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Please Mod Earthquake


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#26
nuculerman

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Matthew Young CT wrote...

nuculerman wrote...
For my Wynne to have 70 magic at level 16 she'd need to have 18 willpower and 12 Const.  She's a blood mage/healer.  How the hell does that make any sense?  I'm sorry but I don't think Bioware meant all mages to dump every stat point into magic and just carry around 100 mana and healing pots just to ensure that their spells were effective.  I know there's plenty of people that do that but considering there aren't any stamina potions I'd say that's 90% of the reason mages are so broken, so I refuse to do it.  

No, but you should select your talents based on your attributes. Disablers (stuff that requires a save, basically) don't tend to be that good without lots of spellpower. Just as in dnd disablers weren't good unless you buffed your spell dc via +int or whatever. Damage spells scale directly with spellpower, and spells unaffected by spellpower are of course relatively speaking best for a low spellpower mage.


And yet that's still completely irrelevant to my point considering I've played a mage with low spellpower with every single CC talent tree and not a one was resisted as easily as earthquake or even close.  Morrigan with 40 spellpower also has sleep and waking nightmare.  Almost never resisted.  My other mage had mass paralysis and fireball.  Almost never resisted.  My other morrigan had blizzard.  Almost never resisted.  My other mage had the glyphs.  NEVER RESISTED (the combo).  And blood wound is almost never resisted.  I mean, just let me know if I'm missing any here.  Grease.  Almost never resisted.  Earthquake?  Resisted at least 50% of the time.

And petrify?  Longer cool down time than CoC, more easily resisted by a long shot than CoC, two tiers higher than CoC, and single target vs. typically 3 or 4 targets.  So rock armor is fine if you're an AW, and stone fist is pretty useful, but earthquake and petrify are terrible, COMPARATIVELY.  So back to my original point.  Someone please mod earthquake so it doesn't suck compared to the rest of the mage spells.

#27
DragoonKain3

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Matthew Young CT wrote...

I don't know why you'd use quake to keep people in a blizzard. Blizzard is huge and isn't that strong. Use it to keep them in an Inferno :P


It's for control purposes. If you cast Blizzard by itself, there will be a lot of people who will be able to leave the AoE before they are frozen, not to mention range attack you as well. That second knockdown AND the additional movement slow is VERY helpful in keeping them there long enough and occupied enough until they are frozen. And once they are frozen, put on the finishing AoE to wipe them out (be it Tempest, Death Cloud, V. Walking Bomb etc,), all the while they CANNOT move out of its AoE OR scattershoot you before dieing to AoE damage.

(And believe me, after Dex hotfix, a group of high level archers that scattershoot at the same time is VERY DEADLY, and this is the first thing they always do. It's much better to try and contain them by continually interrupting scattershot, rather than trying to burst them down before they get it out, since scattershot's cast time is as fast as your damage AoEs.)

Sure, Repulsion glyph on chokepoint door is better, but there are tons of times where you don't have the benefit of a choke. Plus the fact that Wynne starts with Stonefist minimum already, meaning Earthquake is only one talent point away, making it very attractive from a effect/cost ratio.

So yeah, every time I cast blizzard with my main, time and time again I fall back on Wynne's Earthquake for its support. Either I cast it before blizzard to stop running people on their tracks so that they won't run out of blizzard's AoE midcast (very useful when people are already almost in your face, like after a plot specific dialogue), or cast it after for a much shorter wait for the freeze time IF I have the advantage of a preemptive strike. Same can be said about a lot of AoEs for the latter, but very few can be said of the former; I've contained groups of archers/melee people only halfway across the edge of the screeen in this manner.

Really, I know for a fact my Blizzards effectiveness skyrocketed the moment I got Earthquake for Wynne and thought to myself, 'what are my options in keeping them there long enough for the freeze?' Sure at later levels, Blizz didn't kill them outright anymore, but that's what you have other AoE damage spells for right?

Certainly, I haven't had problems people resisting my earthquake, thats for sure, but I pretty much max magic'ed my Wynne the moment I got her.

#28
CID-78

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they are knocked down and frozen in a blizzard. it's usually not a problem keeping them in it.

#29
DragoonKain3

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'Usually' is the operative word. Earthquake changes that to 'almost always'.

This is because there's around a 4 second wait until the freeze effect kicks in. Getting the additional knockdown and slow is the difference from freezing maybe 70% of people already halfway across the edge of the screen away from you, and freezing 95% of them.

Plus, it doesn't stop people from scattershooting you to death before the freeze kicks in. Yeah, dex fix is great and all, but groups of high level enemy archers become public enemy #2 with it.

If you want a timeline, here it is...

0s - start casting earthquake on one mage
1s - earthquake hits, knocks down, slows. Cast blizzard
2s - people start getting up
3s - blizzard finishes casting, knocks them down again, additional slow
4s - people start going up
5s - earthquake does its intermittent effect, knocks them down agian
6s - people start getting up
7s - people are frozen

As you see, apart from human error, there's very little chance for them to move away or scattershoot back. But if you do it properly, once people get caught within Earthquake,  trash mobs are pretty much as good as dead.

#30
Matthew Young CT

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nuculerman wrote...
And yet that's still completely irrelevant to my point considering I've played a mage with low spellpower with every single CC talent tree and not a one was resisted as easily as earthquake or even close.  Morrigan with 40 spellpower also has sleep and waking nightmare.  Almost never resisted.  My other mage had mass paralysis and fireball.  Almost never resisted.  My other morrigan had blizzard.  Almost never resisted.  My other mage had the glyphs.  NEVER RESISTED (the combo).  And blood wound is almost never resisted.  I mean, just let me know if I'm missing any here.  Grease.  Almost never resisted.  Earthquake?  Resisted at least 50% of the time.

Sorry I misunderstood :P

I don't know, I can't see anything in the code that treats it differently to other spells. I'll go over it more thoroughly. Spellpower is definitely a factor though.

there's also a check if the creature is "special". not sure what it means but it makes them immune to it. maybe Cauthrien for example has it.

Modifié par Matthew Young CT, 07 décembre 2009 - 06:01 .


#31
LightSabres

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nuculerman wrote...

_Loc_N_lol_ wrote...

LightSabres wrote...

Yes - Earthquake + blizzard = Win!


Yeah but... you could remove the earthquake part from that and it would still be win...

earthquake + blizzard = Win
blizzard = Win

therefore

earthquake = null, useless crap, bs


This.  Who casts earthquake to make sure blizzard works?  It already does work.  Far better than earthquake.


Don't knock the combo.  Earthquake is cast quickly, knocks down most of the enemys and keeps them from moving out of the area before the Blizzard hits.   Then it also helps keep the enemies in the area of effect since the ones that aren't frozen (or unfreeze) fall down trying to move around.  This combo has turned my heavy DPS DW warrior into an archer waiting for the blizzard to end.

#32
RamsenC

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Don't knock the combo.  Earthquake is cast quickly, knocks down most of the enemys and keeps them from moving out of the area before the Blizzard hits.   Then it also helps keep the enemies in the area of effect since the ones that aren't frozen (or unfreeze) fall down trying to move around.  This combo has turned my heavy DPS DW warrior into an archer waiting for the blizzard to end.




The nice thing about a 2h templar is you can run into this combo and tear it up rather than turn into an archer. Earthquake is awesome.

Modifié par RamsenC, 07 décembre 2009 - 08:43 .