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| | #1 (permalink) |
| Registered User Join Date: Sep 2002
Posts: 8
| Charm is UNnerfed... (in test) AS OF NOW, MOST CHARM RETURN TO PREVIOUS STATE. Except: CoD, Beckon still last only 7.5 min. CoT oes not get the -25MR back. All of them have the 1% slow removed In test server, all 60+ charm (Word of terris, beckon, command of druzzil, call of banshee, command of tunare, call of the arch mage) all have this in the spell: Decrease attack speed by 1% which indicates you can no longer haste pet. Also all charm now last 7.5 minutes, resist rate on all charm is nerf to just MR (while CoD still have -10 MR) Call of the Banshee now cost 160 mana. To balance this bellow now has a range of 250. This is the details Beckon Detail | History | Stacking | Raw Data Slot Description 1: Charm(16) 7: Decrease Attack Speed by 1% Mana: 500 Skill: Alteration Casting Time: 4 Recast Time: 2.25 Fizzle Time: 2.25 Resist: Magic Resist Adjust -10 Range: 200 Location: Any Time of Day: Any Vendor Sold: No Dot Stacking: Yes Interruptable: Yes Short Buff Box: No Target Type: Single Spell Type: Detrimental Source: Test 01/14 Classes: ENC/62 Duration: 7.2 mins @L62 to 7.5 mins @L65 Items with spell: Spell: Beckon ----------------- ----------------- ----------------- ----------------- Command of Druzzil Detail | History | Stacking | Raw Data Slot Description 1: Charm(16) 7: Decrease Attack Speed by 1% Mana: 700 Skill: Alteration Casting Time: 5 Recast Time: 2.25 Fizzle Time: 2.25 Resist: Magic Resist Adjust -10 Range: 200 Location: Any Time of Day: Any Vendor Sold: No Dot Stacking: Yes Interruptable: Yes Short Buff Box: No Target Type: Single Spell Type: Detrimental Source: Test 01/14 Classes: ENC/64 Duration: 7.4 mins @L64 to 7.5 mins @L65 Items with spell: Spell: Command of Druzzil ----------------- ----------------- ----------------- ----------------- Call of the Banshee Detail | History | Stacking | Raw Data Slot Description 1: Charm(1) 7: Decrease Attack Speed by 1% Mana: 160 Skill: Wind Casting Time: 3 Recast Time: 0 Fizzle Time: 0 Resist: Magic Range: 200 Location: Any Time of Day: Any Fizzle Adj 5 Vendor Sold: No Dot Stacking: Yes Interruptable: Yes Short Buff Box: No Target Type: Single Spell Type: Detrimental Source: Test 01/14 Classes: BRD/64 Duration: 1 min Reagents: Wooden Flute x 1 Items with spell: Song: Call of the Banshee ----------------- ----------------- ----------------- ----------------- Call of the Arch Mage Detail | History | Stacking | Raw Data Slot Description 1: Charm(1) 7: Decrease Attack Speed by 1% Mana: 500 Skill: Alteration Casting Time: 5 Recast Time: 10 Fizzle Time: 2.25 Resist: Magic Range: 200 Location: Any Time of Day: Any Fizzle Adj 15 Vendor Sold: No Dot Stacking: Yes Interruptable: Yes Short Buff Box: No Target Type: Summoned Spell Type: Detrimental Source: Test 01/14 Classes: MAG/65 Duration: 7.5 mins Items with spell: Spell: Call of the Arch Mage ----------------- ----------------- ----------------- ----------------- Word of Terris Detail | History | Stacking | Raw Data Slot Description 1: Charm(1) 7: Decrease Attack Speed by 1% Mana: 500 Skill: Alteration Casting Time: 5 Recast Time: 10 Fizzle Time: 2.25 Resist: Magic Range: 200 Location: Any Time of Day: Any Fizzle Adj 15 Vendor Sold: No Dot Stacking: Yes Interruptable: Yes Short Buff Box: No Target Type: Undead Spell Type: Detrimental Source: Test 01/14 Classes: NEC/65 Duration: 7.5 mins Items with spell: Spell: Word of Terris ----------------- ----------------- ----------------- ----------------- Command of Tunare Detail | History | Stacking | Raw Data Slot Description 1: Charm(1) 7: Decrease Attack Speed by 1% Mana: 420 Skill: Alteration Casting Time: 8 Recast Time: 24 Fizzle Time: 2.25 Resist: Magic Range: 200 Location: Any Time of Day: Any Fizzle Adj 5 Vendor Sold: No Dot Stacking: Yes Interruptable: Yes Short Buff Box: No Target Type: Animal Spell Type: Detrimental Source: Test 01/14 Classes: DRU/63 Duration: 7.3 mins @L63 to 7.5 mins @L65 Items with spell: Spell: Command of Tunare Last edited by elty : 01-14-2003 at 08:07 PM. |
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| | #3 (permalink) |
| Registered User Join Date: Jan 2003 Location: Sacramento, CA
Posts: 275
| Hmm **This is a cut/paste of a post I just posted onto the EQ Castersrealm Enchanter forum** Instead of crying, I decided to test how serious this change really is... here are some points I came up with. A) All our lower level charms didn't have the -50 MR check. I don't believe for a second that the -50 MR check has anything to do with extending charm duration. Charm-solo'ing stonegrabbers/rockhoppers in DSP using Cajolling Whispers had the same varied charm duration as charming crystalline golems and whatnot in PoV. Summary: MR resist nerf? No big deal. B) Recast time? I never bothered to get jboots or some clicky item to use this little exploit, and I never once thought of a circumstance where it would be useful to a charm-solo'er, either. Summary: Trivial. C) Not being able to haste? This worried me slightly, but my gut feeling it was that it wasn't a big idea. To test this, I charmed a crystalline golem in PoV and killed another crystalline golem. Unhasted, the fight took 1 min 40 seconds. Threw haste on the golem, timed another fight... came to 1:00. Now, I'm sure a lot of idiot enchanters who post after me are going to run some math on this and say, cripes! Thats almost twice as slow! I didn't bother to run anymore tests -- I had my answer. Summary: Big f-ing deal. It doesn't matter to me one bit, because in reality, its hardly noticable. I don't even bother to give my pets weapons, no clue if golems can even use weapons... with haste without haste didn't particulary bother me. So all you pussies who decide to throw in the towel because reality smacked you in the face because (And if the Test Server change goes live) you can only charm solo an AA in 50 min instead of 40... good riddance. This was coming eventually, and it was warranted. The type of BS one enchanter can do is only compounded when he brings some friends... and if I was a rogue I'd be a little goddamned pissed with the outrageous DPS even the Tier 2 golems crank out. And look folks, you can claim about how "risky" all this is and whatnot, but I die maybe once every 4 hours charm solo'ing PoV -- and thats better than some groups. I don't give a damn if you would rather charm solo in Tier 3 or Tier 4, where perhaps the risk is greater than PoV. You know full well you could do PoV safely and easily, but maybe you'd rather dance with the bigger mobs for the better XP or loot. Regardless, its your choice. Also -- I have, without a doubt, the worst equipment of any lvl 65 enchanter on any server. I'm half naked, and the best item on my body is my Ceramic Skull... (next best? Probably my Blackened Crystalline Robe). Thats the tradeoff for dinging 65 with 33AA 19 days played. My only FT is from the solstice earring, btw. Traded my slime boots to Nurben for CoD and a few other spells. Frankly, enchanters are so f-ing overpowered, equipment doesn't matter. I could grind out AA faster than any class in the game ass naked, with or without this psuedo-nerf. Cry more, newbies. Note: If this "nerf" does encourage some enchanters to quit, this its not really a nerf. I'm in favor of anything weeding out the scrubs from my chosen class. Eida -- 65 Coercer Povar |
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| | #4 (permalink) |
| I coulda been a contenda Join Date: Nov 2002 Location: Nowhere inparticular...
Posts: 10
| Well better than I thought it would turn out... Thought charm was gonna go the way of Whirl til you Hurl. Grats chanters on not getting the snot nerfed outta you.
__________________ In death's eyes sorrow lingered once Seeing her life torn apart The shackles fell to see her free to walk the earth |
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| | #6 (permalink) |
| Registered User Join Date: Oct 2002
Posts: 74
| Okay, wait... let me get this straight... We've already had a thread here on this board, plus countless threads on Concert Hall and EQ Diva, attempting to raise awareness of the fact that Bard charm is nearly useless and needs to be looked at. So not only do they NOT improve Bard charm... they up the mana cost? I mean, this MIGHT be a nerf... if I charmed anything anymore. But seriously... what the fuck? |
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| | #8 (permalink) |
| Registered User Join Date: Dec 2002 Location: CT
Posts: 11
| If they're gonna fucking lower duration of the necro charm they better fucking raise the level of what we can charm. Encs mages druids all get these fancy fucking $$ charms whereas the necro only its like hi stfu your charming a level 59 and your gonna like it. Now lowering the duration to 7.5 minutes too? Bull fucking shit. But I'll cry when they implement it. The no haste I could live with especially if they upped the enchantment level. Even tho I love hasting my pet.
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| | #9 (permalink) |
| Registered User Join Date: Aug 2002
Posts: 879
| This is the "lets have a beer instead of code today" fix. As another posted said, what does this do to enchanters? Jack, and shit. Enchanters can charm practically anything, can slow practically anything, and can thus grab any two mobs, root/charm/kill each other and the fact that the enchanter can't haste their pet isn't going to mean a whole lot in the long run because the enchanter is already running at double a mobs DPS since damage inflicted on his pet is just that much less he has to do when he breaks charm and kills it with a new pet. Compare this to, in particular the druid and magician, who have lower level charm cap and much more limited selection of mobs to choose from so rarely can put their pet on another mob with the goal of having both die since the pet is often difficult or nearly impossible to replace. Net effect? An enchanter charmed mob is still going to out DPS a warrior, generate more agro than a warrior, outtank a warrior but will overall contribute less in groups or for killing boss mobs. They'll still be great for soloing though. Other charm classes will be hit harder, like enchanters they'll contribute less in boss mobs and groups, but they'll have a very poor time soloing except in rare, or non existant cases, where there are lots of disposable mobs of the type they can charm around. Dire Charm with the little green con mobs running around was charm done right, nice free damage in groups, not really able to solo with them at all. They should have quite while they were ahead. |
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| | #13 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002
Posts: 248
| "monk" "mitigation"? You must have mistaken me for someone who gives a shit. Take your trivial bullshit to the concert hall and spare us your fucking stupidity, bards could be nerfed alot worse than this and you'd still be overpowered and annoying to boot. |
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| | #14 (permalink) | |
| Middle Earth's Biggest Slacker Join Date: Oct 2002
Posts: 23
| Quote:
__________________ "My face is my fortune...that's why I'm totally broke!" | |
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| | #15 (permalink) |
| Registered User Join Date: Jan 2003
Posts: 6
| Eida, for someone using charm regulary, you seem to be pretty clueless on how it works. Magic resistance actually DOES matter, and makes a real difference on the charm duration. I can tell you that my charm sticks much better on a tashed mob. As an enchanter, maybe you wont notice the difference with your neg100 adjust (50 from spell and 50 from tash), but I can tell you druid could. Those resist adjust were pretty much needed considering the high MR on PoP mobs. Volorian you dont seem to know what you are talking about either, druid charm is no fancy, its limited to level 59 as well and the only difference is that they didnt have a resist adjust until last patch when necros have a neg100 one. Even now, the adjust is neg25 (awesome isnt it?). Basically, druid charm is the less reliable around. Now I agree on most of what Lin said. Lets compare the consequences of incoming nerf on enchanter and druid charm: An enchanter can charm any mob up to level 64 (all blue mobs), tashes them for neg50 MR and can charm any kind of mob. The resist adjust remove wont hit him too bad as he can still tash his mobs. The no haste part wont hurt him too bad either since his pets are most of the time same level as the mobs they are fighting. The lower duration wont matter much either as he will switch pets often. A druid can charm only animals and only up to level 59. That is very few PoP mobs, and even less if you remove the summoning ones (only 2 spots that I know off over PoP, one bringing more death than XPs as most mobs summon). The no haste part alone nerfs druid charm massively, as druid pet is most of the time lower level than the mob he is fighting. The druid cant really trash pet and send in another since he can only charm very few mobs, so he cant get the benefit from doubling the XP from a fight and have to unload his mana in heals on his low level pet. The lower duration will make it even harder since the druid's goal is to keep his pet as long as possible and heal it. About the resist adjust remove, is that a joke? They just added it to druid charm a few days ago. So yes, as Lin mentioned, this nerf will hit druids/ necros/ mages charms down hugely, when it will only be a little annoyance for enchanters. What is the point? I dont get it..
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