Guitar can be a decent boost even in the last 5 seconds and the first second of a 15 second burn. Also agree that the eruption debuff AG suggested is pretty cool.
Ok guys. Guitar stacking will do little for the M/W which is the combo that actually competes atm.
We have two options. Complete overhaul of how Mage/x DPS works. More than just spamming Flame. Which to be honest, will never happen with Runewaker.
Or making a few buffs. Best ideas from past threads and now that I remember are:
1) Intensification raises chance of Eruption (Flame hitting twice).
2) Lower Casting Speed Cap below .5s + Guitar stacking with Lute.
Because mobs can be easily single pulled and burned. Its safe, easy and clean to deal with one at a time, and also faster because you can only debuff each mob you're killing individually, but you can't debuff a group. There aren't large groups of mobs as often as like in HoS, except for bone peak. Many recent instances have maybe 2-3 rooms that have groups of 5+ mobs, that's it, and most can also be single pulled if you're careful.AG is right, this is an archaic thing that hasn't happened since.. I dunno, but a long time ago.
why did people stop doing it is my point.
people have complained about nasty trash, yet one of the most effective ways to COMPLETELY lock trash down (negating most of the danger) has been discontinued.
so far the discussion has gone: "we keep dying on trash" "then how about you stun the trash so it can't hit you?" "but we can't/won't because the trash kills us"
am i missing something here?
This post has been edited 3 times, last edit by "ruisen2000" (Mar 17th 2016, 12:42am)
elemental resistance needs to be reworked, period.Make fire ward at mac lvl give 1000)x15% +1000 fire damage boost at max lvl with increased eruption chances,
i thought we already decided this wasn't a good idea? (w/m, k/m, etc)and make intensification double 4375X 5% + 4375 magical power or make it magical attack i guess.
this would be stupidly broken.For energy well make it something like use half of your mp to boost mdam by that much i guess.

Uhh idk if you play end m/w or not, or if you have a swap set. But during a typical burn I easily hit over 100k mana. And if half of that were to be turned into raw mdmg then I would have well over 110k magical dmg. Now as much as I would like to see this implemented (because who doesn't want the class they play to get buffed) it will not be fair to all the other dps combo in game. Because mages will literally kill bosses withing 2-3 seconds with their 50-60m spamable flame. So all the other dps will either have to quit the game or get used to getting inv's on runs purely to kill the trash, because the mages will have killed the boss before the melee even gets close enough to attack during burns.Well magical power and mdam is different but tbh only think that would help mages overall at this time is more fire power or magical damages m/w and m/wrd or almost their and m/p has a little more ways to go while the rest need more work.
and giving mages half of their mp converted to mdam from energy well will only make m/wrd and m/w might be too much but for the rest i dont think so can be wrong. for m/w just take away burn gear for m/wrd i dk.
The thing about guitar and lute. I am not sure which would be better, to make them stackable, or not make them stackable but give mages a dps boost with increasing casting speed like melee. I mean if they do both then great.Yes, while also maybe lowering the cast speed cap a bit.I think the most simplest way to better m/x dps is to make guitar and lute stackable
Wow! An eruption based buff that works just like the magical attack amulet from dreamland. OP idea. This is by far one of the best I've heard. Good add. Casting fireball while running around during strat so your buff doesn't go away and stacks don't reset sounds amazing.+1 Super idea.Or the 15 minute buff can give some kind of stackable buff, which increase chance of eruption occurring by say idk 5% for each fire based spell cast. The skill is maxed at 10 or w/e stacks and each stack lasts for 10 seconds before it either resets or goes up another stack because another fire based spell has been cast. (very similar to the forge buff for champ. The more they attack the more rage and attack boost they get. )
OR, and I think this would work better, what about making it a debuff on fire-based spells? Each Flame/Fireball on a target adds a debuff stack where flame/fireball has a higher chance to erupt on said target. So you still have the stacks, but it's universal. This way:
1) Mage/Warden doesn't get 10 stacks in Siege War and the ability to erupt on a a large amount different people [have to focus 1 target]
I think wind a lightning is the same in rom
LMAO WK complaining that a mage class will be come too OP. LMFAO, that is just some funny stuff.but magio idea on reducing casting speed is a really bad idea if it were to go below 0.4 it would make mages too op only class I would make it 0.3 for is probably m/s.
There are wind skills, its called thunder storm.Well I know that obviously but rom has no wind skills so I'm thinking it's a typo so maybe they mean lighting because thunder storm is really lightning.
Also I don't get what you mean by me complainin about a mage class being to op I was never for making them strongest in the game if m/w had 0.1 flame like magio suggested on intensification that would be 10 flames per sec and 150 in burn 0.2 would be 75 flames 0.3 would be 50 and 0.4 would be about 40 so not to this is 15 sec burn.
You serious right now?No wind and "a lightning" is not the same in rom. That's why they are called wind and or lightning.