Quote:
Originally Posted by yorumi
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I don't really expect things to always land, but seriously half of the green mobs I kill broke charm early and lull spells land maybe 10% of the time? I'm 24 with 167 chr, you'd think on greens I'd just have the base 5% chance to fail at this point. It's just been a little frustrating when you feel like most of these tools exist more as a joke than something useful for overcoming the challenges in the game. Lulls never land, chanter nukes have such a ridiculous agro pull and such an astronomical resist rate I can't ever use them except for the final hit on a mob that's running.
Even in groups the only spells I ever cast on a mob are tash and slow. What's the point of all these spells when tanks can't reasonably out agro them?
edit: and sorry I'm kind of derailing the thread with my rantings at this point.
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Spells are an incredibly powerful part of the game and they continue to be after the recent resist changes. If literally half of your green mobs break charm early, you're very unlucky; this is not indicative of how it usually goes. Lull spells land far more than 10% of the time on blue monsters. Nukes are bad spells to use, period, except in certain situations (like finishing off a mob after your charmed pet has done most of the damage to it), because they're not mana-efficient. A lot of your spells are very situational.
If you don't like playing a spellcasting class then play a melee class. Resists are a part of playing a spellcaster and if they weren't there, they'd be even more OP than they already are.