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New Wizard Spells and Their Lores

GM Estild posts the details for the new spells and all those lore extras that go with them – thanks Ordim!

http://bit.ly/2bKKM0c

Category: Wizards
Topic: Developer’s Corner – Wizards

Date: 08/15/2016 12:37 PM CDT
From: GS4-ESTILD
Subj: SimuCon Teaser
Many wizards were not happy with the changes that were announced at last year’s SimuCon. This year will be different.

GameMaster Estild


Date: 08/15/2016 12:39 PM CDT
From: VANKRASN39
Subj: Re: SimuCon Teaser
>Many wizards were not happy with the changes that were announced at last year’s SimuCon. This year will be different.

still, bring a set of full plate just in case


Date: 08/15/2016 12:53 PM CDT
From: DOUG
Subj: Re: SimuCon Teaser
>>This year will be different.

I like this confidence!

Doug


Date: 08/15/2016 05:30 PM CDT
From: DEANSMITH
Subj: Re: SimuCon Teaser
>Many wizards were not happy with the changes that were announced at last year’s SimuCon. This year will be different.

ALL Wizards will not be happy with the changes announced this year?!?

My body is ready!


Date: 08/15/2016 07:36 PM CDT
From: GAROFALOA
Subj: Re: SimuCon Teaser
I’m a cynic. and, i’ve already had one of my posts removed in the past couple of weeks, so i’ll just hope that one of my wishes get fulfilled and they let us triple in lores. and keep the rest to myself. and Let Methais do my complaining for me.:P

~Hapenlok


Date: 08/15/2016 09:31 PM CDT
From: PFLATS
Subj: Re: SimuCon Teaser
>Many wizards were not happy with the changes that were announced at last year’s SimuCon. This year will be different.

I suspect GM Headquarters planning wizard changes goes something like this:

https://www.youtube.com/watch?v=MpmGXeAtWUw&t=63


Date: 08/16/2016 10:00 AM CDT
From: CAVEMANIAC
Subj: Re: SimuCon Teaser
Sounds like a good time to have started my baby wizard. Looking forward to more SimuCon teases.


Date: 08/16/2016 09:19 PM CDT
From: HJELTE
Subj: Re: SimuCon Teaser
I could just imagine, you giving a vast speech on the upcoming wizard changes… everyone in the audience and Radio Simu applauding, blahblahblah.

Then you open the floor to Q&A regarding your awesome presentation.
Everyone looks around the room… just a single person stands up from one of the tables… a binder in his hands… you noticed him furiously taking notes during the presentation, but thought nothing of it until now.
He slowly approaches the microphone, “Hi Estild… It’s Whirlin…”
You can feel the blood draining from your face, knowing that what is about to come is going to be incredibly nitpicky evaluation of very specific criteria set forth in your presentation. Holes that were specifically left off due to required vetting with Wyrom, Little anomolies that you’re glossing over, repercussions on the integration of new mechanics with long forgotten relics of the past like Stovel Flares which you’ve only read about in late night reading of the game’s most forgotten code…. Ohh how you wish Wyrom was there in person to artificially cut off the Q&A session and rescue you from the verbal onslaught you’re about to endure.

… Whirlin turns the page idly in his notebook, points back at the powerpoint presentation that you had just finished. “If you could turn it back to slide 2… I’d like to begin with some clarification there.”
You realize that nothing in the world could have prepared for you for this moment.

But alas… I am unable to attend this year. Maybe next year?

~Whirlin


Date: 08/17/2016 09:21 AM CDT
From: RROY
Subj: Re: SimuCon Teaser
LOL Whirlin, that would be a sight to see…
Just an elf about town…


Date: 08/20/2016 03:44 PM CDT
From: GS4-ESTILD
Subj: Wizard Spell Updates
Below are some of the exact details regarding some updating wizard spells. Any of the specifics are subject to change. All three 3 spells will be available for testing on GST next week. Huge amount of credit goes to GameMaster Konacon for coding these updates.

Time Stop (550): usable while in RT and stunned, when activated removes 20 seconds of RT and negative effects (stuns, debuffs, etc). 1 use per day cooldown. EL:A increases the amount of RT removed (1.5 * Seed 1 EL:A), EL:E allows more uses per day (at 40, 115, and 190 ranks), EL:F will cause a fire wave to emanate from the caster (50 ranks to unlock, additional ranks increase the chance of success), EL:W causes a RT wave to emanate from the caster (50 ranks to unlock, additional ranks increase the chance of success) (both EL:F and EL:W would be the same as casting fire 435). Triggering the wave is optional so you can safely use it when necessary (in town, etc).

Core Tap (950): allows the wizard to specify up to 6 spells to simultaneously cast at most creatures in the room. Target cap is 5 + (EMC Skill / 50). 2 minute cooldown. Can be used to cast any spell (including defensive spells (if you were so inclined while in town, AoE spells, and single target spells). AoE spells are only cast once, not at each creature in the room. EL:F increases the caster’s AS/CS when using 950 (seed 10 with a 6 multiplier (this isn’t the same as 6 * seed 10. It’s similar but allows more steps between lore ranks.) 50 ranks is +25 AS, 100 ranks is +45 AS, etc. +CS value is 3/5 of the AS value). EL:E allows more uses while on cooldown (at 60, 135, and 210 ranks). EL:A allows for a chance to channel the spells cast (without having to be in offensive stance or receiving the RT) (seed 1 with a 5 multiplier, such that 50 ranks it’s 47% chance, at 100 ranks, it’s 68%). For each of the spells, you do have to pay a mana cost, but since you’re spending 50 mana to cast 950 itself, the first 50 mana worth of spells is free. For single target spells, you pay 2x the base mana cost for total, not per cast. So if you used 950 to cast 910 once at each target, it would calculate the mana cost for 910 to be 20 mana, but you start with 50 free mana, so pay nothing additional. AoE spells are only cast once (not per target) and cost just the 1x mana cost to normally cast the spell. EL:W allows more free mana to fuel spells (also using seed 10 with a 6 multiplier).

Mage Armor (520): base effect is somewhat crit padding (5 points). Scales with MjE spell ranks such that at 100 spell ranks (cap), it offers heavy crit padding (10 points, actual scaling is MjE spell ranks / 20). Stacks with normal armor crit padding and other special effects (sigils, etc). In addition, the wizard can have the armor take on elemental aspect (based upon attunement or unlock each element at 20 lore ranks). Earth offers additional crit padding while stunned (base is +10 crit padding with EL:E offering +1 per seed 1 with a 2 multiplier). Lightning will try to stun (10 sec) everything in the room if the wizards gets stunned; starts with a 30 second cooldown lowered by seed 3 of (EL:W + EL:A) / 2. Fire allows the caster to channel spells in less offensive stances (meaning the wizard could be forward stance, but when they channel a spell, it will treat them as offensive stance, base is 15% increase in stance with EL:F seed 1). Air allows the caster to carry more weight before getting encumbered (base is 10 lbs with +1 per seed 1 EL:A). Water offer dispel protection (first targeted dispel will be negated against the caster); starts with a 30 second cooldown lowered by seed 1 of EL:W. Credit to GameMaster Viidus for a lot of the original design.

Enchant Item (925): previously announced changes are very near to being complete. Updates coded by GameMaster Contemplar.

GameMaster Estild


Date: 08/20/2016 03:56 PM CDT
From: GS4-ESTILD
Subj: Re: Wizard Spell Updates
>incant 950 912 410 917 908 910
You trace a series of glowing runes while chanting the phrase for Core Tap…
Your spell is ready.
You gesture.
Tapping into the elemental core of Elanthia, you seize a part its energy. Swirling ribbons of fiery red, deep blue, earthen brown, and airy white energy rise up from the ground and and surround you. They linger for a brief moment, then explode into a shower of sparks!

Your hands glow with power as you invoke the phrase for Call Wind…
You gesture.
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
A triton radical is knocked over by the wind.
An Ithzir seer is knocked over by the wind.
A pale scaled shaper is knocked over by the wind.
A giant rat is knocked over by the wind.
The wind then subsides.

You trace a simple rune while intoning the mystical phrase for Elemental Wave…
You gesture.
A sphere of dark ethereal ripples expands outward from you.
A triton radical is buffeted by the dark ethereal sphere.
An Ithzir seer is buffeted by the dark ethereal sphere.
An Ithzir janissary is buffeted by the dark ethereal sphere and is knocked to the ground.
A pale scaled shaper is buffeted by the dark ethereal sphere.
A giant rat is buffeted by the dark ethereal sphere.

Your hands glow with power as you invoke the phrase for Earthen Fury…
You gesture at a triton radical.
The ground beneath a triton radical begins to boil violently!
[SMR result: 193 (d100: 92)]
Fiery debris explodes from the ground beneath a triton radical!
… 70 points of damage!
Flame burns through a triton radical’s abdomen. Greasy smoke billows forth.

Your hands glow with power as you invoke the phrase for Earthen Fury…
You gesture at an Ithzir seer.
The ground beneath an Ithzir seer suddenly frosts and rumbles violently!
[SMR result: 204 (d100: 91)]
Icy stalagmites burst from the ground beneath an Ithzir seer!
… 50 points of damage!
Shot shatters hip and severs right leg!

Your hands glow with power as you invoke the phrase for Earthen Fury…
You gesture at an Ithzir janissary.
The ground beneath an Ithzir janissary begins to boil violently!
[SMR result: 170 (d100: 50)]
Craggy debris explodes from the ground beneath an Ithzir janissary!
… 50 points of damage!
Every bone in the left arm shattered and scattered about!

Your hands glow with power as you invoke the phrase for Earthen Fury…
You gesture at an enormous rift crawler.
The ground beneath an enormous rift crawler begins to boil violently!
[SMR result: 168 (d100: 100)]
Craggy debris explodes from the ground beneath an enormous rift crawler!
… 35 points of damage!
The rift crawler is stunned!

Your hands glow with power as you invoke the phrase for Earthen Fury…
You gesture at a pale scaled shaper.
The ground beneath a pale scaled shaper begins to boil violently!
[SMR result: 147 (d100: 47)]
Fiery debris explodes from the ground beneath a pale scaled shaper!
… 60 points of damage!
Flame engulfs back: a pale scaled shaper flambe!
The scaled shaper is stunned!

Your hands glow with power as you invoke the phrase for Earthen Fury…
You gesture at a giant rat.
The ground beneath a giant rat begins to boil violently!
[SMR result: 446 (d100: 29)]
Craggy debris explodes from the ground beneath a giant rat!
… 55 points of damage!
Every bone in the left arm shattered and scattered about!
The giant rat shrieks as it licks at its wounded left foreleg.
The giant rat twitches and dies.
The ground beneath a giant rat suddenly calms.

Your hands glow with power as you invoke the phrase for Major Fire…
You channel at a triton radical.
You hurl a roaring ball of fire at a triton radical!
AS: +558 vs DS: +103 with AvD: +44 + d100 roll: +4 = +503
… and hit for 189 points of damage!
Flames engulf body. Chest left a smoldering ruin.
The roaring ball of fire strikes a triton radical, blossoming into a much larger sphere of flame upon impact.
… 2 points of damage!
Minor burns to neck. Looks uncomfortable.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir seer.
… 25 points of damage!
Flames toast right cornea. Consider an eyepatch.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir janissary.
… 35 points of damage!
Several fingers consumed from left hand. The rest are unusable.

A burst of flame from your roaring ball of fire flies off and hits an enormous rift crawler.
… 10 points of damage!
Minor burns to back. Looks uncomfortable.

A burst of flame from your roaring ball of fire flies off and hits a pale scaled shaper.
… 10 points of damage!
Burst of flames to left leg burns skin bright red.

Your hands glow with power as you invoke the phrase for Major Fire…
You channel at an Ithzir seer.
You hurl a roaring ball of fire at an Ithzir seer!
AS: +558 vs DS: +238 with AvD: +70 + d100 roll: +30 = +420
… and hit for 169 points of damage!
Right arm scorched so bad it might as well be gone.
The roaring ball of fire strikes an Ithzir seer, blossoming into a much larger sphere of flame upon impact.
… 15 points of damage!
Burst of flames char abdomen a crispy black.

A burst of flame from your roaring ball of fire flies off and hits a triton radical.
… 15 points of damage!
Burst of flames char forehead a crispy black.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir janissary.
… 25 points of damage!
Flames incinerate right arm to the bone. Not a pleasant sight.

A burst of flame from your roaring ball of fire flies off and hits an enormous rift crawler.
… 5 points of damage!

A burst of flame from your roaring ball of fire flies off and hits a pale scaled shaper.
… 15 points of damage!
Burst of flames char chest a crispy black.

Your hands glow with power as you invoke the phrase for Major Fire…
You channel at an Ithzir janissary.
You hurl a roaring ball of fire at an Ithzir janissary!
AS: +558 vs DS: +298 with AvD: +70 + d100 roll: +68 = +398
… and hit for 169 points of damage!
Right forearm burned clean off. At least it’s cauterized.
The roaring ball of fire strikes an Ithzir janissary, blossoming into a much larger sphere of flame upon impact.
… 25 points of damage!
Flames burn hole in chest exposing ribs!

A burst of flame from your roaring ball of fire flies off and hits a triton radical.
… 20 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir seer.
… 10 points of damage!
Burst of flames to chest toasts skin nicely.

A burst of flame from your roaring ball of fire flies off and hits an enormous rift crawler.
… 20 points of damage!

A burst of flame from your roaring ball of fire flies off and hits a pale scaled shaper.
… 10 points of damage!
Burst of flames to left leg burns skin bright red.

Your hands glow with power as you invoke the phrase for Major Fire…
You gesture at an enormous rift crawler.
You hurl a roaring ball of fire at an enormous rift crawler!
AS: +558 vs DS: +415 with AvD: +44 + d100 roll: +88 = +275
… and hit for 86 points of damage!
Flames cook an enormous rift crawler’s back. Looks about medium well.
The roaring ball of fire strikes an enormous rift crawler, blossoming into a much larger sphere of flame upon impact.
… 1 point of damage!

A burst of flame from your roaring ball of fire flies off and hits a triton radical.
… 15 points of damage!
Burst of flames to left arm toasts skin to elbows.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir seer.
… 25 points of damage!
Flames burn neck into a bubbling mass of flesh. Forget lunch.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir janissary.
… 30 points of damage!
Flames cook an Ithzir janissary’s abdomen. Looks about medium well.

A burst of flame from your roaring ball of fire flies off and hits a pale scaled shaper.
… 15 points of damage!
Burst of flames to right arm toasts skin to elbows.

Your hands glow with power as you invoke the phrase for Major Fire…
You channel at a pale scaled shaper.
You hurl a roaring ball of fire at a pale scaled shaper!
AS: +558 vs DS: +62 with AvD: +57 + d100 roll: +78 = +631
… and hit for 228 points of damage!
Flame burns everything but the bones from a pale scaled shaper’s left hand.
The roaring ball of fire strikes a pale scaled shaper, blossoming into a much larger sphere of flame upon impact.
… 10 points of damage!
Burst of flames to chest toasts skin nicely.

A burst of flame from your roaring ball of fire flies off and hits a triton radical.
… 15 points of damage!
Burst of flames to left leg blackens kneecap.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir seer.
… 10 points of damage!
Burst of flames to left leg burns skin bright red.

A burst of flame from your roaring ball of fire flies off and hits an Ithzir janissary.
… 20 points of damage!
Nasty burns to chest make you wish you never heard of heartburn.

A burst of flame from your roaring ball of fire flies off and hits an enormous rift crawler.
… 5 points of damage!

Your hands glow with power as you invoke the phrase for Major Shock…
You gesture at a triton radical.
You hurl a powerful lightning bolt at a triton radical!
AS: +558 vs DS: +76 with AvD: +39 + d100 roll: +21 = +542
… and hit for 263 points of damage!
Massive electrical shock to back. Won’t be bending over for awhile.

Your hands glow with power as you invoke the phrase for Major Shock…
You channel at an Ithzir seer.
You hurl a powerful lightning bolt at an Ithzir seer!
AS: +558 vs DS: +238 with AvD: +50 + d100 roll: +44 = +414
… and hit for 301 points of damage!
Immense electrical bolt finds left eye the perfect conductor to ground out in. A shocking death indeed.

Your hands glow with power as you invoke the phrase for Major Shock…
You gesture at an Ithzir janissary.
You hurl a powerful lightning bolt at an Ithzir janissary!
AS: +558 vs DS: +298 with AvD: +50 + d100 roll: +7 = +317
… and hit for 199 points of damage!
Horrid jolt to forehead amplifies brain waves. You hear the Ithzir janissary scream in your head.

Your hands glow with power as you invoke the phrase for Major Shock…
You channel at an enormous rift crawler.
You hurl a powerful lightning bolt at an enormous rift crawler!
AS: +558 vs DS: +415 with AvD: +39 + d100 roll: +82 = +264
… and hit for 119 points of damage!

Your hands glow with power as you invoke the phrase for Major Shock…
You gesture at a pale scaled shaper.
You hurl a powerful lightning bolt at a pale scaled shaper!
AS: +558 vs DS: +62 with AvD: +37 + d100 roll: +85 = +618
… and hit for 333 points of damage!
Stunning arc of electricity fuses left arm at elbow.
Cast Roundtime 3 Seconds.


Also, once you incant 950 once, it will automatically store what spells you cast and will use the same spells in the future if you don’t specify new spells (e.g. ‘incant 950’).

GameMaster Estild


Date: 08/20/2016 04:24 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
Thank you, GM Konacon and everyone, for all of the work that went into these and to GM Estild for answering our questions.

Some clarification points:
>Core Tap (950): allows the wizard to specify up to 6 spells to simultaneously cast at most creatures in the room.
>EL:F increases the caster’s AS/CS when using 950 (seed 10 with a 6 multiplier (this isn’t the same as 6 * seed 10. It’s similar but allows more steps between lore ranks.) 50 ranks is +25 AS, 100 ranks is +45 AS, etc. +CS value is 3/5 of the AS value).

This is an excellent start, and thanks for implementing this based on player feedback.

The AS/CS boost is much lower than the 240 boost despite being a level 50 profession circle spell. I’ll point out again that spiritual casters have access to more spiritual CS boosters than wizards do, and +50 AS is in no way equal to +45 or more CS that bypasses E/B/P. 240 also has no cooldown. 240 also instantly casts a second or third strike for free mana for the extra casts.

Also, 950 effectively only attempts to clear a single room/group of creatures while 240 has a 30 second duration that allows for far more flexibility in hunting and does not require the risk of standing for 3 seconds of CT in a swarm before being able to cast an offensive spell.

Summary: I’d like a higher boost with a base # + lore bonus OR flat duration of at least 30 seconds OR a lower/no cooldown especially since we have to pay most of the mana cost for every spell.

Thanks for all the hard work.


Date: 08/20/2016 04:26 PM CDT
From: DOUG
Subj: Re: Wizard Spell Updates
>>>incant 950 912 410 917 908 910

Interesting implementation. To check my understanding, the wizard just expended 50 + 12 + 10 + 34 + 16 + 20 = 142 – 50 = 92 mana for all that havoc?

And, how does it play with the various ‘brief’ messages? That’s a LOT of screen scroll.

Doug


Date: 08/20/2016 04:30 PM CDT
From: KRAKII
Subj: Re: Wizard Spell Updates
“incant 950 912 410 917 908 910” — Estild

1) Do mnemonics work? “incant coretap callwind ewave earthfury majorshock majorfire”

2) Do they have to be different spells? “incant coretap callwind majorfire majorcold majorfire majorcold”

3) Was your sample cast a total of fifty seven (57) mana?


Date: 08/20/2016 04:32 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
>incant 950 912 410 917 908 910

This does look pretty cool. So it’s 92 mana in total? What CT is incurred, and is there an option to channel the effects without EL:A (the RT comment was unclear)?

>Enchant Item (925): previously announced changes are very near to being complete. Updates coded by GameMaster Contemplar.

Did this get rid of catastrophic failure? Will temper times be able to be reduced by hunting without requiring water lore?


Date: 08/20/2016 04:34 PM CDT
From: GS4-ESTILD
Subj: Re: Wizard Spell Updates
Doug
Interesting implementation. To check my understanding, the wizard just expended 50 + 12 + 10 + 34 + 16 + 20 = 142 – 50 = 92 mana for all that havoc?

Correct. 50 ranks of EL:W would reduce that by 25 mana.

Doug
And, how does it play with the various ‘brief’ messages? That’s a LOT of screen scroll.

It acts the same as if you had just individually cast each of spells. So take whatever abbreviated text is display when you cast a spell and it would apply just the same, just with multiple spells.

GameMaster Estild


Date: 08/20/2016 04:34 PM CDT
From: KRAKII
Subj: Re: Wizard Spell Updates
D’oh! I forgot about the doublings.


Date: 08/20/2016 04:42 PM CDT
From: GS4-ESTILD
Subj: Re: Wizard Spell Updates
KRAKII
1) Do mnemonics work? “incant coretap callwind ewave earthfury majorshock majorfire”

Not currently. I’ll look into adding it though.

KRAKII
2) Do they have to be different spells? “incant coretap callwind majorfire majorcold majorfire majorcold”

They do not. You most definitely can specify the same spell to cast 6 times.

KRAKII
This does look pretty cool. So it’s 92 mana in total? What CT is incurred, and is there an option to channel the effects without EL:A (the RT comment was unclear)?

3 seconds of castRT. Currently, you can’t channel any of the spells outside of the EL:A benefit. I’ll have to consider the implications before allowing it.

GameMaster Estild


Date: 08/20/2016 04:44 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
Is there a check so you don’t go below a 0 mana minimum, because -50 mana or more can result in instant death?


Date: 08/20/2016 04:47 PM CDT
From: GS4-ESTILD
Subj: Re: Wizard Spell Updates
LADYFLEUR
Is there a check so you don’t go below a 0 mana minimum, because -50 mana or more can result in instant death?

Yes.

GameMaster Estild


Date: 08/20/2016 04:47 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
>3 seconds of castRT. Currently, you can’t channel any of the spells outside of the EL:A benefit. I’ll have to consider the implications before allowing it.

240 allows channeled casting, and the second cast is even free mana and instant with no additional CT/RT.


Date: 08/20/2016 04:58 PM CDT
From: GS4-ESTILD
Subj: Re: Wizard Spell Updates
LADYFLEUR
240 allows channeled casting, and the second cast is even free mana and instant with no additional CT/RT.

And realistically, it’s only dual casting, but potentially could be a quad cast. That’s only offsetting the channel RT from at most 3 spells (since they do have to channel the original cast). 950 can potentially cast 30 spells simultaneously with just the base 5 targets in a room.

GameMaster Estild


Date: 08/20/2016 05:13 PM CDT
From: DOUG
Subj: Re: Wizard Spell Updates
>> 50 ranks of EL:W would reduce that by 25 mana.

Very nice. I like to see options that can benefit the balanced mage (so 50 ranks each lore, as an example). This definitely is win, in my book.

But. . . as a war mage, tell me about hindrance induced spell failure – just 50 mana? Or the whole queue?

Doug


Date: 08/20/2016 05:17 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
>And realistically, it’s only dual casting, but potentially could be a quad cast. That’s only offsetting the channel RT from at most 3 spells (since they do have to channel the original cast). 950 can potentially cast 30 spells simultaneously with just the base 5 targets in a room.

I get what you’re saying, and it does look like a great spell. I’m looking forward to testing it (I hope the test server will be open before Duskruin), but I would still like the 3 points I mentioned before to be considered.

>Summary: I’d like a higher boost with a base # + lore bonus OR flat duration of at least 30 seconds OR a lower/no cooldown especially since we have to pay most of the mana cost for every spell.

240 has no cooldown and a higher boost with a base AS/CS boost even with no lore. If we’re paying the mana cost, which is far more limited with bolting being done in offensive, a cooldown shouldn’t be a factor. None of the other pures has a cooldown of any sort on their offensive spells/boosters like we now have with 506, 515, AND 950.


Date: 08/20/2016 05:19 PM CDT
From: JACKBLACK
Subj: Re: Wizard Spell Updates

>> And realistically, it’s only dual casting, but potentially could be a quad cast. That’s only offsetting the channel RT from at most 3 spells (since they do have to channel the original cast). 950 can potentially cast 30 spells simultaneously with just the base 5 targets in a room.

This is the coolest spell I’ve ever seen. Wizards just instantly moved up to #1 for the most destructive potential ever. And the most mana intensive EVER. I think its safe to say we will see old builds return based on COL wracking. I’m in frigging awe right now.

912
908
912
908
912
908

912
912
918 (earth)
912
912
918 (earth)

COMBOS ARE ENDLESS. MUST MAKE WIZARD RIGHT NOW


Date: 08/20/2016 05:22 PM CDT
From: JACKBLACK
Subj: Re: Wizard Spell Updates

I’d probably have to agree a cooldown seems like an arbitrary limit. Mana is already a limiting factor. Why not let people stretch their imaginations and come up with crazy niche mana intensive builds where they can somehow support mana for constant 950s. Instead the cooldown kinda tapers the dream a bit.

But i suppose a capped wizard running out with 400 mana could fry pretty quick with 8 well timed casts of 950.


Date: 08/20/2016 05:43 PM CDT
From: DOUG
Subj: Re: Wizard Spell Updates
I’m going to have to do a bit of modeling (or perhaps wait for that other archer wizard to do some), but I suspect that most capped wizards aren’t going to use this spell for under 60 mana, and the ‘average’ is probably going to be closer to 75 or 80.

There’s also a potential snag – to get fried off of few casts of this spell, you need swarms. And staying alive in those swarms is also going to take mana.

I’m guessing, cooldown or no, this spell will be great in invasions, in the Sanctum, and perhaps during a rescue or two – but it will be highly situational outside of those areas and the circumstances would have to align before it’d be a great ‘core’ spell.

Even an emergency use case – stunned and prone in front of a couple of liches and masters, with various and sundry others trying to get in their licks:

– 550 (have to get unstunned and stand up, while keeping the hordes at bay – and no doubt those damn destroyers will still knock me down again)
– 950 912 535 518 910

That’s 170 mana right there – 50 to get up, and 120 (before EL:W discounts) to clean up. Of course, taking out that 535 would save a good chunk of that. But that 535 might be needed to actually hit the liches and masters, if they don’t go prone to the call wind. Contingencies and stuff, ya know?

Doug


Date: 08/20/2016 05:50 PM CDT
From: DEANSMITH
Subj: Re: Wizard Spell Updates
>Your hands glow with power as you invoke the phrase for Earthen Fury…

I may have missed it in the other announcements, is there a release window for Earthen Fury?

Things look interesting!


Date: 08/20/2016 05:54 PM CDT
From: GS4-ESTILD
Subj: Re: Wizard Spell Updates
DEANSMITH
I may have missed it in the other announcements, is there a release window for Earthen Fury?
Things look interesting!

The spell itself is ready, but the underlying Standard Maneuver Roll 2.0 that it uses is still being worked. We hope to have it ready soon.

GameMaster Estild


Date: 08/20/2016 05:58 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
Given the mana cost and the fact that no other pure has an offensive/boost cooldown, there should be no cooldown. But as it currently stands, the cooldown should be mitigated directly by 1 rank of EL:E = 1 second reduction, instead of having to hit an arbitrary threshold for use within the cooldown.

Given how combat works though, is it correct to say that the spells are simultaneously and instantly cast but the resolutions are applied sequentially? As in the creature would be e-waved/call-winded, then face an AS/DS resolution, then boil earth if something like 950 410 510 510 917 was used?


Date: 08/20/2016 05:59 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
>The spell itself is ready, but the underlying Standard Maneuver Roll 2.0 that it uses is still being worked. We hope to have it ready soon.

Is the spell still going to have the same level of efficacy as previously tested despite any changes to the SMR?


Date: 08/20/2016 06:12 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
Also bumping these questions, please:

>Enchant Item (925): previously announced changes are very near to being complete. Updates coded by GameMaster Contemplar.

Did this get rid of catastrophic failure? Will temper times be able to be reduced by hunting without requiring water lore?

All in all, things look to be moving forward in a promising direction. Thanks for listening to feedback and returning our shock and awe offensive power. I just want to be able to shock and awe all the time with no cooldown like the other pures can though. Hunting for pures is already limited by mana and for wizards, the elemental immunity of some creatures, so there shouldn’t be further arbitrary limits applied to hunting tactics. All hunting is already limited by spawn rate, especially for bounties.


Date: 08/20/2016 06:15 PM CDT
From: JACKBLACK
Subj: Re: Wizard Spell Updates

>> I’m going to have to do a bit of modeling (or perhaps wait for that other archer wizard to do some), but I suspect that most capped wizards aren’t going to use this spell for under 60 mana, and the ‘average’ is probably going to be closer to 75 or 80.

>> I’m guessing, cooldown or no, this spell will be great in invasions, in the Sanctum, and perhaps during a rescue or two – but it will be highly situational outside of those areas and the circumstances would have to align before it’d be a great ‘core’ spell.

I completely disagree. It’s going to be an absolutely core spell assuming you walk into a room with 3-4 monsters. Which happens all the time.

And don’t forget with mana, with 50 ranks of water lore you are looking at -25 mana. And you end up with all the boosts. AS boost, plus casting spells all at once, you get DS reduction from prone/stun/immobilize.
Let’s look at a 6x Major cold 6x7x2=84 mana – 25 mana (water ranks) = 59 mana to clear an entire room.

I think we are going to see a lot of brilliant combos.

Can the water ranks reduce the mana below 50?


Date: 08/20/2016 06:46 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
Many post-cap wizards have no water lore, so that’s not a given, and you have no boosts at all unless you have some EL:F.

Since the spell casts at each single target, does that mean that 950 510 510 510 would have the scaling AS boost from 513 on each subsequent cast, in addition to the 950 AS bonus?

The way I read it, 950 always has a minimum of a 50 mana cost. Water lore only enables you to use more mana intensive spell combinations without paying much more than the 50 mana.


Date: 08/20/2016 07:22 PM CDT
From: TIGGEREYE
Subj: Re: Wizard Spell Updates
Regarding targets for 950, if there are more creatures than your target cap in the room(I’m thinking invasions or a swarms sos), if the spell(or others in your group)kills some of the original base targets, will it then target the extra creatures in the room? What if additional creatures enter the room while the spell is doing its thing?

___________________________________

The flamepoint sand kitten hisses at a patchwork flesh monstrosity.
… 9 points of damage!


Date: 08/20/2016 07:57 PM CDT
From: GAROFALOA
Subj: Re: Wizard Spell Updates
I will Reserve any judgment or remarks until I can get a look at the spell which leads me to my question… Will the test server be updated with the new spells when they are almost ready?


Date: 08/20/2016 08:15 PM CDT
From: DOUG
Subj: Re: Wizard Spell Updates
>> It’s going to be an absolutely core spell assuming you walk into a room with 3-4 monsters. Which happens all the time.

At cap, in a group – maybe. And then the mana usage will be lower likely (to let others in the group hit, too!), but will also be far less efficient (might not get off the cast before some studly warrior mstrikes the room and takes out half the opponents before you can do any damage = no exp for those).

Speaking for myself, at cap, solo – no. But that’s because at cap (irrespective of profession) solo, I don’t usually walk into a room with 3 or 4 NPCs. I might run through it if I have to, but stepping in to engage at the outset is something I, myself, don’t usually attempt. Lower frequency of visiting the Lady that way. 😉

>>Let’s look at a 6x Major cold 6x7x2=84 mana – 25 mana (water ranks) = 59 mana to clear an entire room.

Um. . . I think another wise wizard pointed out that 50 ranks in EL:W, even right at cap, isn’t a foregone conclusion. It’d be a great choice, especially with this spell, but most wizards that train any lores at all up to and at cap usually are after EL:A and perhaps EL:F or EL:E. This is now a good reason to make that choice! But – only time will tell on that one.

So with all that, your proposed case still works – it’s just ‘closer to 75 or 80’, in my view. But I can see how you’re getting 60-ish, so thanks for the explanation!

>>I think we are going to see a lot of brilliant combos.

On this point, we vehemently agree! I’m really looking forward to hearing how all wizards use this spell to their benefit. And I’ll be very happy to be ‘wrong’, and hear many a tale about 50 mana killer combos!

Doug


Date: 08/20/2016 09:25 PM CDT
From: DVDMORSE
Subj: Re: Wizard Spell Updates
First off, thank you, Estild and all other GMs involved, for your work on these spells. All of them look great. But I seem to be in the minority in that I am more excited about 520 than the others.

To that end, a couple of questions on 520:

>base effect is somewhat crit padding (5 points). Scales with MjE spell ranks such that at 100 spell ranks (cap), it offers heavy crit padding (10 points, actual scaling is MjE spell ranks / 20).

So if I read this correctly, the padding points are 5 + (MjE ranks/20)–that would seem to be how you get to 10 points at 100 ranks. So since you need 20 MjE ranks to get the spell in the first place, the actual minimum is 6 points, right?

And am I reading correctly that you have to choose one elemental aspect at a time?

Again, looks like a great spell no matter what the answers to these questions. Thanks.

–David

“At a moment like this, I can’t help but wonder, ‘What would Jimmy Buffett do?'”


Date: 08/20/2016 09:33 PM CDT
From: LADYFLEUR
Subj: Re: Wizard Spell Updates
There are just two minor typos in this line:

Tapping into the elemental core of Elanthia, you seize a part its energy. Swirling ribbons of fiery red, deep blue, earthen brown, and airy white energy rise up from the ground and and surround you. They linger for a brief moment, then explode into a shower of sparks!


Date: 08/20/2016 09:34 PM CDT
From: RROY
Subj: Re: Wizard Spell Updates
950 making me all bubbly inside…. Definitely going to really think about how I want lores to be set up.
550 A good go to.
925 Yea Baby!
520 I’m glad to see this spell is actually worth the mana.

Just an elf about town…

 

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