At 05:58 PM 5/19/99 -0700, you wrote:
>From: "DeGirolami, Franck" <degirolami@...>
>
I am far more concerned with our debuffs then damage spells. We will never
be as powerful as a wizard and so if a group is choosing absed on damage
dealing capabilities we would lose that battle anyway. No waht I would like
is for our whirls to go back to working, for our Memory blur to not be
resistable, for our debuffs t actually affect the creature and for them to
be castable on deep reds as well. The thing I would change with our damage
spells is Either make the secondary stun effect REAL or remove it. It is the
dual effect that causes our resistances to skyrocket supposedly. Personally
I would not mind a lesser damage ratio if chaotic feedback actually did its
job of stunning. I would alos like it if the Enfeeble line did mor ehten 4
extra strength loss at levle 20 over level 4.
I stacked these spells on myself and they really made a difference. I was
encumbered etc. But mobs don't get encumbred, and I ahve yet to see any real
damage reduction.
My list:
1) Restore Whirl till you hurl to full effectiveness. If you need to make
this spell into a line of spells each of which is useful over a range of
levles then fine but they are our bread and butter spells and should never
be research required and should always have the same mana/stun ratio. If you
double the mana usage then the stun length had better double too, or the
ability to be resisted go way down.
2) memory Blur should again be irresistable. I cast this on a Dry Bone
SKellie alst night that was 4 levels above me to get it to stop killing my
tank. Resisted. Tank died, I soon followed.
3) Debuffs that matter. A wizard can cast a single spell and do damage to
multiple creatures. If I want to debuff I have to debuff individually and it
costs A LOT of mana to debuff a single creature to the point where anyone
will notice. Make us some area affect debuffs, or lower the mana
cost/refresh time of our debuffs so we can cast on multiple targets in a
single battle.
4) Area Affect Point blank Tashaan, nuff said.
5) Charm should put an Icon on the screen that we cna cancel just like any
other buff thus breaking the control. Since we are required to have Tashan
memorized, and charm basically requires us to memorize and cast invisibility
to use as well we are down to 5 spell slots. Making Charm put an icon up
which we could cancel will give us one extra spell slot and also be
beneficial to the dev teams favortie characters, Druids.
6) Item or Place enchantment spells. How about circles of warding? Resist
bonuses?
7) Buffs that can extend the length of other classes buffs.
8) Stackable buffs and debuffs. Why cna necros stack their Dots but ours can't?
>Well, you've got my list:
>1) Damage spells should at least do some damage when resisted following
>similar rules as the wizard spells with a lesser ratio to keep a balance
>with the wizards that are a nuke-only class,
>2) Our spells should not jump from a 20-30% resistance to a full 100%
>resistance ( from reds with one level above yellow to reds with two levels
>above yellow ), there should be a nicer ramp so that an enchanter is not
>completely useless in a group of 6 people attacking one strong red target.
>Skara
>-----Original Message-----
>From: Steve H. [mailto:greedox@...]
>Sent: Wednesday, May 19, 1999 5:57 PM
>To: eqenchanters@onelist.com
>Subject: Re: [eqenchanters] Enchanter Nerf Protest.
>
>
>From: " Steve H." <greedox@...>
>
>Whoops.. forgot...
>
>If you want to send me comments or ideas that we need to convey to Verant,
>mail me at greedox@... and I'll try and make as complete a list as
>possible, post the results here and decide what, if anything needs to be
>changed...
>
>Oonahn
>Xegony
>
>
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