View Full Version : Game Mechanics: Non-classic Wurms in Temple of Veeshan
On live during velious
Red Wurms cast fire AOEs
White wurms cast cold based AOEs
And they still do.
Project 1999, both colors of wurms cast both fire and cold.
It's like putting talendor's flame breath on gorenaire...
It's not classic.
Man0warr
03-15-2016, 01:54 AM
I think the spell effect is just messed up, they seem to be the correct damage type.
Colgate
03-15-2016, 05:40 AM
I think the spell effect is just messed up, they seem to be the correct damage type.
If we only go by what the spell message and particle effects are showing us; both wurms are using hot and cold; but if the hot and cold have the "wrong" damage assigned to them resulting in the wums giving the correct damage types then... well confusing to say the least!
I'll try using psalms at the weekend see if that makes a difference over Elemental Rhythms.
Thanks.
xKoopa
03-15-2016, 10:45 AM
Guessing HoT? If so, red wurms cast fire and white wurms cast cold. Stacking resists for appropriate color has always kept me relatively safe there
Man0warr
03-15-2016, 01:46 PM
If we only go by what the spell message and particle effects are showing us; both wurms are using hot and cold; but if the hot and cold have the "wrong" damage assigned to them resulting in the wums giving the correct damage types then... well confusing to say the least!
I'll try using psalms at the weekend see if that makes a difference over Elemental Rhythms.
Thanks.
Yes, each type of wurm has both a "fire" and "cold" particle effect AE - but I believe both are cold or fire depending on the type of wurm. This was brought up in Beta and Telin (spell particles guy) said it seemed to be classic.
The white wurms are also clerics and will cast the Earthquake line (MR AE)
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