Tears of Elael (CoD Event)

I have basically concluded from this thread that you either have some warped sense of time compared to other players and think you are actively mashing buttons at an acceptable pace or maybe you just have such a terrible internet connection that the maximum amount of spells you can cast during gem cooldown is that much lower than sintasia allowing you to manage your high mana/idea that you are actively trying your hardest to do it.


I would like to see a valdian input here as well since I know every single character I have loaded in fwf has had atleast two mana potions sitting in their inventory constantly being used.
 
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Valdian + pets
--- DMG: 808333 (15.22%) @ 1636 dps (1623 sdps)
--- DMG to PC: 37673 @100dps

just going to post this here and say that I bet he didnt get those numbers by having excess mana at the end of the fight.
 
Using this line of logic -- if mana is so useless to you, then why don't you aug HP? And why are you limiting your threads to only this clicky when you should be complaining about every item that gives you more mana than you apparently need? (Edit: please don't

Very much agree agree with this.

It is my intention as I get items that look like long term holds, to aug with other than mana.
I cannot quite decide with what.

AC or HP or even WIS are possibilities.
I am watching the debate on Refuge Augs with keen interest.
 
I don't think the item in question is very 'meh.'

It is a direct upgrade to mind hunger, is instant cast, and can be clicked from inventory.

It may not be -as useful- to a class that can summon mod rods.

Awaiting other mages with this item to voice their opinions.

It's still useful even if you can use summon and use mod rods because they don't share the same timer. I use my mind hunger item all of the time. This is another one of those threads.
 
Basically if you are not able to spend most or all of your mana either the fight is really short or your dps is good and you should go do new things for new items, maybe. This is assuming you are not just really bad at alternating between pushing a few keys to make your mana deplete which I can still do while boxing a cleric all of the time so I don't know why you would have problems doing this (???).

You have 8 more FT than me which means you generate a whole 400 more mana (less than the base cost of one relic or archaic rain) over a 5 minute period of time. I have no idea why you would not be able to run yourself out of mana. Well, later.
 
Not sure if i should post this here or make a new post.

Shadowstorm is the Ranger reward for this quest.
The sword had a 14.3% chance on melee to proc one arrow into your inventory.
The arrows are called Sky Darkener and have 12 base dmg.

The problem with this is the fact that these arrows are Lore. This means you can only have 20 of them at one time, it also means that if you have less then 20 and wish to get more you have to take the stack of arrows out of your ammo slot and into a bag or inventory slot before going into melee for more arrows. These arrows are also No Rent even though they are not listed as such.

Rangers only have a 85% chance to have an arrow they shoot return to them. This may seem like a good amount, however it is not rare to use over 20 arrows on a boss fight.

Other then these arrows rangers use arrows with 8 dmg and + 4 to Cold, Poison, Disease, or Fire. These arrows can be used by a level 1 ranger.

The next best "summon" arrows are from Quiver of the Mind that drops off a tier 5 mob. Nightmare Arrow are 6 dmg and are not lore so you can summon as many as you wish, out of combat, before a fight.

Heli`ze event (the fight that the Shadowstorm comes from) is around T10-11, and the arrows that it summons are only on par with arrows (most high end fights have very low resists) that can be used from fetching at level 1.

My request would be to (in order of "goodness"):
1) Make the arrows a right click summon 20 arrows, remove the Lore tag from the arrows, and also put a combat melee proc onto the sword (not sure this is even possible)
2) Make the arrows a right click summon 20 arrows, and also remove the Lore tag from the arrows
3) Make the arrows a right click summon 20 arrows
4) Keep the sword as is and simply make the arrows not Lore, upping the proc to a 100% chance to summon 1 arrow.
5) Make the sword proc more then 1 arrow, or make the proc a 100% chance.
 
The problem with this is the fact that these arrows are Lore. This means you can only have 20 of them at one time, it also means that if you have less then 20 and wish to get more you have to take the stack of arrows out of your ammo slot and into a bag or inventory slot before going into melee for more arrows. These arrows are also No Rent even though they are not listed as such.

I wish that this was not true =[ I wanted you to be able to have them summoned into your ammo slot. My original idea though was that you were able to proc ONE beefy ass arrow (like 30 dmg) and you could only have one at a time (not a stack of 20). That did not work either.
 
Ok since things looked to have calmed down here is what feel. From Bridgers perspective he is 100% correct, I felt the same way when I got mine 8+ months ago when we were in spires and bounced around a few ideas for a replacement (didn't get the hate he did though since at that time nobody knew what came next mob wise so we had nothing to base the need for it to stay/be changed).*

With that being said what everyone else has said since is also correct (for the most part at least). The higher tier fights do allow us to use more mana so the clicky does become more useful the higher you go, but even then not by much. Out of the four T13 fights we do mana is an issue on three of them but just by a slim amount (for me, can't speak for anyone else in the raid, also not counting post Custodian trash mobs cause those are just crazy). There are only a handful of T12 fights I ever remember having mana issues with but even then not by much (this is base on our raid makeup at that time and can't speak for other guild raids).*

So is it the most useful thing for a mage? No, not when your guild can do the fight.*

Does it get more useful as you go? Yes, but not by a lot

Would I mind if it got changed? No, if we could come up with something else other mages would agree with.

Would I mind if it didn't get changed? No

Do I really think it's worth Devs time to change it? No
 
This item's clicky is overall fantastic, I cannot understand why you would ever be against a 400 mana clicky that is on a 10 minute cool down. It is something that is designed to be useful for all casters and the overwhelming majority of casters seem to think it is great and click it religiously, just because you don't think that it is a good item /for magicians/ doesn't mean that it should get changed to something better for magicians at the expense of the other casters. At least, I assume you are trying to make it better specifically for magicians since the only suggestions you put forth are making it a self/pet rune which, while potentially okay for magicians, would be quite poor for all the other classes who enjoy this item.
 
Out of the four T13 fights we do mana is an issue on three of them but just by a slim amount (for me, can't speak for anyone else in the raid, also not counting post Custodian trash mobs cause those are just crazy).
Speaking for other members of the raid, mana is a major factor on those three fights. I am oom at 20% on those, sometimes prior if others are holding back.
 

Sorry you actually have said item so you asking for it to be changed won't do anything. Let me make a thread about it instead.


Why does Bridger like to ask for people's opinions, then completely disregard them when he is shown to be completely wrong?
 
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