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  #11  
Old 06-15-2020, 08:52 PM
Jorgam Jorgam is offline
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In EQ2 I had a Fury which was a druid/wizard type class and there was a spell called Hibernation that I really loved using. It was a very large group heal that had a delay. You would cast it so many seconds before engaging and then it would trigger a huge heal after a few seconds. It would be awesome to see spells like that in EQ.
  #12  
Old 06-15-2020, 09:21 PM
plzrelax plzrelax is offline
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Quote:
Originally Posted by unleashedd [You must be logged in to view images. Log in or Register.]
interrupt mechanic caused by movement momentum (not combat push interrupt) bothers me - i let go of that fucking arrow ages ago, why is this fool taking 2 and a half more steps? this isnt a driving game
If you tap turn left or right after you stop before casting that can help stop those interrupts
  #13  
Old 06-15-2020, 10:12 PM
ScottBerta ScottBerta is offline
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Chanter should be broken into two classes. One is charm/haste based, other is slow/clarity based.

I also think should be another class that main job is to give haste spells to spell casters and also maybe provide a % reduction on saving mana on every spell cast. Basically like the ultimate utility to spell casters. Almost like the opposite of shaman to melees.
  #14  
Old 06-16-2020, 12:20 AM
zula zula is offline
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An issue with magic in EQ is how little it is affected by gear and skill levels. With a melee class, you can feel your character becoming a little stronger as you get better armor and weapons and increase your skill caps, but this progression is significantly less for a caster. With the exception mage / necro focus items, nothing you can do gear-wise can make your spells more powerful in EQ (with the exception of charisma affecting charm and pacify).

The best you can do is get clickies that give you access to new abilities or mana free casts, increase your mana cap (which doesn't usually impact your throughput if you are never hitting full mana), or get health / AC to increase your survivability. In Luclin and PoP they addressed this with both AAs and item focus effects that could make spells cost less mana, do more damage / healing, last longer, etc.
  #15  
Old 06-16-2020, 03:36 AM
Baler Baler is offline
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I roll a D20...

I put on my wizard robe and wizard hat.
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  #16  
Old 06-16-2020, 03:48 AM
Scoojitsu Scoojitsu is offline
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Quote:
Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
I roll a D20...

I put on my wizard robe and wizard hat.
[You must be logged in to view images. Log in or Register.]
  #17  
Old 06-16-2020, 09:27 AM
ibanezjs100 ibanezjs100 is offline
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Quote:
Originally Posted by unleashedd [You must be logged in to view images. Log in or Register.]
interrupt mechanic caused by movement momentum (not combat push interrupt) bothers me - i let go of that fucking arrow ages ago, why is this fool taking 2 and a half more steps? this isnt a driving game
You can avoid this by turning after you lift your movement key. The way I cast after running is:
stop running
slightly turn
cast

The turn causes your movement end
  #18  
Old 06-16-2020, 09:48 AM
Exard3k Exard3k is offline
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Well spells get better with increasing level. This game is mostly about leveling up.
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  #19  
Old 06-16-2020, 10:17 AM
Crede Crede is offline
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Quote:
Originally Posted by Exard3k [You must be logged in to view images. Log in or Register.]
Well spells get better with increasing level. This game is mostly about leveling up.
Yea but gearing casters in the end game is pretty boring. Just giving you more mana to cast the same spells you already have isn’t that exciting. Would have been cool to see more spells resulting from items. Same concept as the mage epic, and/or maybe cooler no drop spells off Bigger mobs like vulak, aow, etc.
  #20  
Old 06-16-2020, 10:21 AM
Jimjam Jimjam is offline
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The biggest problems with the magic system are:

1) no wide brimmed pointy hat model.

2) no wizened little human face skin with full white beard.

3) melee should get a mana bar, which is max 0 and only increased by items and can’t be regenerated without FT or buffs. It would serve no purpose (other than being a valid recipient for mana taps/drain).

Edit: I actually have a serious one. I don’t like how npcs circumvent the stun duration on many spells. Wizards have a few stuns that should last a decent while, but the spells are largely useless as npcs seem to ignore stun durations over a couple of seconds.
Last edited by Jimjam; 06-16-2020 at 10:27 AM..
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