Dev Dread Megathread

Recant magic doesn't work in its current form. As far as I'm aware the idea was that it is supposed to be a dispell that dispells on every new tic, for 4 tics. The problem is, all it does atm is block a few buff slots for 4 tics rather than land a new dispell on a new tic, which is meaningless on mobs with limitless buff slots. It'd be phenominal to see this working as intended. Atm its only superior to pillage enchantment with its 3 sec cast rather than 3.5, at the cost of 20 more mana. I'd also say it could use a resist adjust, but I've never seen it working properly to gauge just how powerful a 4 tic dispell can be to argue whether or not the constant resists are worth it. Cancel magic is loaded all too often in any case.
 
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Flarewynd
[MAGIC ITEM] [LORE ITEM] [NO DROP]
Slot: RANGE
Skill: Archery Atk Delay: 59
DMG: 100
Focus Effect: Tarhyl's Rage
Bane DMG Humanoid: 1
Effect: Mending Flames (Clicky2, 0.5)
Skill Mod: Archery 3
DEX: +25 CHA: +25 WIS: +25 HP: +165
SV FIRE: +25
WT: 3.5 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

I always thought the +3 archery mod on this was completely useless. By the time you have this bow you should have Thaz BP/Gloves/MQ aug and be capped. So even if it was a +5 aug, which is the minimum useful number for archery mod post T8 it'd still be over cap. So possibly change it into a combination of Crit strike, FT, or anything but archery. Maybe +3 Fire Dmg or more Bane Humanoid Damage.
 
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Flarewynd
[MAGIC ITEM] [LORE ITEM] [NO DROP]
Slot: RANGE
Skill: Archery Atk Delay: 59
DMG: 100
Focus Effect: Tarhyl's Rage
Bane DMG Humanoid: 1
Effect: Mending Flames (Clicky2, 0.5)
Skill Mod: Archery 3
DEX: +25 CHA: +25 WIS: +25 HP: +165
SV FIRE: +25
WT: 3.5 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

I always thought the +3 archery mod on this was completely useless. By the time you have this bow you should have Thaz BP/Gloves/MQ aug and be capped. So even if it was a +5 aug, which is the minimum useful number for archery mod post T8 it'd still be over cap. So possibly change it into a combination of Crit strike, FT, or anything but archery. Maybe +3 Fire Dmg or more Bane Humanoid Damage.

While 3 is an odd number, I fail to see how taking out archery mods and saying everyone should have thaz bp, gloves and aug is a valid argument for anything. If anything as a ranger you should be working towards getting more mods put on gear so that you are not required to wear Thaz bp/gloves. This was somewhat helped with refuge augs (I'm fairly certain there is a +archery aug), as well as new Ikisith raid-gear but like before is still somewhat of a problem on old-world gear.
 
While 3 is an odd number, I fail to see how taking out archery mods and saying everyone should have thaz bp, gloves and aug is a valid argument for anything. If anything as a ranger you should be working towards getting more mods put on gear so that you are not required to wear Thaz bp/gloves. This was somewhat helped with refuge augs (I'm fairly certain there is a +archery aug), as well as new Ikisith raid-gear but like before is still somewhat of a problem on old-world gear.

The problem is +3 archery does not match any of the other archery mods commonly used to add up to 25. If you didn't have an extra +2 somewhere else you'd have 23. Also you're never stuck using Thaz BP. Its the best BP for a ranger until the Sanctum BP. The gloves are the only thing there are a lot of upgrades for but really they are quite good as well.
 
Just going to add in something else since I don't want to make a whole thread for it.

Now that druis have insta re cast hots, it seems pretty silly to have a cool down on the cleric sinlge target hot at all. Especially considering the spell is overwriten by druid ancient hot which makes me a sad panda.
 
The problem is +3 archery does not match any of the other archery mods commonly used to add up to 25. If you didn't have an extra +2 somewhere else you'd have 23. Also you're never stuck using Thaz BP. Its the best BP for a ranger until the Sanctum BP. The gloves are the only thing there are a lot of upgrades for but really they are quite good as well.

I'm sick, and I mean really SICK about crybabbie RNGs (and ROGs) who have +skill agus tailored for them (Refuge) and keep moaning how everything below +5 Skill is a waste and drown in mods for their beloved skills, while everybody else has a hard time to max the skills that would increase their DPS - how many MAG/WIZ do you know with max evocation mod, how many NEC/MAGs with max conjuration mods, how many MNK/BSTs have max double attack mod? None.

So please, cut it out!
 
Is their even enough gear in the game, that a bst/mnk could use, to get to max double attack? I have seen a few pieces here and there with it on, but usually it is only +2 or +3. Plenty of pieces with h2h on it, but I don't even use paired h2h weapons anymore, nor do any of the monks or bsts in my guild.
 
Does anyone use the 56 Druid Spell: Cull Storm? I used it once, just to say I had, but it only seems useful for removing the annoying thunder sound, imo. And for 15p per reagent at a vendor it makes me wonder if I really care about how loud thunder is THAT much.

I suppose it also affects these:
Rain - Magic spells are 2.5% stronger and fire spells are 2.5% weaker.
Dry - Fire spells are 1% stronger.
Froglok (Taldorian) - +5% Critical Spell and Melee while raining.

None of this seems to warrant the wasted spell slot / cost of an opal, imo. Thoughts?
 
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i've used cull storm in dreadlands where my visibility is horrible and need to watch out for other mobs on my pulls. but yeah, not a commonly used spell.


Nuvian
 
I'm sick, and I mean really SICK about crybabbie RNGs (and ROGs) who have +skill agus tailored for them (Refuge) and keep moaning how everything below +5 Skill is a waste and drown in mods for their beloved skills, while everybody else has a hard time to max the skills that would increase their DPS - how many MAG/WIZ do you know with max evocation mod, how many NEC/MAGs with max conjuration mods, how many MNK/BSTs have max double attack mod? None.

So please, cut it out!

How many wiz/mags do you know with max cha and damage inc? Because that is the comparison you should be making. Imagine if you had to buy augs for 8 tokens to give yourself the cha needed to hit and part of your DI focus, you wouldn't be too happy either. The caster mods were an after sight you know better nwaij.

Edit: I in know way am endorsing whatever drizzly was saying.
 
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We could make the summon: gem line into Transmute: Gem and make them take a stack of the previous spell set regeant (cheaper) and convert them to the new one.
 
Reagants.. Say you play a mage. You doing a t9-11 guy who AoEs. Their pet is useless as it will die in seconds. The only person that cares about the mage pet is the mage. What a hassle it is too get another one up swap spells to rebuff it. Cause alot of fights the mage cant rain mobs due to pulls and such. So mage then turns into a nuker. His single targets nukes drastically cuts his dps down with no rains nor pet. Before any flames come I do understand different mobs different strats and not any one class is going to make a difference. For instance I put the bst on the same page as the mage on those mobs but the bst will be dpsing and the mage casting but probably going to do the same amount of dmg if parsed.

I also have to agree with the OP on the chanter mez spells. This is a good thread about alot of things that could improve this game. I also like the Cleric spell idea as well.

Usually, most threads are bogus but this one I will have to admit in my 2 years of playing is up there on its value and have to thank the OP for starting this.

On a side note can mages can summon major artifacts as sure will help farming them alot easier,
 
Is their even enough gear in the game, that a bst/mnk could use, to get to max double attack? I have seen a few pieces here and there with it on, but usually it is only +2 or +3. Plenty of pieces with h2h on it, but I don't even use paired h2h weapons anymore, nor do any of the monks or bsts in my guild.

After ikisith, yes. There are a ton of items with +10 double atk etc. Lots of 2hb mods too.

Nwaij is just being a big troll I hope...


ToT weapons are some of the hardest items in the game to get. If you can legitimately get a Flarewynd I'd say you probably will have your archery mod maxed. And even if you didn't is the bow going to become imbalanced because it has an extra 2 archery mod? Or the skill mod is converted into something else?

Either way the way the bow is now every time I see it I think, "That's stupid no matter what I'll never use that +3 archery mod"
 
I'm sick, and I mean really SICK about crybabbie RNGs (and ROGs) who have +skill agus tailored for them (Refuge) and keep moaning how everything below +5 Skill is a waste and drown in mods for their beloved skills, while everybody else has a hard time to max the skills that would increase their DPS - how many MAG/WIZ do you know with max evocation mod, how many NEC/MAGs with max conjuration mods, how many MNK/BSTs have max double attack mod? None.

So please, cut it out!

Well I mean +archery has vastly predated the bonus for overcap spell schools so much like all little min/maxing wonders it's now in the realm of being considered essential and not just a bonus.

Also I mean I can't stop you guys from devolving this into a thread arguing about stuff but I would rather you just say your peace or post a cool idea then move on but hey if anyone understands passionately arguing about dumb stuff on this forum it is me.
 
Some other random idea I had that isn't compeltely worked out yet.

Have a int caster only quest for a spell. The idea behind this is that each class will get a spell, with a long cool down, which in a way, magnifies the others. Put a long cooldown on the spells. I suck at explaining this I think, so heres an example.

Necro casts his spell on the mob, the other 3 casters have 20 seconds to land their 3 spells. If all four spells are landed within this period of time, the mob takes substantial damage.

I think it would add a cool sort of cordination for the int casters in the raid to reap a decent benefit.
 
I think it would add a cool sort of cordination for the int casters in the raid to reap a decent benefit.

Cool idea!! Although heck this could even be done with some crappy lower level spells that already exist but are no longer used maybe!!

Load your level 14 spells gentlemen, may your overcap charisma serve you well with these 0 resist adjusts.
 
Would be hilarious if you had to coordinate ritual spells on mobs, in the same order and timing as in IP...
 
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