Soldak Home   Drox Operative   Din's Curse   Depths of Peril   Zombasite  

Go Back   Soldak Entertainment Forums > Din's Curse > Demon War
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Display Modes
  #61  
Old 03-01-2011, 10:26 PM
Manumitted Manumitted is offline
Champion
 
Join Date: Nov 2010
Posts: 210
Default

The thing I dislike about Fire Maelstrom is that it hurts me worse than the mobs most of the time. Something volatile--the spell effect itself?--always seems to go boom close enough to hurt me unless I run away from the instant I cast the spell, which reduces the opportunities to fireball the fish in a barrel. It's good only for crowd control.

I don't think anything hurries up a cooldown timer, even dying.

I item-farm for long enough in convenient towns and survey the merchants constantly enough that I'm drowning in spare Cast Time gloves and have a moderate oversupply of CT staves. Every caster of mine already has at least +33% CT gloves, usually +44%, often with other useful enchants (middling omnistat / omniresist / single stat or resist). If you have Hide Crappy Items turned on, you may be sabotaging your chances at these gloves, because they usually show up with no other enchantments, and the CT enchant is (still) worth just a few CP per percent.
Reply With Quote
  #62  
Old 03-02-2011, 02:07 AM
Bluddy Bluddy is offline
Legend
 
Join Date: Jan 2011
Posts: 2,062
Default

Quote:
Originally Posted by Manumitted View Post
The thing I dislike about Fire Maelstrom is that it hurts me worse than the mobs most of the time. Something volatile--the spell effect itself?--always seems to go boom close enough to hurt me unless I run away from the instant I cast the spell, which reduces the opportunities to fireball the fish in a barrel. It's good only for crowd control.
Could it be an earthquake? Might be hard to see with the maelstrom going on.

Quote:
I don't think anything hurries up a cooldown timer, even dying.
OK so the cast time gloves are really for spammable spells, which is fine. They allow you to fire faster spammable spells if you have the mana for it, so you don't need to boost their level as much and can concentrate on other skills instead. That's a fair trade. I don't think that solves mages' (or other classes') problems. And those gloves are rare enough that we can't count on them. Also, non-mage characters (or half mages) will prefer something else over fast cast items.

While I'm on this topic, I should mention what I think masteries should be like: they should essentially be group discounts. If I know I want to specialize only in fire mage spells, it's worthwhile to get fire mastery so that I can build up more fire spells in my repertoire while spending fewer skill points. It's not as good of an investment if I want to diversify between different skill trees, say fire and ice. In that case I'd need to buy the spells at full price, or try to get a group of ice and a group of fire and get both masteries to try and save. This is how the spells should work. Instead, right now they're just used for survival.
Reply With Quote
  #63  
Old 03-02-2011, 03:01 AM
Manumitted Manumitted is offline
Champion
 
Join Date: Nov 2010
Posts: 210
Default

Quote:
Originally Posted by Bluddy View Post
Could it be an earthquake? Might be hard to see with the maelstrom going on.
I moved on to a new town and figured it out. The old town had the modifier Fire Hazard, so the maelstrom would rip holes in the floor, find multiple gas leaks, and light them up. Irritatingly enough, the gas explosions never seemed half as hard on the mobs as they were on me. It's like the mobs were insulated from the explosions by the maelstrom's DOT.

The new town actually lets me clear a cave-in with fireballs without causing a bigger cave-in or explosion, and I can shoot more than two fireballs at the same mob without blasting my face off. Fire Hazard is no fun for a Fire Mage.
Reply With Quote
  #64  
Old 03-03-2011, 01:57 AM
Bluddy Bluddy is offline
Legend
 
Join Date: Jan 2011
Posts: 2,062
Default

I started a balance thread in the mod forum. See you all there!
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -4. The time now is 06:46 PM.


Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 - 2025 Soldak Entertainment, Inc.