View Full Version : Game Mechanics: Blazing Bracer of Fennin Ro does not shoot a Bolt
Slave
05-04-2012, 10:49 PM
Bolts take time to travel to the target. Blazing Bracer is currently no-LOS needed, instant-hit. It was a Bolt type spell in Live.
Jomar
05-05-2012, 11:31 AM
I think this is a problem with all Wizard bolt spells. They are basically direct damage instead of bolt.
Bumping this. Blazing Bracer of Fenin Ro clicker, as with all wizard bolts, do not behave like bolts, intead they are just a 300 range instant nuke. Mage bolts (a much more significant spell line gameplay-wise) were patched some time ago to act mostly like classic bolts (though they still can't be blocked by geometry and don't have the right projectile graphics AFAIK).
A couple of the below posts indicate that once a wizard bolt is in the air the caster can cast another spell without interfering with the bolt already en-route, including having multiple bolts in the air at once. I specifically recall using this tactic as a mage in Kunark/Velious eras; I would bolt from max range, then again before the first bolt landed, and then run away from the mob during recast delays and keep nuking to kill the mob before it ever reached me.
From Allakhazam on 12/6/00: (http://everquest.allakhazam.com/db/zones.html?zstrat=37#m97607060721774)
If my memory still serves correctly, my lil wizzy was here from 16-20 hunting EEs..it was GREAT xp!! The wizards get a bolt spell at 16, which has EXTREMELY long range, so.. you go to the EE place, and back yourself up all the way back against the wall. Watch out for wandering minos/mud ppl, and cast your bolt spell. Cast one after another, and finish off with your regular shock. The beauty of this is that your 1st bolt will hit the EE and at that instant, the 2nd will already be on its way. You should be able to fire 3 bolts before he/she/it comes within charming range of you. usually 3 hits is enough to kill the EE, and after that, you just blast the crap outa his weak pet (2shots maybe??), and go back and med. PBB is great loot, and ive obtained quiet a few while i was there.. anyhow, hope that helps for fellow wizzies..
From Allakhazam on 4/11/01: (http://everquest.allakhazam.com/db/zones.html?zstrat=32#m98700328816149)
The trick for solo Wizards in this zone is to stay as close to the border as much as possible. Take a peek. Pull with your Fire Bolt and run. Don't wait and watch to make sure the Bolt will hit, it will, just run and watch your text box. Stay no more than 10 steps away from zoning out. Then root as it approaches. If the mob has more health than you have manna.. Zone out unless you have him down to the runner phase and can proceed to beat him with your stick.
From the Station board on 10/7/2004: (http://forums.station.sony.com/eq/posts/list.m?start=0&topic_id=26903#271484)Once you hit 8, you get Fire Bolt. This is where you start mini kiting for a few levels. Now, this isn't real kiting, but it's kinda like it, it's more a rootnuke with a kite feel to it.
Fire Bolt has a really long range. If you can pick up an Extended range item, a mob will never touch you.
What you do is go to the limits of the spell (cast from a really far place away and nudge in till your in range, after awhile you'll get the feel for the range.) and cast it. The mob will not be hit right away like your other spells. This spell travels to the mob then hits them. While the spell is traveling, your gems will refresh. If the bolt hasn't hit the mob yet, go ahead and cast it again. This way, you've basically hit the mob twice before he knows your there. As soon as the first one hits he'll begin running at you. Your gems will refresh, start spamming root till the mob gets in range and it casts. As soon as it's rooted, run to your distance again, and caste fire bolt till it breaks root or dies. If it breaks, reroot and run to distance again.
This post (http://www.project1999.org/forums/showthread.php?t=23939) from P99 server chat discusses wizard bolts and how they should behave like mage bolts, though it lacks actual evidence. Other posts on P99 discussing mage bolts cover proper bolt behavior, but I won't both linking them since the case could be made that mage bolts are inherently different from Wizard bolts...
fadetree
08-16-2012, 09:31 AM
Projectile travel time in general does not work on P99, and I can't find any information about why. I assume there's some kind of implementation problem or something they broke when patching things to classic.
Projectile travel time in general does not work on P99, and I can't find any information about why. I assume there's some kind of implementation problem or something they broke when patching things to classic.
It would be nice to see them properly classic, but I imagine you're right that the issue is probably technical or would take too much work that would be better spent elsewhere. I would be content with wizard bolts behaving the same as mage bolts. Bolts being truly classic would make mages one helluva lot better in PvP. I played mage on Sullon Zek and if you snuck up on somebody you could bolt at max range, run forward to largely catch up with the bolt and loose another so they'd hit near simultaneously.
Bump with random archival post I found.
From Fire bolt and Sr. Apprentice Robe question (https://groups.google.com/forum/?fromgroups=#!topic/alt.games.everquest/9G4_DLhSs4A):I'm still a newbie Wizard in EQ but if you want my opinion get the
Robe. The bolt spells annoy the hell out of me, most of the time I
don't even hit!Indicates that wizard bolts were actual bolts, just like mage bolts.
Nirgon
08-26-2012, 02:01 PM
Classic wizard confirming.
Bump because this really should go in with hidepull nerf to maintain balance.
Desperate bump for patch tonight, also because there's no disagreement or debate to keep the thread bumped on its own...
Bump because this is still broken and now presents a significant balance problem.
Bump because there's no one to argue with to keep it topped up. WTB some discussion... or something?
Bump again. Please at least make it function like a mage bolt =(
Bump again, and WTB some discussion so bumps not needed...
voxnav
10-24-2012, 06:01 PM
I just noticed this on my new wizard. It's quite annoying because casting max range dual bolt followed by shock was a nice strategy to take down a mob with no or minimal close combat. Or even when pulling 2 mobs: cast 1 bolt, cast root while its in mid-air, and keep nuking down. Currently the shock line and bolt lines are very redundant.
Nirgon
10-24-2012, 06:32 PM
Bolt does have what appears to be the correct range despite its instant on hit effect.
voxnav
10-25-2012, 03:27 PM
Yes, at least as far as the wizard bolt spells are concerned, the range, damage, and mana cost seem correct (i.e. a bit higher than the same level shock). However the lack of delay is a bit of a disadvantage compared to classic version (no possibility of doing multi-spell "burst" damage)
There are 3 versions of bolt. Classic which does not exist on P99 (and is described above and in other threads), P99-wizard which is just a long range instant nuke, and P99-mage, which doesn't allow multiple bolts (any type of casting while bolt is in the air cancels) but does have a travel time/delay on it. Why mage bolts were modified to have travel, but not wizard? Dunno, and I believe it predates my playing here.
Tried to come up with a clever limerick to bump with. I failed. Whatever.
Tried to come up with a clever limerick to bump with. I failed. Whatever.
I'm adding a chaser for this thread on blazing bracer?
Bi-monthly bump? I would love to know if there's a solution as simple as taking the data for mage bolts and copy-pasting it onto wizard bolts.
Calabee
02-08-2013, 01:26 PM
Blazing Bracer is currently no-LOS needed
False
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