Rain Spells

Chiming in to cast my (probably worthless) vote for 1 rain per character at a time. Limiting an entire group/raid to a single rain at a time seems worse than the imbalance this change is supposed to fix.
 
Im sure there are some legitimate reasons why this would have been changed, but, like the others, I don't see why something this drastic was done. (Read: I'd like to see some dev feedback.)
Furthermore, this basically ruins this line of spells unless you are the only rain class in a group, and the only group in a zone. I can foresee something along the lines of: party A is hunting in a zone using rains, then party B enters and they start to rain. Now maybe someone will simply bite their tongue and switch to other spells, but often you are going to have a nice argument between 2 groups about who can use their own spells to hunt their own mobs. It really just seems overburdening at this point. And of course, raids are another huge problem which have already been pointed out numerous times.
 
For what its worth I just want to agree. I just cant see any reason to nerf the spell line.... I mean really thinking it over its pretty much destroying a set mage/wiz trademark or standard that has been established for years in both gaming and fantasy. Without getting too redundant... this is stupid and needs to be reconsidered carefully. -- Zaos
 
What you were trying to accomplish was stopping 6 person mage groups from pulling 6+ mobs getting them together with pets tanking and raining them down for insane xp right ? Because this is the only reason that I could possibly comprehend for this nerf.

This is a non-effective fix for the following reasons:

Every one of these class's brings at least something to the table in an aoe group.

1)nec ~has 2 divine aura line spells of which to pull a train to the AOE group.
2)shm~can AOE slow
3)war~can use ripost/rampage and the pbaoe weapons to clear crowds equal to or greater then 6 mobs
4)clr~can stun large crowds for a wizard to AOE group, dot heals and group heals are a + also
5)bst~stick this class in the mage catagory for useless in AOE groups unless casting a couple buffs or summoning items that of which will not get them an invite to an AOE group now that rains are useless for them.
6)dru~can AE snare
7)rng~can pull and use weaponshield to tank the train while the mobs are being mezed/slowed/stuned/nuked
8)pal~DA puller for aoe groups
9)sk~DA puller for aoe groups
10)wiz~AOE's in aoe groups
11)enc~stuns and mez's in aoe groups
12)brd~sunts and mez's in aoe groups

All these classes now have the capability to bring something to an AE group except the mage and beastlord what you did to them is exlude them from the raindeer games completely, furthermore I did not mention the 3 class's that can also AE root for low mana cost while their dps rains down AOE nukes.

Chrux
 
do you just kind of think of stuff on the fly? because most if your posts, including this one, don't make any sense.
 
Yes, I do, I am like a super computer. It is possible you may need to seek further training in the ways of eq to understand what I mean when I speak =) or maybe its me "shrug" who cares got my point across and mages are being fixed hurray for mages back up in the Ae groups !
 
More like, you don't have a point. There was no mention of ae anything until you decided to add your little um..paragraph? and that was AFTER wiz had stated he was removing the changes. You havent accomplished anything, you are not fixing SoD.
 
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