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View Full Version : Spells: Nerf Phantom Chain!


Reiker
11-15-2009, 10:38 AM
The magician spell Phantom Chain is supposed to consume 2 cats eye agates. It currently only consumes 1.

Bribo
11-15-2009, 12:16 PM
Also the regen component of the spell does not even work. Nerf it!

magic
11-15-2009, 12:30 PM
I still use Phantom Leather since the other 2 are broken. WTB Fix

Jify
11-15-2009, 12:42 PM
I still use Phantom Leather since the other 2 are broken. WTB Fix

Ditto. But under my summary of magician bugs someone stated that they should not have regen in classic classic, only AC.

Sooo.. /shrug

magic
11-15-2009, 12:56 PM
Ditto. But under my summary of magician bugs someone stated that they should not have regen in classic classic, only AC.

Sooo.. /shrug

Whoever said that is entirely wrong. Why would mages get an AC buff that costs a reagent when necros/enchanters get reagent-free AC buffs, and necros/enchanters/wizards get HP Absorption spells (skins)? Mages have always had regen, that's one of their class-defining attributes. That would be like saying nec/enc/wiz didn't get rune/skin spells in classic and cleric symbols didn't add HP and were roleplay spells

Bribo
11-15-2009, 12:57 PM
Ditto. But under my summary of magician bugs someone stated that they should not have regen in classic classic, only AC.

Sooo.. /shrug

No they had the regen component. All caster classes were given some sort of HP protection/recovery. Mages got the worst one with the Phantom line (AC+small regen), Wizards got the Skin line and Enchanters got Rune.

Jify
11-15-2009, 01:01 PM
The phantom armor line was in classic but it did not give regen at all. It was added because mages complained about how useless it was compared to the shieldskin/rune line of other int casters.

edit: http://web.archive.org/web/200105070...asp?SpellID=65

Also, the summoned magical items did not have clicky effects (gaze, dispel magic, etc.)

http://www.project1999.org/forums/showthread.php?t=683

:)

Jify
11-15-2009, 10:54 PM
Phantom Chain takes the correct amount of reagents btw. :P

Xzerion
11-19-2009, 05:19 PM
I fixed this the other day, forgot to respond here. All the spells are using the correct amount of reagents, I also removed the HP regen part form the ones that still had it. Will be in next patch.