she just did?" > (OOC) Oweodry's player whispers, "I think it's called the ACT verb not the IMPLICATE verb."

Category: Wizards
Topic: Major Elemental Circle
Message #: 66
Author: PRICKLIES
Date: on 08/10/2010 10:30 PM PDT
Subject: Re: 502 Spell Idea


>>I don't remember what telekinesis did?

http://walkaer.tripod.com/MajorElementalspells.txt

~Denil

Category: Wizards
Topic: Major Elemental Circle
Message #: 67
Author: DONOHO
Date: on 08/10/2010 11:13 PM PDT
Subject: Re: 502 Spell Idea


>http://walkaer.tripod.com/MajorElementalspells.txt


You're making me nostalgic for haste II



Olivier/Chivalrous-Proud inventor of the causality destroying Droit ballista

(OOC) You whisper to Oweodry, "What do you think about that ACT she just did?" > (OOC) Oweodry's player whispers, "I think it's called the ACT verb not the IMPLICATE verb."

Category: Wizards
Topic: Major Elemental Circle
Message #: 68
Author: NIGHTFOX
Date: on 08/10/2010 11:27 PM PDT
Subject: Re: 502 Spell Idea


I've been going through my old data archives lately trying to sort and categorize everything; I finished off my Gemstone folder a few days ago. Among my old stuff I found an ancient spell list, which I copied from a post Krakii made in 1999 on these very forums. I note that some of these aren't implemented yet... perhaps one of them could be a 502 replacement. I suggest the original 520. Seems very practicable in today's Gemstone...

(Not very friendly formatting, but understandable if you take a close look).

-Grendeg


Category Socializing & Roleplaying (10) Topic Tales of the Old Days in GemStone III (141) Message How 'bout them Old Days? (628) By KRAKII@PLAY.NET (Krakii) On Apr 6, 1999 at 10:05

Want to talk old? Check out the spells (particularly 20th and 50th on the Major Elemental (Closed Essence) list) we were looking at... :)

SPELLS Open Essence Mage Closed Essence

@401 Guarding I #901 Shockbolt 501 Sleep I 402 Presence *902 Magic Edge 502 Spellstore 403 Lock Lore #903 Water Bolt @503 Blur 404 Trap Lore #904 Stun Cloud 504 Slow I 405 Detect @905 Displacement 505 Sleep II @406 Guarding II #906 Fire Bolt *506 Haste I 407 Word of Opening #907 Cold Ball @507 Deflection 408 Word of Disarming #908 Fire Ball @508 Spell Bending

  1. 409 Essence Blast 909 Tremors *509 Strength

410 Essence Wave #910 Lightning Bolt 510 Unpain

  • 411 Essence Blade @911 Mass Blur 511 Floating Disk
  • 412 Blade Turn 912 Call Wind 512 Slow II

413 Vulnerability #913 Death Cloud 513 Sleep III @414 Guarding III #914 Firestorm *514 Haste II

  1. 415 Essence Strike #915 Weapon Fire *515 Rapid Fire

416 Piercing Gaze @916 Invisibility !516 Charge Wand 417 Dispel Magic #917 Boil Earth !517 Charge Staff 418 Gather Flows 918 Duplicate !@518 Bravery True @419 Mass Guarding @919 Wizard's Shield 519 Sleep True 420 Imbed Spell 920 Call Familiar !520 Calm Dragon

  • 425 True Strike 925 Enchant True !@525 Mist Form

!@430 Guarding True !930 Unknown !530 Word of Calling !450 Flow Riding !950 Unknown !550 Dragon Control

Notes: Mage spell 930 and 950 must be discovered by the advanced mage. They are Unknown to all at this time.

@ = Spells that add to target's defensive bonus.

  1. = Spells that can cause CP damage to the target.
  • = Spells that increase the targets offensive ability.

! = Spell is not implemented at this time.

Category: Wizards
Topic: Major Elemental Circle
Message #: 69
Author: DOUG
Date: on 08/11/2010 05:37 AM PDT
Subject: Re: 502 Spell Idea


Doug sighs.

Category: Wizards
Topic: Major Elemental Circle
Message #: 70
Author: WYNTRFRSH
Date: on 08/11/2010 08:26 AM PDT
Subject: Re: 502 Spell Idea


>>For 502 how about something that would help low level wizards out when trying to fry hunting as...a wizard instead of a warmage. >>elemental empowerment. You have a small chance when casting minor shock, acid, water, or fire to instead cast the major version of that same spell.

I like this idea. Make it refreshable and able to be improved with lores. The bigger the boost provided through lores, the higher the mana cost (to cast 502, not the bolt).

Category: Wizards
Topic: Major Elemental Circle
Message #: 71
Author: ALUVIUS
Date: on 08/11/2010 09:08 AM PDT
Subject: Re: 502 Spell Idea


How about a wand enchantment? Sorta like wizblade or eblade for a wand. It could give +AS to a wand and/or elemental flares? Lores could increase the +AS and/or give it different flares ala the lore review 902 effects. Or instead of flares maybe a chance for a double bolt/ball strike?

It would be helpful for everyone, low level wizards, sorcs/emps/clerics who use wands and even older wizards.

Category: Wizards
Topic: Major Elemental Circle
Message #: 72
Author: TREYETHAM
Date: on 08/11/2010 09:52 AM PDT
Subject: Re: 502 Spell Idea


Or mayhap, just give wands a chance to last longer.

- Metadi

You say, "'Haven's nae sordid... Jes' prone tae cataclysm."

Category: Wizards
Topic: Major Elemental Circle
Message #: 73
Author: WYNTRFRSH
Date: on 08/11/2010 12:14 PM PDT
Subject: Re: 502 Spell Idea


Or how about: Spell Store allows you to store spells in your runestaff? Hold a runestaff in your right hand and a wand in your left, cast 502 at the wand, and all the charges from your wand get transferred to your runestaff. The wand is consumed in the process.

You can store up to 40 charges in your runestaff. This only works with elemental wands (including minor steam, major cold, and major acid) and you can only store charges from one kind of wand at a time. Use WAVE to activate.

Category: Wizards
Topic: Major Elemental Circle
Message #: 74
Author: PRICKLIES
Date: on 08/11/2010 12:21 PM PDT
Subject: Re: 502 Spell Idea


>>Or how about: Spell Store allows you to store spells in your runestaff? Hold a runestaff in your right hand and a wand in your left, cast 502 at the wand, and all the charges from your wand get transferred to your runestaff. The wand is consumed in the process.

>>You can store up to 40 charges in your runestaff. This only works with elemental wands (including minor steam, major cold, and major acid) and you can only store charges from one kind of wand at a time. Use WAVE to activate.

I like this idea. I'm not sure what exactly you meant by "elemental wands," but I think it'd be more fun if it could pull the charge from any regular imbeddable with a WAVE activator. Maybe restrict it to the elemental spells, but allow spells beyond bolts and balls. It wouldn't have to go as high as 40 charges, if that would be overpowered.

And use point as the activator: POINT [STAFF] AT [TARGET]. Blammo!

~Denil

Category: Wizards
Topic: Major Elemental Circle
Message #: 75
Author: WYNTRFRSH
Date: on 08/11/2010 12:37 PM PDT
Subject: Re: 502 Spell Idea


>>I like this idea. I'm not sure what exactly you meant by "elemental wands," but I think it'd be more fun if it could pull the charge from any regular imbeddable with a WAVE activator. Maybe restrict it to the elemental spells, but allow spells beyond bolts and balls. It wouldn't have to go as high as 40 charges, if that would be overpowered. >>And use point as the activator: POINT [STAFF] AT [TARGET]. Blammo! >>~Denil

I was just thinking about wands you find in the treasure system; but yeah, it should work with all wands/rods whether treasure-found, alchemy-made or imbedded. It would be restricted to elemental spells, though.

If 40 is overpowered, maybe the number of charges could be scaled by the amount of mana the spell takes to cast. For example, spells 6 mana and below could be stored for up to 40 charges. Spells 7 to 12 mana could be stored for up to 20 charges, and spells 13-20 mana could be stored for up to 12 charges.

Category: Wizards
Topic: Major Elemental Circle
Message #: 76
Author: BADNADE
Date: on 08/11/2010 03:04 PM PDT
Subject: Re: 502 Spell Idea


>>>If 40 is overpowered, maybe the number of charges could be scaled by the amount of mana the spell takes to cast. For example, spells 6 mana and below could be stored for up to 40 charges. Spells 7 to 12 mana could be stored for up to 20 charges, and spells 13-20 mana could be stored for up to 12 charges.<<

Loving this idea! It kinda like duplicate, kinda like enchant, kinda like charge item. I think it fits with theme.

and perhaps we could eventualy see auction items and weapons that can be 502ed as well.



Ack! Scarab!

Category: Wizards
Topic: Major Elemental Circle
Message #: 77
Author: ISMANO
Date: on 08/11/2010 06:24 PM PDT
Subject: Re: 502 Spell Idea


>Or how about: Spell Store allows you to store spells in your runestaff? Hold a runestaff in your right hand and a wand in your left, cast 502 at the wand, and all the charges from your wand get transferred to your runestaff. The wand is consumed in the process

I would probably guess that this would fall into the auction quality type of deal. Granted, I think it'd be pretty fun and freely admit runestaves need some love.


-farmer

That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.-Strath

Category: Wizards
Topic: Major Elemental Circle
Message #: 78
Author: AUDIOSERF
Date: on 08/12/2010 04:43 AM PDT
Subject: Re: 502 Spell Idea


I think having 502 be a "902 for wands" is the best idea yet. +15 AS for the wand in question. It would help low level mages out a lot, just like 902 does. I don't know how often pure mages use wands at higher levels but I imagine it's not often at all, so the +15 wouldn't really affect bolt DS balance issues.

- Matt, Gondains' player.

Category: Wizards
Topic: Major Elemental Circle
Message #: 79
Author: ALUVIUS
Date: on 08/12/2010 09:08 AM PDT
Subject: Re: 502 Spell Idea


-- A 902 for wands would also help out other pures that use wands for hunting.

-- Runestave Bonding. For the runestaff buff idea, maybe it could work sort of like the paladin weapon bonding spell thingie. Of course not as powerful, but it would get better as you gain more major elemental ranks. Maybe give it a return to hand style function much later. It could add spell aim to start, which would rise with spell ranks/lores. Maybe other stuffs.

p.s. Yes I know its a level 2 spells, which is why i've been making the point about lores/spell ranks/levels giving the goods.

-- Summon Staff. Maybe it could summon an elemental runestaff sort of like a sonic weapon. One that couldn't be disarmed and would rise in enchant with ranks/levels/lores.

-- Runestaff Enchantment. Perhaps it could be cast on a runestaff and give you effects based on the enchant of the runestaff, ie more SA, CS, DS, etc. It would give an incentive for people to use/enchant runestaves above the basic 4x (since there's not much point now). I don't mean it would perma enchant a runestaff, just a time based buff.

Category: Wizards
Topic: Major Elemental Circle
Message #: 80
Author: LORDKRIP
Date: on 08/14/2010 08:49 AM PDT
Subject: Re: 502 Spell Idea


>>Really old wizard spell list (proposal?)<

I enjoyed reading that.

Category: Wizards
Topic: Major Elemental Circle
Message #: 81
Author: SILVERPHOENIX21
Date: on 08/18/2010 11:03 PM PDT
Subject: Re: 502 Spell Idea


I'd combine the runestaff storage idea and the bolt level enhancement idea. 502 consumes an iron wand (or other Minor Shock WAVE imbed), then POINT RUNESTAFF AT [target] will cast Major Shock.

Consume a gold wand and get 908. Hrm...do we have any other wand spells that are Minor bolts with implemented Major counterparts? Is there a Major Steam?

(For that matter, is 908 really superior to slender blue wands?)

Anywho, I see that as being a major boon to low level wizards without terribly upsetting the upper levels.

    ~ Lumi



Category: Wizards
Topic: Major Elemental Circle
Message #: 82
Author: WYNTRFRSH
Date: on 08/19/2010 06:39 AM PDT
Subject: Re: 502 Spell Idea


>>(For that matter, is 908 really superior to slender blue wands?)

Do you mean 907 (Major Cold)? If so, it depends. Slender blue wands work on some cold critters like skeletal ice trolls and cold guardians, whereas 907 heals them.

But when it comes to fighting critters that are susceptible to cold, 907 wins hands down. 907 is to fire creatures as 908 is to trolls. Slender blue wands just hurl a single chunk of ice at the critter. 907 blossoms, gives you a double hit, and can hit multiple critters.

Category: Wizards
Topic: Major Elemental Circle
Message #: 83
Author: DOUG
Date: on 08/19/2010 07:32 AM PDT
Subject: Re: 502 Spell Idea


Did we drastically adjust the DF for blue wands?

I thought at one time it was lightning (major shock), blue wand (chunk ice), stone fist (rock), 906, 907/8, etc, etc.

Those blue wands might 'only' put out a chunk of ice, but if you didn't have 10 mana, that wand would usually put a gaping hole in whatever you were waving it at. Usually far more damaging than 907 ever was, even with blooming, blasting, tripling effects.

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 84
Author: WYNTRFRSH
Date: on 08/19/2010 08:38 AM PDT
Subject: Re: 502 Spell Idea


Honestly, I'd rather have a Major Acid wand because acid works on everything. It even wrecks the stuff on the Basalt Flats almost as well as 907 does. Unless I'm in Icemule, I also prefer Major Cold to Minor Cold (the spell in the slender blue wand). That's because I don't ever use cold spells on anything except fire critters. At this point, I duplicate and sell any slender blue wands I come across. This may be because my wizard's in Voln and many (most?) undead are immune to cold.

Category: Wizards
Topic: Major Elemental Circle
Message #: 85
Author: SPYRIDONM1
Date: on 08/19/2010 12:46 PM PDT
Subject: Re: 502 Spell Idea


>Did we drastically adjust the DF for blue wands? - Doug


Major Cold (907) Critical Damage Type: Cold/Ice

Minor Cold (1709) Slender Blue Wand Critical Damage Type: Impact or Cold/Ice

Minor Cold will do either impact or cold crits. I don't know the ratio, but it seems from the little bit of research I did that 1709 is heavily weighted toward impact crits. So, the wands will be somewhat effective against cold immune targets.

Impact: You wave your blue wand at a zombie.

 1d100: 73 + Modifiers: 174 == 247

You hurl a chunk of ice at a zombie!

 AS: +237 vs DS: +118 with AvD: +29 + d100 roll: +37 = +185
  ... and hit for 41 points of damage!
  Strong blow to right hand breaks it!

Cold: You wave your blue wand at a zombie.

 1d100: 27 + Modifiers: 173 == 200

You hurl a chunk of ice at a zombie!

 AS: +237 vs DS: +103 with AvD: +29 + d100 roll: +41 = +204

The zombie shrugs off the cold. Cast Roundtime 3 Seconds.

. . Armor Group:ClothLeatherScaleChainPlateDamage Factor (907):.445.350.245.217.208Damage Factor (1709):.667.460.385.375.355 AsG:1567891011121314151617181920AvDs (907):6555545352454341394036322835292317AvDs (1709):4540393837353331294036322830241812 . . Mark

Category: Wizards
Topic: Major Elemental Circle
Message #: 86
Author: TRIPLEGAME226
Date: on 08/22/2010 01:41 PM PDT
Subject: Re: 502 Spell Idea


>Telekinetic Disarm. I think that was judged to invite more abuse than it was worth.

Except that it didn't work on other players, therefore no potential for abuse.

I always thought they took it from us to give to Savants.

Immolate > Telekinetic Disarm anyway.

Category: Wizards
Topic: Major Elemental Circle
Message #: 87
Author: DOUG
Date: on 08/22/2010 01:46 PM PDT
Subject: Re: 502 Spell Idea


> I always thought they

Sort of true.

>Immolate > Telekinetic Disarm

Er, no. TeleDis had very distinct and useful purposes.

Had it been my call, I'd have left TeleDis in place (perhaps changing the flavor a bit to not step on Savant toes), and made Immolate one attack type from Cone.

Fire mage - cone == immolate Air mage - cone == vacuum Water mage - cone == flash flood Earth mage - cone == Stalagmite

And lightening would only be available to those arch-magi who had not aligned.

)

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 88
Author: TRIPLEGAME226
Date: on 09/14/2010 04:13 PM PDT
Subject: Re: 502 Spell Idea


>Er, no. TeleDis had very distinct and useful purposes.

The only "use" I ever had with Telekinetic Disarm other than recovering someone's disarmed weapon was so I could run around with those cool looking 6x shield-staves that eidolons run around with. Since they crumble, 519 was the only way to get one in your hand. Of course, you couldn't do anything else with it, like put it away.

What are these fabled purposes you speak of?

Category: Wizards
Topic: Major Elemental Circle
Message #: 89
Author: BRIARFOX
Date: on 09/14/2010 04:17 PM PDT
Subject: Re: 502 Spell Idea


Ooo. I'm going to go disarm one now. As long as the creature is still alive, it should be fine.


~ Nuadjha, the Briar Fox

You inhale deeply upon your pipe, puckering your lips as you send out three rings of smoke before you, then puff out a small vine of smoke that darts right through all three which causes them to disperse in a hazy shroud!

Category: Wizards
Topic: Major Elemental Circle
Message #: 90
Author: TRIPLEGAME226
Date: on 09/14/2010 04:20 PM PDT
Subject: Re: 502 Spell Idea


>Ooo. I'm going to go disarm one now. As long as the creature is still alive, it should be fine.

Yep it'll work that way now. Pretty sure it wasn't like that back in the day though. I remember slapping those crumbly weapons away from critters after they dropped them so that they couldn't pick them back up.

Category: Wizards
Topic: Major Elemental Circle
Message #: 91
Author: LORDKRIP
Date: on 09/14/2010 10:05 PM PDT
Subject: Re: 502 Spell Idea


I frequently employed a similar tactic in the stronghold. Those stone mattocks or mauls or whatever they were are no joke. They didn't work on the stone mastiffs, because they weren't enchanted, but they beat everything else up in a hurry.


"The abuse of greatness is when it disjoins remorse from power" - William Shakespeare

Category: Wizards
Topic: Major Elemental Circle
Message #: 92
Author: DOUG
Date: on 09/15/2010 10:38 AM PDT
Subject: Re: 502 Spell Idea


I'm not sure if that is a quote from me, Methias. But it is something I have said in the past, and it is something I believe strongly. I miss telekinetic disarm.

There are a number of creatures that it is surprisingly good to disarm. The one you might have the most relevant experience with is the pyro and shards.

If you can see the relative use of taking the sharding capability of the glaes club from the pyro, then you should be able to fairly easily extend the exercise to creatures with lances that charge, creatures with hurling weapons if you cannot muster the DS (this could be true of ranged weapons, too -- but timing would be tricky. Doesn't do a lot of good to keep stripping the arrow / bolt).

Anything coming at you with a feras weapon that you survive the first touch from.

Polearms in general especially from the creatures that show a tendency to want to trip up their targets.

The list goes on.

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 93
Author: OLSENC10
Date: on 11/28/2010 02:03 PM PST
Subject: 517


Some of my items that ive charged up wont activate. Anyone know whats up with that? 405 says it has a spell of known origin.

Category: Wizards
Topic: Major Elemental Circle
Message #: 94
Author: GAGLIARDIJ
Date: on 07/11/2011 07:16 PM PDT
Subject: Stone Fist and Stone Skin


Type: Attack

Using the elemental powers of Earth, the Wizard is able to conjure a massive stone fist. This fist will grab on to the enemy, leaving it rooted where it stands, and hampering combat. The Wizard may then direct the stone fist to weaken the foe into submission, enabling him to attack with the final blow.

While held by one stone fist, targets are immune to additional casts of the spell. After the initial 14 mana cast, the fist remains linked to the caster's hand. Using various hand gestures, the caster can command the fist to act. These commands require additional mana and are subject to the rules of normal casting. To invoke an action, it must be targeted at the foe held by the caster's stone fist.


I'm curious as to the nature of the "rooting where it stands, hampering combat" bit. I've been using Stonefist for grins and after they fail warding I sure do not see any diminished combat ability. As I type this, I wondering if there is a DS pushdown? At any rate, its definitely no web bolt, bind, etc. The spell is clunky, but i don't mind the extra steps for attack too much. . . especially if the stone fist surrounding them actually hampered their attempts at attacking me. In what manner is this spell disabling/hampering critters or is it not working as intended?

Stone Skin: I've 100 ranks of earth lore currently. (late night fixskills/whimsical training change). Anyhow, I've only ever seen the "thick layer of stone" from casting the spell, nothing higher, no matter how many times i cast it. I could get the same effect at tons lower elemental earth lore just by casting the spell a few times. Is this spell working as intended?

Thanks,

-J

Category: Wizards
Topic: Major Elemental Circle
Message #: 95
Author: PEREGRINEFALCON
Date: on 07/11/2011 07:28 PM PDT
Subject: Re: Stone Fist and Stone Skin


Stone Skin: I've 100 ranks of earth lore currently. (late night fixskills/whimsical training change). Anyhow, I've only ever seen the "thick layer of stone" from casting the spell, nothing higher, no matter how many times i cast it. I could get the same effect at tons lower elemental earth lore just by casting the spell a few times. Is this spell working as intended?



I believe Major Elemental Training is the only factor in determining your Stone Skin thickness at present. At least this has been my experience.

-- Faulkil

Category: Wizards
Topic: Major Elemental Circle
Message #: 96
Author: ROB
Date: on 07/11/2011 07:41 PM PDT
Subject: Re: Stone Fist and Stone Skin


>Stone Skin: I've 100 ranks of earth lore currently. (late night fixskills/whimsical training change). Anyhow, I've only ever seen the "thick layer of stone" from casting the spell, nothing higher, no matter how many times i cast it. I could get the same effect at tons lower elemental earth lore just by casting the spell a few times. Is this spell working as intended?

MjE spell ranks determine the top end of the thickness scale and Earth Lore brings up the bottom end of the scale. So, yes it is working as intended. Training in more Earth Lore as you stated just gets you the better thickness without having to cast more than once.

Category: Wizards
Topic: Major Elemental Circle
Message #: 97
Author: THROGG
Date: on 04/06/2012 12:32 PM PDT
Subject: recharge query


When using the charge item spell, do the same factors enter into success as the enchant item spell? IE,is it best done in a workshop, familar present, unencumbered etc., or will you have equal success doing it in TSC for example, with no special factors present?


The bells of Hell go ting-a-ling-a-ling for you but not for me

Category: Wizards
Topic: Major Elemental Circle
Message #: 98
Author: PEREGRINEFALCON
Date: on 04/06/2012 12:58 PM PDT
Subject: Re: recharge query


From my notes (and from Krakii) on 517 - Charge Item:

- Being in a workshop increases the chance of a successful cast. - Encumberance may hinder you chance of success (need to test this out, maybe on my next trip back to Icemule). - Having a familiar present (or not present) is not a factor. - Value of the gem will influence how long your charging sphere lasts.

- Training in MjE and MIU will affect chance of success/severity of failure. - Training in EMC will decrease the mana required for charging a spell down to its base mana cost.

-- Faulkil

Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!

Category: Wizards
Topic: Major Elemental Circle
Message #: 99
Author: THROGG
Date: on 04/07/2012 10:15 AM PDT
Subject: Re: recharge query


>>Training in EMC will decrease the mana required for charging a spell down to its base mana cost.<<

I have noticed that the mana cost also seems to depend on what spell realm the item being charged contains; it looks as though the further away from elemental, the greater the mana needed. I have only tried charging small statues and blue crystals so far; the crystals took more mana. Statues are from the arcane spell circle, while blue crystals are spell 117, MnS.


The bells of Hell go ting-a-ling-a-ling for you but not for me

Category: Wizards
Topic: Major Elemental Circle
Message #: 100
Author: PEREGRINEFALCON
Date: on 04/07/2012 10:22 AM PDT
Subject: Re: recharge query


You should review the info about charge item on Krakiipedia at http://www.krakiipedia.org/wiki/Charge_Item

-- Robert

Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!

Category: Wizards
Topic: Major Elemental Circle
Message #: 101
Author: GELSTONJ
Date: on 07/16/2012 12:37 AM PDT
Subject: Another 502 idea


Make it a flare adding spell, basically the flare portion of 411. Something that can stack with 902. I don't see is as OP at all and it is far better than the uselessness of the 502 we currently have.

~James Player of Septimius

Category: Wizards
Topic: Major Elemental Circle
Message #: 102
Author: PEREGRINEFALCON
Date: on 07/16/2012 07:14 AM PDT
Subject: (Yet another) 502 spell proposal


While I'm not opposed to scrapping the current spell entirely, I've been giving some thought to trying to make 502 useful along the lines of its original intent.

I would make the duration of the ability RECALL a spell initially short (maybe 2 minutes) with the ability to extend it out to about 10 minutes based on training ranks related to the spell being stored (Wizard ranks for wizard spells, Major Elemental ranks for Major Elemental spells, etc).


Duration: Special

Type: Utility

Often times the outcome of a battle is determined by who can react first. Because the wizard often is hindered by lengthy gestures and chants, Spell Store has become an invaluable first strike weapon.

After casting this spell, the caster can then cast any of his or her other spells which will be prepared and stored away in such a way that it can be instantly recalled and cast. The spell to be stored must be cast within 30 seconds after Spell Store. Mana for the stored spell is expended up front as all of the preparations are completed in advance except for the final step of casting the spell.

To recall a stored spell the caster need only use RECALL and then CAST the spell. No additional mana will be expended or time required due to the advanced preparations taken.

Note: Although spell store does hold a spell for a long time, it does not do so forever; the exact time when this fails depends on the caster's activity.

Example:

>incant 502 You recite a series of mystical phrases while raising your hands, invoking Spell Store... Your spell is ready. You gesture. You feel the magic surge through you. (If you prepare a spell in the next 30 seconds, it will be stored.) Cast Roundtime 3 Seconds.

>prepare major fire Your hands glow with power as you invoke the phrase for Major Fire... Your spell is prepared and ready to release. [Spell is stored and ready to cast. Use RECALL to cast within the next 10 minutes]. Roundtime 3 seconds.

>prep 901 Your hands glow with power as you invoke the phrase for Minor Shock... Your spell is ready. >cast at stone You gesture at a pink rhodochrosite stone. Nothing happens. Cast Roundtime 3 Seconds.

>RECALL Energies for the Major Fire spell rush to the forefront of your mind ready to be unleashed.

>cast at stone Prepared in advance, you release the energies of your Major Fire spell with a single thought. You gesture at a pink rhodochrosite stone. You hurl a roaring ball of fire at a pink rhodochrosite stone! The rhodochrosite stone glows with a warm aura then quickly cools off. Cast Roundtime 0 Seconds.

-- Faulkil

Category: Wizards
Topic: Major Elemental Circle
Message #: 103
Author: IRVINETOMOE
Date: on 08/07/2012 12:51 PM PDT
Subject: Spell Store 2.0 (Suggestion)


Duration: 20 minutes

Type: Utility

There are times, in the heat of battle, where mana becomes a premium. One may not immediately have access to all of his or her magical resources due to this.

Using Spell Store, a Wizard can prepare a spell, invest its mana, and store the spell in the back of his or her mind for later use. Using the verb RECALL, the Wizard will immediately have the spell in a prepared state again, but will not incur a mana cost upon using it. The Wizard can use as many spells as desired while keeping a spell in Spell Store.

Training in Elemental Mana Control will allow a Wizard to store additional instances of the same spell. An additional cast is available at 20 ranks, 50 ranks, and every 50 after that, for a maximum 6 casts at 200 ranks.

Spells invoked from foreign Spell Circles can be stored, but incur a penalty, which is offset by training in the Major Elemental Circle. The default chance to succeed is 50%, with an additional +2% success for every rank of MjE, reaching 100% at rank 27.

Training in Elemental Lore will allow select Elemental spells a chance to be have their "charge" used when cast in such a manner. For instance, a Wizard trained in Fire Lore storing the Spell Immolation may find that upon using it, his understanding of the intricacies of the spell allows it to be RECALLed a second time, without preparation. This chance is based on SEED 6 of the summation chart, with 1% chance at Rank 6, finishing at 15% chance at 195 ranks in Elemental Lore.

Usage: Prepare and cast Spell Store. For 30 seconds, any spell prepared will be stored, and incur the standard mana cost immediately. RECALL will bring the spell back to the mind of the Wizard, and casting the spell will cost no mana.


All the specifics are just ideas for general concepts. The lore benefits and additional gains for the spell are just concepts, subject to as much change or even removal as the GMs see fit. I just felt that I might make this suggestion.

Category: Wizards
Topic: Major Elemental Circle
Message #: 104
Author: HOUSERA
Date: on 10/02/2012 11:40 PM PDT
Subject: Re: Spell Store 2.0 (Suggestion)


Neat idea. Doesn't take away from what Spell Store already does, but makes it much more useful.

Category: Wizards
Topic: Major Elemental Circle
Message #: 105
Author: JWOLFE
Date: on 10/05/2012 11:49 PM PDT
Subject: Re: Spell Store 2.0 (Suggestion)


I remember always thinking spell store was rather useless.

This idea is great. :)

Category: Wizards
Topic: Major Elemental Circle
Message #: 106
Author: BLACKKOBOLD
Date: on 10/08/2012 07:54 AM PDT
Subject: Re: Spell Store 2.0 (Suggestion)


Or maybe let the recalled spell to be cast without cast RT as well as for no mana. This would allow some interesting possibilities. For instance, you could store major cold and macro recalling and casting immediately followed by incanting fire for an instant ice/fire combo to shatter stone creatures. Or just a good way to front-load a big hit. It'd definitely get used a lot more!

~Taverkin

Category: Wizards
Topic: Major Elemental Circle
Message #: 107
Author: TRIPLEGAME226
Date: on 03/29/2013 01:14 AM PDT
Subject: Re: Spell Store 2.0 (Suggestion)


^ This

Or have it let the next spell cast cost 0 mana, with a 30-60 second cooldown or something, at least on spells above X level.

Having no cooldown for spells under a certain level would help low level mages out drastically, and having a cooldown for higher level spells would help when you need to squeeze out just one more cast but don't have enough mana for it, making it useful for everybody without being overpowered.

Or if you want to make it more fun, make it a warding spell that will make the critter attack itself on the next round. Shuffle around some spell slots (504, 512, etc.) if needed if a level 2 slot is too low for that. This would be mostly just for lulz.

If it were up to me, I'd make 502 a cross realm teleport spell with no reagents or cost or cooldown associated with it. Just let us fly everywhere. Not OP. Not OP at all.

~ Methais

Category: Wizards
Topic: Major Elemental Circle
Message #: 108
Author: TRIDIUS
Date: on 04/07/2013 09:55 PM PDT
Subject: my 3 cents


Ok, I'm going to throw my 2 cents in here. Actually, 3 cents since I have 3 things I would like to see.

1. change 502 into another bolt spell, since the 500 sphere only has 2 natural bolt spells (510 & 518). If you want to get technical, it can have 3, but 505 is not a natural bolt spell. What I would prefer to see is another earthly bolt spell, since 510 is the only bolt spell that deals with the earth sphere that a wizard can cast. you could even make it a pure elemental bolt spell that is influenced by either A.) your attuned element or B.) your highest trained elemental sphere. in essence, it could be 5 different spells in one, however each wizard would get a different spell dependent on their training/attuned element. i've been waiting for something like this ever since i read "and access to spells that are not available to those ignorant of the secrets of <element> magic." (pulled from http://www.play.net/gs4/info/skills.asp#elemlore)

2.) if it must stay as some sort of spell store, why not make it a powersink? after casting, prepare the next spell and infuse more mana into the spell, creating a stronger version of the spell at a greater mana cost. Similar to 117, but instead of increasing AS it increases the damage factor depending on the amount of mana sunk into it. Granted, we are always trying to find ways to conserve our mana, but i think having a bigger damage factor like this can at least come in handy for things such as invasions, kill dangerous creature bounty, grimswarms, or if something higher level wanders into your hunting area.

3. I would love to see 550 be a spell that turns the caster into an elemental being, greatly increasing that element's power but making the caster susceptible to the converse element (such as fire/ice). there are plenty of ways to keep casters from staying elemental, such as losing access to spells while in the form, permanently destroying armor/runestaff, destroying items worn, losing items in containers, berserking (becoming stuck in offensive), draining mana/stamina ... i could go on ... and plenty of benefits that could be added on for being in elemental form. since we are made to be masters of the elements, let us be masters of them. it's not much different than assume aspect, but i think it could be quite an interesting addition for both role players and power hunters.

All of these would work perfectly for the major elemental circle. Again, just my 3 cents.

Category: Wizards
Topic: Major Elemental Circle
Message #: 109
Author: BLACKKOBOLD
Date: on 04/08/2013 09:08 AM PDT
Subject: Re: my 3 cents


Why not blend the two ideas and kill off a few redundant spells while we're at it. I see no reason why it needs to be placed in the 502 slot either. Kill 502, but also kill all single-cast natural bolts. Consolidate them into a single spell. Likewise consolidate ball spells into a single spell. And expand the cone functionality.

Here's the idea:

901 - Elemental bolt

Usage: prepare/incant 901/elemental bolt <Element Name> <# of additional mana from 0-9 points>

Element types would of course include the basic elements currently available to wizards, but could be expanded via lore training to include more exotic elemental types. For instance, combination water/fire lore could unlock steam as an element. A certain amount of fire lore could unlock plasma. And so on.

The amount of additional mana allowed could perhaps be linked to harness power/EMC skill in such a way as to create a clear progression over time. No more giving 10 mana spells to characters with only 30 mana available to use! But as a tradeoff for this limitation DF could be made variable. The idea here is that DF is linked to trained skill thresholds such that the cost for the same DF is higher as you gain levels, but your potential damage ceiling is also higher. The maximum cost of elemental bolt would be 10 mana, but it would be far more flexible in that it would allow any element to produce results similar to 910/510. At the low end you should be able to spend relatively small amounts of mana to produce better results. This should be matched to realistic expectations for mana so that we aren't starving our young wizards and forcing them to swing a weapon for their introductory period as is often the case today. And like it is now, I don't expect a high level wizard would always wish to spend the maximum amount of mana. Sometimes 5 or 6 mana will do. It depends upon the target! This spell has all the flexibility we need.

Now apply the same thing to ball spells. A single spell that allows the wizard to choose an element, with additional lore unlocks, and variable DF based upon trained skills.

And maybe cone spells. But you may wish to consider placing some skill requirements on additional targets and perhaps a cooldown to avoid the issue of too many cones in too short a time during events! Please don't use MOC. Make it a lore requirement perhaps. Base number of targets, increased by lores, with the advantage of being able to choose your preferred element.

I also like the idea of being able to temporarily boost AS with these spells. It'd perhaps be a nice touch for a lore unlock with a cooldown. You can use the boost if you have sufficient skill in the element you're using, but then you can't use the boost again for a short period of time. That shouldn't be too powerful. It'll just help when you have a particularly tough target. And the cost is appropriate.

~Taverkin

Category: Wizards
Topic: Major Elemental Circle
Message #: 110
Author: BLACKKOBOLD
Date: on 04/08/2013 09:09 AM PDT
Subject: Re: my 3 cents


Also, if you do make this idea reality, how about some saved settings so you can set mana/element for future use?

~Taverkin

Category: Wizards
Topic: Major Elemental Circle
Message #: 111
Author: LORDEVARIN
Date: on 04/08/2013 10:08 AM PDT
Subject: Re: my 3 cents


Add to this list a Mass Slow option for 504, or at least a multi-target version.

Category: Wizards
Topic: Major Elemental Circle
Message #: 112
Author: BLACKKOBOLD
Date: on 04/08/2013 10:34 AM PDT
Subject: Re: my 3 cents


Yeah, 504 isn't all that useful against a solitary opponent. You're usually better off using a killing or disabling spell. But against multiple opponents and in combination with RT-inducing CC, a mass version of slow could be a far more useful spell. You'd definitely see a lot more use of this spell!

~Taverkin

Category: Wizards
Topic: Major Elemental Circle
Message #: 113
Author: TRIPLEGAME226
Date: on 04/13/2013 01:23 AM PDT
Subject: Re: my 3 cents


Slow should cause an initial RT when cast on a target.

502 should either make the next spell cast either be free or have reduced mana cost. Or either make your next spell double cast, or grant a buff that gives you X chance for your spells to double cast, and the buff goes away when a double cast occurs.

502 is so useless right now that it could be changed to restore 1 mana at the cost of 2 mana and it would still be more useful than it is now.

~ Methais

Category: Wizards
Topic: Major Elemental Circle
Message #: 114
Author: LORDEVARIN
Date: on 04/13/2013 05:45 AM PDT
Subject: Re: my 3 cents


Spell store would be nice if it actually banked a spell so that you could cast several at once. Initial value of 1 extra, eventually leading to 2 or 3 extra plus your first.

Category: Wizards
Topic: Major Elemental Circle
Message #: 115
Author: LORDEVARIN
Date: on 04/13/2013 06:45 AM PDT
Subject: Re: my 3 cents


As for another improvement idea, why not make a pre-cast spell that makes your bolt MUCH harder to evade/block/parry? I doubt the EVP system was designed to screw over bolters, as there is no such balancing act for warding based magic. There would be a cost associated with the spell, whatever is appropriate without being excessive. 502 seems as good a slot as any.

Prep 502, then prep the bolt spell you wish to enhance. When you cast the bolt, an added cost appropriate to the level of bolt along with whatever training you have to mitigate it is factored into the final tally of the spell.

Simple, useful, and not overpowered. No worries about upsetting creature balance as they wouldn't be casting this spell at players.

Category: Wizards
Topic: Major Elemental Circle
Message #: 116
Author: DRAFIX
Date: on 06/07/2013 02:54 AM PDT
Subject: 511 - The unsuspecting gem gobbler


Could 511 be updated so that it doesn't automatically eat the gem in your hand but instead require you to cast AT the gem to do that coloured disk effect? I sadly keep losing random gems because I forgot I had it in my hand. This time it was a rift black diamond that I didn't shove back in my pouch before realizing I forgot to cast a disk. :/

Category: Wizards
Topic: Major Elemental Circle
Message #: 117
Author: WINTERMYST
Date: on 07/15/2014 09:46 AM PDT
Subject: Mana and spells


Would it be possible to implement a store mana spell that could be cast at a familiar, like sorcerers can do with their demons?

~Shi'larra One bold fella breaks from the chain and climbs up on Brinret's chest, grabbing a hold of the tufts of hair on both sides of his head and holding him still! A fat, wet kiss is placed before the monkey disappears

Category: Wizards
Topic: Major Elemental Circle
Message #: 118
Author: GAROFALOA
Date: on 06/07/2015 05:58 AM PDT
Subject: Re: Spell Store 2.0 (Suggestion)


hey, spell store is useful for me. especially when I know my favorite sheruvian cleric is lurking. =0

Category: Wizards
Topic: Major Elemental Circle
Message #: 119
Author: CAELRIC
Date: on 08/22/2015 07:09 PM PDT
Subject: Haste Duration Change?


I noticed that when I eat haste edibles, the duration is 2 minutes, but when I cast haste, it ends up lasting just over a minute. Is this a change, esp. WRT the haste edibles?

-Taakhooshi, and Me

For the Story of Taakhooshi: http://www.gsguide.net/index.php?title=Taakhooshi

Category: Wizards
Topic: Major Elemental Circle
Message #: 120
Author: GS4-IXIX
Date: on 08/27/2015 06:54 AM PDT
Subject: HSN: ELR - 501 (Sleep) Updated


Sleep, 501, has been updated for the ELR. A seed 1 summation of Elemental Lore, Air provides for a chance for the target to be groggy (-20 AS/DS and 2 second slow) when (or if!) they wake up. The grogginess lasts for 10 seconds.

That is all.

Ixix

Category: Wizards
Topic: Major Elemental Circle
Message #: 121
Author: DOUG
Date: on 08/27/2015 06:59 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Details on 'the chance' please?

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 122
Author: GOLDENOAK2
Date: on 08/27/2015 07:04 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


To be clear on this the seed summation is a percent value 1% per seed rank? And also, I assume its based on ranks, not bonus...but can you clarify that?

Category: Wizards
Topic: Major Elemental Circle
Message #: 123
Author: GS4-IXIX
Date: on 08/27/2015 07:07 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


The percentage chance of the sleeper waking up groggy is the seed 1 summation of the caster's EL:A ranks. You will see messaging that indicates when somebody or something wakes up groggy.

Ixix

Category: Wizards
Topic: Major Elemental Circle
Message #: 124
Author: DOUG
Date: on 08/27/2015 07:12 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Yes, I got that.

So what we're saying is 0% base chance, increasing a percentage point on Seed 1 Summation, to maximum bonus of 24 (perhaps 25) percent.

Accurate?

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 125
Author: GS4-IXIX
Date: on 08/27/2015 07:38 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Yes.

Ixix

Category: Wizards
Topic: Major Elemental Circle
Message #: 126
Author: DOUG
Date: on 08/27/2015 07:51 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Gratzie a mille!

Doug

Category: Wizards
Topic: Major Elemental Circle
Message #: 127
Author: TRIPLEGAME226
Date: on 08/27/2015 07:58 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Can we sleepwalk and talk about random mostly unintelligible babble if we cast Sleep on ourselves? Similar to the babbling you do when you drink too much death rum, but you'll walk around doing it. Like a zombie.

If not, I'll settle for self cast sleep invoking old school Symbol of Dreams as an appropriate consolation.

~ Methais

Category: Wizards
Topic: Major Elemental Circle
Message #: 128
Author: PEREGRINEFALCON
Date: on 08/27/2015 08:03 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


If the target was intoxicated when we put them to sleep can the chance for grogginess be doubled and the result be 'hangover' instead of 'grogginess'? (-20AS/-20DS and subject to stun/rage/fleeing from load noises and bright lights)?

Like this change!

-- Robert

"All wizards are beginners; some of us have just been beginning longer!"

Category: Wizards
Topic: Major Elemental Circle
Message #: 129
Author: RROY
Date: on 08/27/2015 10:58 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Nice little perk on sleep, thanks!

Just an elf about town...

Category: Wizards
Topic: Major Elemental Circle
Message #: 130
Author: DRAFIX
Date: on 08/27/2015 01:45 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


So if I understand correctly,

501 the target, then attack it and it will have additional -20 AS/DS ontop of being offensive, and prone (-50 DS)?

Category: Wizards
Topic: Major Elemental Circle
Message #: 131
Author: KRAKII
Date: on 08/27/2015 01:56 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


I think prone/offensive is as good as it ever gets.

After it wakes up/stands up, that's when you'll see the lingering -20 effect, to simulate it still being mildly under the influence.

Category: Wizards
Topic: Major Elemental Circle
Message #: 132
Author: BLACKKOBOLD
Date: on 08/27/2015 02:10 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


I kinda wish they would reduce the cost and/or the threshold for success. The fact that you need a +130 to put the target to sleep and the variable mana cost makes this a pretty expensive spell for the effect. You're almost always better off just using a spell like ewave or call wind (if you need the stance change).

~Taverkin

Category: Wizards
Topic: Major Elemental Circle
Message #: 134
Author: KEITHOBAD
Date: on 08/27/2015 03:23 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Especially since it's single target compared to those other disablers which will handle the whole room. I'd like to see the mana cost max out at around 5 or 6.

I kinda wish we had this effect when warding between 100-125. As when the spell actually lands, the aftermath is usually pretty swift in my favor. But warding at 110 gets me nowhere.


Also I notice they have no problem making drastic changes downward but all these lore effects thus far seem extremely timid. 10% proc rates to effects that are marginal to begin with. 200 ranks for 20% chance? That's a big meh. You could make it 100% and this effect would still be inferior to our other disable spells.


And this is from someone who kinda likes sleep! I use it when I can because I think it's cool, but it is often an inferior choice.

Category: Wizards
Topic: Major Elemental Circle
Message #: 135
Author: DRAFIX
Date: on 08/27/2015 03:58 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


lulz once again this is not a spell review... it's lore review.. which means they're trying not to change the spells fundamentals at all. Don't get your hopes up...

Category: Wizards
Topic: Major Elemental Circle
Message #: 136
Author: KEITHOBAD
Date: on 08/27/2015 10:31 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


?? I'm not asking for a spell review. But having the lore contribute in a meaningful way seems like that would fit into the realm of ELR. Lore making a spell better is the point right? Froo froo stuff that never makes any difference... I guess I just don't see the point.

Category: Wizards
Topic: Major Elemental Circle
Message #: 137
Author: KEITHOBAD
Date: on 08/27/2015 10:47 PM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Maybe I should pose it as question. If the creature wakes up from sleeping to being stunned in prone (ie: slept, then crit), will the DS be further suppressed by 20?

Category: Wizards
Topic: Major Elemental Circle
Message #: 138
Author: GS4-IXIX
Date: on 08/28/2015 06:34 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


Yes, the grogginess is separate from and can stack with any other status effect type penalties that might be applied to a critter (or you). As long as you see the new messaging, the penalties should be applied and in effect.

Ixix

Category: Wizards
Topic: Major Elemental Circle
Message #: 139
Author: RROY
Date: on 08/28/2015 07:35 AM PDT
Subject: Re: HSN: ELR - 501 (Sleep) Updated


I'd like to see it have some buff if I'm under hunting a bit. At same level stick with groggy as it is now, but lose 1% for each level above and gain 1% for each level below. Something along those lines along with the Lore perk.

Just an elf about town...

Category: Wizards
Topic: Major Elemental Circle
Message #: 140
Author: GS4-KONACON
Date: on 08/28/2015 08:07 AM PDT
Subject: HSN: ELR - Ice Patch (512) Updated!


Hi everybody! (Skip down to == MECHANICS == if you don't want to read my ramblings)

This is not a water lore update, in fact it's not any kind of a lore update! That's right, you heard me. There are NO LORE ADDITIONS in today's spell update, but have no fear, I'm still doing something as watery as I can... So, let's talk Ice Patch. It makes patches of ice (Appropriately named) that make things hilariously fall to the ground so that everyone around can have a good laugh. Humor is great, but let's make it even better! Every once in a while you might find yourself mucking around in a bog, eyeing your destination and thinking to yourself, "If only I could just hop up and walk right over this bog I wouldn't have to get my robes dirty..." Wouldn't that be great?!

Have I got the thing for you!

MECHANICS

The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).

Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.

Questions? Comments? Love? Hate? CANDY? All of those things are welcome.

(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)

~ Konacon

Category: Wizards
Topic: Major Elemental Circle
Message #: 141
Author: DEANSMITH
Date: on 08/28/2015 08:13 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


Wow, no lore changes just...better?

Sounds good!

Category: Wizards
Topic: Major Elemental Circle
Message #: 142
Author: LADYFLEUR
Date: on 08/28/2015 08:21 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


Is this intentional? The messaging seems contradictory to the ineffectual result.

You intone a phrase of elemental power while raising your hands, invoking Ice Patch... Your spell is ready. You gesture at an imposing fire giant champion. An airy mist quickly gathers around an imposing fire giant champion.

 CS: +554 - TD: +438 + CvA: +25 + d100: +18 == +159
 Warding failed!

The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice.

  ... 15 points of damage!
  A frosty blow to the neck.  Bet that smarts!

[Spell re-prepared] Cast Roundtime 3 Seconds. >rel You feel the magic of your spell rush away from you. >inc 904 An imposing fire giant champion points a flaming hand at you! An imposing fire giant champion hurls a roaring ball of fire at you!

 AS: +419 vs DS: +765 with AvD: +59 + d100 roll: +38 = -249
  A clean miss.



Category: Wizards
Topic: Major Elemental Circle
Message #: 143
Author: LORDKRIP
Date: on 08/28/2015 08:25 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


Can I walk between the Landing and Teras? I JAYKAY...

I love updates like these the most, oddly. Environmental interaction FTW.


Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein

Category: Wizards
Topic: Major Elemental Circle
Message #: 144
Author: LADYFLEUR
Date: on 08/28/2015 08:35 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


>The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).

Excuse me if I'm missing the obvious, but how exactly does this help when one has to walk INTO the room first to cast the spell, when the purpose behind using water walking is to counteract the environmental effects of the room BEFORE entry? For example, if I'm walking on the EN trail and go through the swamp, this means the wizard will have to be the one to suffer the RT in each swamp room, then cast ice patch for any followers? This seems useless, as everyone in the party will have to wait out the same RT in any case for the wizard to move ahead for each step.

Category: Wizards
Topic: Major Elemental Circle
Message #: 145
Author: ERYKK2
Date: on 08/28/2015 08:39 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


== MECHANICS ==The surface of water can now be frozen when Ice Patch is cast, which will mimic the Water Walking (112) spell for that one room. This affect applies to all players as long as the ice patch is in the room (Not just the caster or the caster's group, although keep in mind that ice patches don't last very long once the caster is gone).Additionally, the targeted version of the spell was updated to instantly deal cold critical damage. The purpose of this is to hopefully make the setup of using Minor Cold less clunky for water mages.Questions? Comments? Love? Hate? CANDY? All of those things are welcome.(Note: I'm not going to give a list of rooms that this affects. Try it out and see. If you do find areas that aren't affected by this that you think should be, let me know!)~ Konacon

How about a self-cast version that mimics 112 for a standard spell duration? With losing haste, this would be a nice addition when walking through swamps. Having to cast it in every single swamp room (On the trail from WL to EN for example) is clunky.

Category: Wizards
Topic: Major Elemental Circle
Message #: 146
Author: GOLDENOAK2
Date: on 08/28/2015 08:43 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


<>

I could see it being useful in maelstrom bay if you have the mana and just want to waste it. Personally, swimming would probably be cheaper than recasting every room...but since its a free upgrade its all good. Say, would this mean you could drag a body through some of the watery isolated areas that were undraggable before...Like Maelstrom Bay?

also if it could be a floating iceburg you could ride...Booyah! I have a magic Island...neener neener!

Tell familiar drag island north. Get to work minion!

Category: Wizards
Topic: Major Elemental Circle
Message #: 147
Author: PEREGRINEFALCON
Date: on 08/28/2015 08:43 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


I'm pretty sure you suffer the effects when trying to leave the room. So you can enter each room, cast the spell, then move on to the next room without suffering the effects.

-- Robert

"All wizards are beginners; some of us have just been beginning longer!"

Category: Wizards
Topic: Major Elemental Circle
Message #: 148
Author: GS4-KONACON
Date: on 08/28/2015 08:44 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


> Is this intentional? The messaging seems contradictory to the ineffectual result.

This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?

~ Konacon

Category: Wizards
Topic: Major Elemental Circle
Message #: 149
Author: GOLDENOAK2
Date: on 08/28/2015 08:46 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?

~ Konacon>>

Might be better if you indicate something like additional shards of ice erupt from the ground striking ... for x damage.

Category: Wizards
Topic: Major Elemental Circle
Message #: 150
Author: LORDKRIP
Date: on 08/28/2015 08:47 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


Maybe it just shouldn't do anything more than effect the legs/abdomen/back with the ice critical damage...

I am curious what happens if the ice critical happens to cause a crit that comes with knockdown, but the ice encasing it... mindsplosion



Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein

Category: Wizards
Topic: Major Elemental Circle
Message #: 151
Author: DEANSMITH
Date: on 08/28/2015 08:48 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


>Do you think it should be messaged after the damage rather than before to read better?

Yes, that would definitely read better.

Category: Wizards
Topic: Major Elemental Circle
Message #: 152
Author: PEREGRINEFALCON
Date: on 08/28/2015 08:48 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


I wonder if this would mitigate the environmental hazards around Teras where you occasionally slip through the crust on the lava flows...

>> also if it could be a floating iceburg you could ride...Booyah! I have a magic Island...neener neener!

And yeah, creating a floating iceburg that you could sail/row you and your group across the bay would be super awesome. Make it so Konacon!

-- Robert

"All wizards are beginners; some of us have just been beginning longer!"

Category: Wizards
Topic: Major Elemental Circle
Message #: 153
Author: LADYFLEUR
Date: on 08/28/2015 08:49 AM PDT
Subject: Re: HSN: ELR - Ice Patch (512) Updated!


>I'm pretty sure you suffer the effects when trying to leave the room. So you can enter each room, cast the spell, then move on to the next room without suffering the effects.

This isn't true.

>This is a fair point. The messaging "The mist leaves the entire lower half of an imposing fire giant champion's body encased in a thick block of ice." is indicating the root effect being applied to the target and is completely separate from the damage that the spell does. Do you think it should be messaged after the damage rather than before to read better?

My point was that the messaging implied the creature was somehow immobilized, while that wasn't the case as it immediately attempted an attack. Also, the damage seems exceptionally small for a 159 endroll, especially on a fire creature that has the largest vulnerability to cold damage.