Summoned: Blade of Power

Nuli

Dalayan Adventurer
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 17 AC: 10
Effect: Runeguard (combat)
DEX: +10 AGI: +10 HP: +50
MR: +10 FR: +10 CR: +10 PR: +10 DR: +10
Recommended level of 49
WT: 0.0 Size: Medium
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

Runeguard doesn't appear to do anything on my 50 PAL. It procs and takes up a buff slot but does not post any messages or anything. Anyone else try using these weapons on a character?
 
its a rune, when you get hit for more than the rune, the rune eats some of it and you get hit for the residual amount of dmg. thats prolly why you havent been noticing the effects
 
DB Spectres are pounding on me with no appearant difference when the rune is on. Shouldn't it get wiped off after several hits. This doesn't happen.
Any ideas how I can test if it is working?
 
I think runes are broken atm. I had runecoat on my warrior three days ago, it was not absorbing damage or dropping from my buff bar so I eventually clicked it to get the buff-slot back.
 
The rune from the swords was buggy even ages ago. Often I'd have to click it off. I *think* it happened when it proc'd while the rune was already on but killing it would let it proc again fine. May not be related to the current issue but thought I'd add to it.
 
Runes seem to work fine for me, but runes that proc have always been a serious issue, mirror shield/guard is one of the biggest hassles and usually bugs out immediately requiring me to click it or just waste 2 buff slots on a rune thats not even working. :(
 
Come on now. How long did it take to review and unnerf charm? You got a long wait ahead of yourself mage boy!
 
afaik rune procs have always had this problem from the mage daggers Tinkaa summoned my first rogue when it was WR, to Enthann's Guard on Loxo's robe. Or it sounds like the same problem at least. Never figured out what exactly causes it, always figured it was from taking damage after the proc was triggered but before the buff took hold due to lag, since it seemed to happen most in kedge, but clicking it off seems to reset it.
 
on a side note, any chance you could change the gem repop time on the two "of Power" weapons to something like 5-30 seconds rather than what it currently is? Pretty much every mage uses /cmd refresh or zones to insta-pop the spells because it just isn't worth it having two spell slots wasted waiting an hour for the gems to repop.
 
on a side note, any chance you could change the gem repop time on the two "of Power" weapons to something like 5-30 seconds rather than what it currently is? Pretty much every mage uses /cmd refresh or zones to insta-pop the spells because it just isn't worth it having two spell slots wasted waiting an hour for the gems to repop.

That's true, every mage I know does this, and it's fine. It still prevents any given mage from equipping any given pet in a raid or any noobie with uberweapons. THAT is the real reason for long refreshtime.
 
That's true, every mage I know does this, and it's fine. It still prevents any given mage from equipping any given pet in a raid or any noobie with uberweapons. THAT is the real reason for long refreshtime.

They really aren't good enough over the regular low recast summonable weapons to really justify the repop time being that long, given the reagents. Yes they're better, however mage pets tend to die quite often, and one generally doesn't rely on bop and sop too much if they use them at all.
 
on a side note, any chance you could change the gem repop time on the two "of Power" weapons to something like 5-30 seconds rather than what it currently is? Pretty much every mage uses /cmd refresh or zones to insta-pop the spells because it just isn't worth it having two spell slots wasted waiting an hour for the gems to repop.

As mentioned, the long refresh is due to the recast time which controls how often the spells can be cast, and I don't think that's a function of the client andn not something we have control over (without, of course, changing the refresh time).

That said, I agree with vistachiri that the refresh really isn't justified given the difference between them and the other summoned weapons, and the reagent required.
 
Very well then. Discussion time!

Summoned weapons
*Stengths and Weaknesses of the current batch
*Improvements to whats out there (keeping level reqs and ease of obtaining in mind)
*Things you'd like to see in the future (this can bleed into ikisith spells for mages a bit)

Lets see something good.
 
Very well then. Discussion time!

Summoned weapons
*Stengths and Weaknesses of the current batch
*Improvements to whats out there (keeping level reqs and ease of obtaining in mind)
*Things you'd like to see in the future (this can bleed into ikisith spells for mages a bit)

Lets see something good.

i made a thread
 
Very well then. Discussion time!

Summoned weapons
*Stengths and Weaknesses of the current batch
*Improvements to whats out there (keeping level reqs and ease of obtaining in mind)
*Things you'd like to see in the future (this can bleed into ikisith spells for mages a bit)

Lets see something good.

Choices.

Well more tactical decisions. Being a mage early on has a hefty amount of that. Pet choice etc. We lose a good portion of that before we even get relic pet (see the many many arguments on this forum for why earth and to a lesser extent fire pets suck ass (63 version), for entirely different reasons). Changing pets of course now is alot worse than it used to be (buffing, buffing again, etc). But I'm completely off point.

As for the weapons, as I said. Some choices. We are left with the choices of runeguard, runeguard, and of course everyone's favorite, runeguard. This across four individual weapons. The reasons for using the two of them damm near exclusively are the hilariously long recast of blade and spear of power. There are situations where each can be used for slight benefit over the other. Though changing that decision means losing a pet and the inevitable buffing. Which I'll cover later.

Possible choices
1. Runeguard for tanking
2. DD proc weapon, various flavors, or just magic too would be okay.
3. Spellrune proc weapon
4. Some form of debuff.

Those would be fine. Now if we're talking buffing the power of bop and sop to make them decent without removing the recast...

1. Elemental ally. A weapon with this not only exists, it is specifically for pets. More than being super useful, it is fun, and cool. We need more of that.
2. Largeish DD?
(to clarify I'm talking different spells on each)

I would also suggest changing the spells as they are currently, from droppable sold variants to quested spells similar to what is already seen in staff of the magi. Something 65's should be able to get mind you (newer ones), and not raid target related.

In addition it would ben nice to find some way around the whole pet is up, if you want to change weapons time to resummon thing. Something like a command, which gives you the weapons back. There is no reason other than possible client limitations that is present for needing to rebuff a pet to make a minor change in tactical decisions.

Also I'd suggest the addition of armor in ikisith, notably a breastplate, that would proc a rune, rather than placing them on the weapons in the first place.

I'd also suggest the different weapons and armor be relegated to various stat areas. Like say

Blade A=> High in FR
Blade B=> high in pr

Both with comparable damage, delay, hp, etc. Bringing us to

Axe A=> Hits like a Truck, Maul variety. Only onehanded of course, though I'd suggest a 2h graphic for hilaritys sake. Low stats.

Hammer A=> high saves all around, weak stats. Resist weapon.
 
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... Seperate thread... else were but Staff posted here *shrug*

Vist has alreayd covered most of it :)

Along the lines of Vist always wonder if it was possible for a /cm petreturn command that kicked back everything you have given the pet. (this would also help with the disasterous issue of giving your pet items you didn't want to).

This way with summons that had different effects you could kick the items off the pet and requipt them depending on what you need.

Along with summon weapons... Might we get Summon Haste bauble to work on them? Last I knew player Parse still show haste items on pets still doing nothing for pets :(.

Hinted on by Vist, thiers many pet only useable weapons that drop from zones that would be VERY handy, fun and useful if mages could summon. They are already no rent pet only equiptable so that work is already done.

Along with these weapons, the Armors we see dropping from these zones as well.


On a side note... Staff of Runes/Magi/Arch Magi etc. Is it possible to get these turned into 1h staffs. Couple reason behind this...

1. New players Rarly will give up a parry dagger, off hand charm, idol etc to use one of these 2h summon staffs. Leveling up my mage (untwinked) I never found a time I would use one other then when I was sitting down to med I might switch them out..."might". If they were 1hed it would be much much more beneifical and disirable to use them.

2. New players are the only ones that would even contenplate useing them. These are also the players that generaly use Torchs, lanterns etc.. tieing up thier off hand. Again making these 2 h staff kinda useful if you want to see were your going.

3. Mages do not summon any other 2h item... thiers no 2h sword summon, or axe. We have all 1h slash/perice save for these odd 2h blunts that casters are probley the only ones that would even think of useing.

Looking at Clerics with thier summon hammers as well, vs Summon item and usefulness to the class clerics will use thier summon hammers for a l ong.. long time. Mages summon staffs are basicly just about unwanted when you get them let along level later.

Adding Runeguard proc would also follow mages naming conventions on thier summon items plus give the mage a bit of pading when things go wrong. before a mage has thier root at 61... things can go wrong easyly and thiers not really mcuh a mage can do about it other then chain burning and hoping they live. A Rune proc on this weapon would give them a slight better chance of living throw it (but not much). Plus mage would have another reason to get a little closer to the fight and train up thier weapon skills. :)

Something like...

Staff of Runes
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 23
DMG: 5
AC: 5
EFFECT: Flowing Thought I (Worn)
+20 mana
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Into

Staff of Runes
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 23
DMG: 5
AC: 5
EFFECT: Flowing Thought I (Worn)
Effect: Runeguard (Combat, 1.0)
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL



Staff of Symbols
[NO RENT] Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 22
DMG: 9 AC: 5
Effect: Flowing Thought II (Worn)
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

into

Staff of Symbols
[NO RENT] Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 22
DMG: 9 AC: 5
Effect: Flowing Thought II (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL


Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
MANA: +50
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

into

Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
 
Staff of Magi
[MAGIC ITEM] [NO RENT]
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 19
DMG: 10 AC: 10
Effect: Flowing Thought III (Worn)
Effect: Runeguard (Combat, 1.0)
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.0 Size: LARGE
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

That would be retarded overpowered...
 
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