Thread: Spells: Channeling Fix
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Old 02-03-2026, 03:22 PM
sammoHung sammoHung is offline
Sarnak


Join Date: Jun 2023
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
As someone who played paladins especially a lot back then, and SK's (as alts) to a lesser extent: Aggro was fine, typically-used aggro spells and stuns casted fast enough that you could either time them between swings or at worst might get hit once. Not a big deal. Disease Cloud doing near-zero aggro on P99 (wasn't nerfed until 2002 in the original timeline) should hopefully be rectified at some point. As noted above, casted feign death could be troublesome if you pulled an entire room and were trying to cast it vs 4 or 5 mobs hitting you. Slow casting spells like the high level lifetaps were difficult to use vs unslowed enemies and pretty much worthless vs multiples, that's a big part of why hybrids were given spellhaste during Velious.
This helps to shed light on what I'm talking about. If the quick-casting spells were primarily relied upon during combat, because anything longer duration was near-impossible to cast - that lines up with the theory that each additional hit adds a new roll that you must also win to succeed cast.
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