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  1. #41
    Paladin of Erollisi
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    Sigrdrifa
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    Crushbone

    Default Re: GU 66 - The Aftermath

    Someone state the problem for me politely and succinctly and I will pass it to the Community Council, where it may still be ignored by the devs, but at least I will have tried.

  2. #42
    THE Conjy aniathor's Avatar
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    Default Re: GU 66 - The Aftermath

    Post 1 of this thread.

  3. #43
    Señor Member gameb0y's Avatar
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    Gaidar
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    Kithiblock

    Default Re: GU 66 - The Aftermath

    Quote Originally Posted by aniathor View Post
    • Dumbfires are uncontrollable still. Yes, it is harder to notice this because their duration is so short, but I have seen communion pets and aqueous swarm run around and aimlessly attack anything they want in an encounter. We should be able to control them and they should be immune to taunts after they have been cast.
    Dumbfires are pets. As such the encounter mobs should be able to defend themselves from them by resisting (whatever the dumbfire attack is), taunting, blocking, killing, whatever.

    Quote Originally Posted by aniathor View Post
    • The dumbfire should remain up for the duration of the spell, not be dispelled once the target you cast it on dies. For example, if I cast roaring flames on an encounter and the target I cast it on dies in 1 second, the dumbfire will also only last 1 second. I realize that this is how DoT spells work, but what separates dumbfires from simply a DoT spell? Nothing? Considering that dumbfires can die, they should not be dispelled once the target they are cast on is dead. Especially roaring flames.
    Once cast they're dumb/uncontrollable pets, not spells. When the focus of their attention dies they've done their job and "poof" per the mechanic. So what if the mobs die so fast that conjies sometimes can't top the parse on a 10-30 second fight? Topping the parse is just a mini game. Summoners should reach class potential in encounters where time and effort make failure (due to lack of dps) more of a concern. I like burning trash as much as the next summoner but I've realized with GU66 each class has their "niche dps" where they can shine now and that's fine (go team and all).

    Quote Originally Posted by aniathor View Post
    • The amount of temping a conjuror has to do now, along with getting all of their dumbfires off, is completely ridiculous. I realize that this disadvantage is in place for a reason, but one thing that could make it slightly more reasonable, ESPECIALLY with how movement oriented new content is, would be to allow us to cast dumbfires on the run. We can cast our normal pets on the run, why not our temp pets? I really don't see this change as being over powered in any way, it would just simply make life easier.
    Agree. Being able to summon all pets while moving makes sense if we can do it for our main we should be able to do it for the dumbfires.

    Quote Originally Posted by aniathor View Post
    • Ok, so yeah we went from benefiting the most from grp dmg procs to benefiting the least of all the mages. One thing that many people do not know is that the act of casting the dumbfire on a mob will proc a dmg proc, because the spell is classified as single target hostile spell, but the dumbfire will not. I think that the spells should be classified in line with the dumbfire they produce. I.E. Roaring flames should be a "blue" spell, and be able to hit 8 targets with proc dmg, just once. I mean the pet can hit up to 8 targets, the spell should also be classified as AE. Communion should be green. Aqueous swarm should stay red.
    Agree. Dumbfires, by definition, are pets so they should proc group dmg buffs likewise.

    Quote Originally Posted by aniathor View Post
    • I think our pet stances need more attention. I mean why are we even considering using lvl 14 gm2 spells? and why is the aa in our shadow tree that enhances the offensive stance still 100% useless?
    Thoughts?
    The shadow tree enhance offensive should go back to being useful (0.7 pot or whatever). Using lv14 GM2 defensive haven was always sort of a hack and I think the new offensive stance was recently agreed upon as better so this is less of an issue now.

    Succinctly:
    1) Dumbfires should proc group damage buffs because they're pets
    2) Like our primary pet we should be able to cast dumbfires while in motion.
    3) Sol Ro pet, since its uncontrollable for the most part, should share our stats (and persist through our death) because it can't be targeted for heals, etc. We only get 10 min with a substantial cool down so we should be able to make the most of them.
    4) Shadow tree enhance offensive should re-incorporate the 0.7 pet pot.
    Last edited by gameb0y; 06-24-2013 at 11:52 AM.

  4. #44
    A thin Disney veneer
    Join Date
    Jan 2008
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    Koncept
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    BB

    Default Re: GU 66 - The Aftermath

    When I look at your name, I keep pronouncing it as gay-dar.


  5. #45
    I'll cut you -_-Davito-_-'s Avatar
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    Default Re: GU 66 - The Aftermath

    That's not correct?


    Quote Originally Posted by alvarez View Post
    you're all raging assmonkeys.

  6. #46
    Señor Member gameb0y's Avatar
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    Default Re: GU 66 - The Aftermath

    Either gay-dar or guy-dar pronunciation (sort of old english) is correct.. Wanted something that I could defend in a report which it has a few times. GM's chuckle. Suffix is sometimes ",hunter of Faeries."

  7. #47
    Senior Member
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    Lolkat / Loldawg
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    Default Re: GU 66 - The Aftermath

    his signature is super colorful. not quite as many rainbows as mine, but gettin there.

  8. #48
    THE Conjy aniathor's Avatar
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    Default Re: GU 66 - The Aftermath


  9. #49
    Señor Member gameb0y's Avatar
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    Default Re: GU 66 - The Aftermath

    Lolkat I always think of Nyan cat when I see your sig tumblr_m45c1vNDxT1r1s7izo1_400.gif

    Ani - There's a difference between knowing the line, and walking it.

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