Mage Spells: Explanation

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Re: Mage spells

Postby Yurimaru » Thu Mar 01, 2012 6:38 pm

admin wrote:You may way with testing spell until new build. We discover today (and is alredy fixed) that some spell IDs mixed.

Can't make new build unless spell windows is finished so I suggest to wait for new build with further spell testing

Will do, thanks for the update admin.
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Re: Mage spells

Postby Yurimaru » Thu Mar 01, 2012 6:48 pm

On a tangential but related note, has the spell casting time changed for Blazing Barrage (5)? It's appearing to be taking almost a second more time to cast. Also, appears the range is longer now vis-a-vis Shimmershock?
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Re: Mage spells

Postby admin » Thu Mar 01, 2012 6:54 pm

Please wait for spell fix build. It can be any spell if ID is mixed.
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Re: Mage spells

Postby Yurimaru » Fri Mar 02, 2012 7:40 pm

Back to testing, now using March 2 PC client:

  1. Fulsome Shift: I cast this by mistake on myself (bad targeting on my part) and it healed me. Note also that I appear to be standing in the same spot, but am actually moving/teleporting around. I know this because if other critters are close, I draw aggro even though I don't appear to be moving. If there are other critters visible but I'm out of aggro range, they disappear/reappear depending on where I move/teleport. While I'm "shifted" I appear to be able to move, but cannot cast spells. I've not tested yet to see if I can "heal" allies this way, as I'm the only Alliance on right now.
  2. Eldershock Boom 2: Appears to be almost instant, melee range damage spell, fast cooldown. It did around 60 damage to Naga but cost 100 mana, so not sure if this is really worth the casting cost unless you simply need to drop something close to you that is at very low health. This spell can be cast while moving.
  3. Iceshard Conduct 1: Further testing seems to show that if you are in melee range of a "stunned/frozen" critter, it will STILL ATTACK AND DO DAMAGE. I tested this by casting this spell only, NOT going into auto-attack, and not casting any other spells. While the critter could not move and didn't follow me, it would continue to hit me so long as I stayed in melee range.
  4. Flickerstrike 2: Takes mana, but doesn't appear to damage targets. And no, I'm not getting interrupted while casting. :P
  5. Etherguard: Appears to be a physical/melee damage protection spell with very fast CD and costs 32 mana to cast. From what I can tell, it absorbs a certain amount of damage and then collapses, or about 1 minute, whichever occurs first. While it is up, I didn't take melee damage. This spell can be cast while moving.
  6. Embersage: Still no change per my earlier testing, but am guessing that this is some sort of elemental protection spell that may work similarly to Etherguard.
  7. Iceguard: Still no change per my earlier testing, but am guessing that this is some sort of elemental protection spell that may work similarly to Etherguard.
  8. Flutter Flight: Doesn't appear functional at all.
  9. Ethereal Heap: Doesn't appear functional at all.
  10. Emberflash: Shows what appears to be an attack animation when cast either on self or others, but doesn't take mana and appears to have no effect.
  11. Snow Dervish: Same as Emberflash, shows attack animation but nothing else.
  12. Exorcise: Takes mana and shows attack animation, but doesn't appear to do anything against targets. This includes casting on myself, as well as "undead" (e.g., skeletons) and other critters.
I'll post again as I'm able to test more.
Last edited by Yurimaru on Fri Mar 02, 2012 7:51 pm, edited 2 times in total.
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Re: Mage spells

Postby admin » Fri Mar 02, 2012 7:46 pm

Eldershock Boom 2 is and AOE spell around the caster so it should be use for multi mob situation. For example if you have 5 mobs all will be damaged (up to 10 mobs).

Iceshard Conduct 1 - root type of spell (it's not a stun) and it is AOE type of root freezing mobs/player around the caster. So if you stay in melee range you will get hit.
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Re: Mage spells

Postby Yurimaru » Fri Mar 02, 2012 7:50 pm

admin wrote:Eldershock Boom 2 is and AOE spell around the caster so it should be use for multi mob situation. For example if you have 5 mobs all will be damaged (up to 10 mobs).

Iceshard Conduct 1 - root type of spell (it's not a stun) and it is AOE type of root freezing mobs/player around the caster. So if you stay in melee range you will get hit.

Thanks for the clarification, and very good to know! :)
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Re: Mage spells

Postby Hex » Fri Mar 02, 2012 8:15 pm

Eldershock Boom will come in handy for dungeons ;)

Mages are looking good.
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Re: Mage spells

Postby Hex » Fri Mar 02, 2012 8:24 pm

Just figured out what ethergaurd does.

Instead of taking Health damage, All damage that you take while ethergaurd is up is taken from your mana instead.
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Re: Mage spells

Postby Yurimaru » Fri Mar 02, 2012 8:27 pm

Hex wrote:Just figured out what ethergaurd does.

Instead of taking Health damage, All damage that you take while ethergaurd is up is taken from your mana instead.

Yup, seems like it can take about 200 before collapsing.
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Re: Mage spells

Postby Hex » Fri Mar 02, 2012 8:33 pm

Which means i can pull 600 snails and wolfs, As long as they don't get me below 200 mana from initial cast point i won't take damage :D

Mana regen seems to help a lot here, For example

200 shield

Mob hits 20

I regen 20

Shield is now at 200.
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