Spell: Shock of Sun (lvl 62 Mage Spell)

Ryei

Dalayan Beginner
i am not sure if that would unbalance things up, but could Shock of Sun, be brought down to 4.5 seconds of casting time? since we got Storm of Steel to 4.5 anyways.

Nukein on fire without archaic is a litle hard, heheh =)

Well, Thanks anyways.

PS:. Would it be also possible to either lower the re use timer on Frenzyed Burnout AA, or maybe make it last longer? Thanks.
 
AA timers cannot be changed.

Ive found that the slow cast times on mage nukes are a blessing in disguise, since they have no aggro reduction abilities.
 
robopirateninja said:
Ive found that the slow cast times on mage nukes are a blessing in disguise, since they have no aggro reduction abilities.

AA's can reduce agro generated, yes? Think to a max of 20% reduction. There are also items with - agro. Sure, it isnt jolt or concussion but it is something. Maybe us mages need to make it a priority to get what we have available already.
 
As an aside, most cast times of 60+ spells are kinda out of wack and have really long cast times. From what I recall this was something Wiz was eventually going to look over and adjust when the more critical things are knocked off his entirely too long to do list.
 
JayelleNephilim said:
As an aside, most cast times of 60+ spells are kinda out of wack and have really long cast times. From what I recall this was something Wiz was eventually going to look over and adjust when the more critical things are knocked off his entirely too long to do list.

Yeah, for sure... maybe re check the casting times, because with 4.5 sec delay nukes, Rain Spells got less desired/used now...
 
Ryei said:
Yeah, for sure... maybe re check the casting times, because with 4.5 sec delay nukes, Rain Spells got less desired/used now...

Kind of, but rains are still used fairly frequently in alot of scenarios. Anything that requires careful aggro maintenance for example, even on single targets, as rains remain pretty much our only way of controlling aggro. Especially raiding, since pre-foelock 90% of the time it really didn't matter how much you nuked/rained as a mage. You were not pulling mobs off the tank. Now as far as the 4.5 nukes go now, I think they're fairly adequate. It actually makes sense to use them in scenarios above rains now, which before...it really didnt. The one thing I see however as a problem (with spells we have, as opposed to ideas for new things, as I still see improvements being made as a positive thing) is our fire nukes make veerry little sense to use over magic/rains. What I would suggest is a decrease in the casting times of the fire nukes, with also a decrease in their damage (so they come up as the same approximate dps as before), along with a reduction in mana cost to make them more of an ongoing line of the mega-handy scars of sigil (55) line. With the notable exception being sunstorm, which I think should weigh in along the lines of how the magic nukes were improved.
 
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