Spell Ward

Creating a new thread for this point that came up elsewhere:

Spell Ward, the advanced item effect, is mostly useless and counter-intuitive as it stands. It's supposed to reduce damage proportionate to how full your mana bar is. It's meant to help Casters and Healers (we try to avoid giving it to Knights and other melees), but there are at least a couple reasons why it's dumb:

*The situations where it really matters--on raids, during intense fights--are also the situations where you're least able to conserve mana and therefore least able to benefit from it. If you're a healer on a fight where lots of people are taking lots of damage, you can't just choose to heal less. If you're a caster on such fights, you can't just choose not to nuke/cc/whatever, as that will just extend the length of the fight and thus the amount of damage you take.

*Even if you can conserve, there are almost no situations where it makes sense to do so purely for self-defense, and the defensive gain will still fall over time regardless. A caster who sits at 100% mana for a fight is a caster who wasn't part of the fight at all.

Considering all that, I think that Spell Ward should be changed into something that makes a little more sense, but still provides added defense for Casters and Healers on raids and raid-level content.

Some ideas so far:

*Constant % damage reduction, but only applies if you are not in melee range of the attacker, and not the main target of the attacker.

*Constant % spell damage reduction. No effect on melee damage.

*% spell damage reduction that scales with maximum mana; increased benefit at higher tiers, and more for casters than for hybrids, in other words.

*Reverse of the current effect: % damage reduction at 25% effectiveness at 100% mana, scaling up to 100% effectiveness at 25% mana or below.

Other ideas or thoughts or endorsements welcome.
 
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I was going to suggest the same as your last suggestion, just flip what it does currently.
 
just reposting my idea from the other thread, i will probably think about this more while bored in class and post something else

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based on things that i have seen in my travels, i am not convinced that spell ward even works on everything.

spell ward doing.. something... more, would help the situation a lot. it seems like a smart area to improve since tanks and melees can't really get it. i agree the effect being based on current mana percentage should be scrapped. perhaps make it only work on magic, but improve the effectiveness, and scale it on the casters total mana.

ie.
SW% * totalMana * .025 = percentage of reduction of non-melee damage

10% spellward + 10,000 mana = 25% reduction
5% spellward + 10,000 mana = 12.5%
8% spellward + 7000 mana = 14%
5% spellward + 8000 mana = 10%

etc
 
I generally like any mechanic that allows me to alter my play in order to be stronger/better, but I'm really not a fan of linking this effect to current mana level in any way. One thing is casters generally cannot quickly and significantly alter their mana level, so any strategy involved would have to be pre-planned. Additionally, mana levels are almost always dictated by other fight mechanics.

Basically it just seems like any attempt to benefit from a mana-linked system would either be A)Boring (because its premeditated and slow-acting) or B) simply not worth it compared to basing mana usage on other fight mechanics (aka burn phases)

I really like all of the other ideas.

Including meele damage is very interesting, it would certainly help with phantom strike fights, but there are also some fights where everyone is basically required to be in meele range. Would having it disabled only if the caster is the primary target be sufficient? Casters will still get wrecked harder by WWs and similar effects than a meele.

Adding total mana in the equation would be a nice perk as you gear up, but it probably shouldn't be too significant.
 
Including meele damage is very interesting, it would certainly help with phantom strike fights, but there are also some fights where everyone is basically required to be in meele range. Would having it disabled only if the caster is the primary target be sufficient? Casters will still get wrecked harder by WWs and similar effects than a meele.

I'm favoring the first one and this sounds okay to me. % damage reduction if you're not the main target of the attack and not not a caster or healer class. Boom.
 
No longer scales down in effectiveness, no longer applies if you aren't a caster or healer, and does not apply if you are on top of the attacker's hatelist. For now.

Can change more, just wanted to get something out there for the time being.
 
ah, it sucks it doesn't work when tanking now, it was nice for when non-tanks pulled aggro, but alas

getting full benefit all the time is a nice start
 
I do not know if it is the changes to spell ward or the change to elemental form
(the latter I guess), but squishyness for me as a mage is now a hell of a lot WORSE than it was before
 
Having chatted with the caster group healer and other casters, the consensus view was that caster damage had increased markedly.

Anyone else have any experience to share??
 
Elemental Embodiment 3 (and probably 4) were broken and reducing too much damage until a few days ago so it's possible the damage reduction the entire tome set got completely broken and does not function at all anymore.
 
Elemental Embodiment 3 (and probably 4) were broken and reducing too much damage until a few days ago so it's possible the damage reduction the entire tome set got completely broken and does not function at all anymore.

It should work now, it just reduces by 5%(?) per rank instead of 99-98-97-96% on applicable stuff like it apparently has for years. (Would love to know how no one thought to mention that to the devs) (i.e. you should all be banned for exploiting something that was fucking ridiculously obviously broken).

New Spell Ward works fine, just tested it.


P.S.
Bridger: assuming that absolutely any change must have made things worse on the basis of no evidence since whenever he first posted in a thread i posted in.
 
I never noticed an absurd damage reduction until I finished 3 about a week ago. Tome 1 and 2 seemed to work normally. This has probably not been reported because there are almost zero mages who play this game above tier 8 and of the ones that do very few did these awful tomes until lately when we just had nothing else worth putting exp into.
 
idk how it is w/ the old or new spellward but here comes the mag class tome in mind
"Elemental Embodiment" the tome says it absorbs some of the spell / ae dmg you take wen you are in the ele form of the ae resit ect
so i was in ToT cleard Farhag wing and in Fire form all time w/ vol 4 of the tome don and it trigert not one time ther are only like 10 mobs max i see the tome work on idk if spellward have the same trubel to triger
 
The main problem with it is that there aren't all that many resistible elemental nukes at high-end raid tiers. It was still extraordinarily broken in the instances where it did work, though. Obviously no one is actually going to be banned, that was a little thing called hyperbole.

So about these totally unsubstantiated feelings that casters must be taking more damage because (scare chord) something changed...
 
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