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Since: Nov 12, 2004 Posts: 552
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(Msg. 16) Posted: Thu Aug 24, 2006 9:16 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: alt>games>everquest (more info?)
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the wharf rat wrote:
> In article <dq8se29augcd1640uo7v89puktg2cu34cs DeleteThis @4ax.com>,
> Faeandar <mr_castalot DeleteThis @yahoo.com> wrote:
>
>>Off root, stun, nuke (with my current AA set I can out nuke some
>>mages), pacify, hell I can even melee; with my machinegun-like
>>proc'ing hammer I can add BL pet-like DPS.
>>
>
>
> Hmmm, ok, root, that I see. Clerics stuns I don't consider
> terribly useful due to the very long recast time - you get one per
> fight. Nuke? Well, ok, DPS is DPS, but IMHO cleric nukes have
> such a high resist rate, low damage, and long cast that it makes me
> not want to bother...
>
Cleric stun does have a long recast time, however, clerics get not one,
but... four? more than four really. This means cast 1, cast 2, cast 3,
cast 1 = total stun lock. On CHealing mobs, stun lock for the final 40%
or so of a mob's life can be a far more efficient use of a cleric's mana
than healing the tank, who after all isn't taking any damage due to the
stun lock. Meanwhile, you kill the mob once instead of three or four
times over.
Barring stun lock, watching for a mob to begin casting, and
interrupting, again stopping a probable CHeal or Gate, now we're talking
a very cheap mana per effectiveness, since its only the higher level
stuns that cost noticable mana.
Cleric nukes have a fairly nice damage to mana ratio, actually, its the
recast time that prevents them being a high DPS class... except on
undead, where despite a worse mana to damage ratio than their real
nukes, they get a fast cycle time and can really lay down the hurt if
they want to.
In an AOE group, clerics can lay down a noticable amount of PBAOE
damage, after keeping the chanters afloat during the pull phase, and of
course being available to rez the group afterwards if things go badly
(unfortunately, this will happen eventually if you AOE regularly)
> Cleric melee is fun but is the dps significant? Even with
> the hammer I see "Monk hits mob for 500 (x4)...Rogue backstabs for
> 2000..Ranger hits mob for 4500 non melee damage" and it still takes
> a long time to die, so does that 1-2K really matter?
>
Depends on the target, on some mobs cleric DPS is very significant,
because the procs are... well I'm tempted to say unresistable, but there
may be mobs which resist them. I never saw it happen myself. With a
capped dex, the hammer procs like mad, clerics certainly have a good
chance of outdamaging warriors, paladins, and meleeing bards (which is,
I know, faint praise). I'm not sure this means a better use for their
time than sitting and healing though.
> I'm asking if this is a correct view not arguing with yours.
You passed over Lull, which is actually a major contribution in some
groups in some camps; fighting one mob at a time is much more efficient
than fighting three or four, and if only one comes when you pull, you
don't have to worry about root or mezz parking the adds.
Faeandar skipped Fear, which again in some camps, some groups, can mean
a great deal, fear kiting is often a much more efficient way of dealing
with mobs than anything else, it shuts down mobs which may dish out
overwhelming DPS in melee, and it shuts down casters. Chromodracs in SF
come to mind simply because I've been hitting them a lot recently, but I
also recall hunting the drakes in Cobalt Scar for fun and profit when
noone else would even touch them, with their 500 point AE with dispell.
A snaring partner is necessary usually for this (although those
Drakes, and Specters, for two examples, don't require it)
Here's a fun trick; root an add, lull it, then cast Atone. Root wears
off, it just stands there, or wanders off, because the lull reduced its
aggro range, and the atone erased its memory of whatever made it add,
and of you rooting. Ghetto mezz, workable in emergencies or in places
like Kael where the mobs are unmezzable.
Mark of Redemption is a fairly tiny heal, but can be very effective on
certain mobs because it overwrites their DS, and does so with laserlike
precision, instead of trying to brute force it off via annuls... which,
on other mobs, is also very effective use of mana, sometimes without
their buffs mobs become cheesepuffs.
Hammer pet, over a certain range of mobs, is also an effective DPS
engine; I'm very dissapointed that there was no upgrade for 61-65, nor
66-70... and for that matter really thought they should have added a
smaller lower level one when they added the low level HOTs and undead
only DOTs for the class. I fondly remember soloing Lord Bergurgle at 54
by chain stunning him while the pet beat him to death.
I think part of your myopia about clerics is the inevitable focus on the
high end game; after all, most people get stuck up there eventually, and
spend half their EQ career there. Many classes see tactics that were
very effective at lower levels fade into obscurity at the high end.
Clerics, sadly, are no different in this regard.
Berg, 57 SK, Combine
Altoid, 10 Wizard, Combine
Bergh, 65 Cleric, Morell Thule >> Stay informed about: Time and Tides |
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Since: Nov 12, 2004 Posts: 552
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(Msg. 17) Posted: Thu Aug 24, 2006 9:42 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Don Woods wrote:
> Richard Carpenter <rumbledor.DeleteThis@hotspamsuxmail.com> writes:
>
>>A macro that I feel is required for each of my characters is one I call BW5:
>>
>>/pause 110, /doability 1 (or whichever button you used for bind wound)
>>/pause 110, /doability 1
>>/pause 110, /doability 1
>>/pause 110, /doability 1
>>/doability 1
>>
>>If I don't think I need as many as five bandages, I'll just use the regular
>>BW key.
>
>
> Hm, I've done that sort of thing for other actions, but only actions
> that I tend to associate with non-hostile settings: fishing, foraging,
> etc. If I need to Bind Wounds at all, I'm frequently in a setting
> where I might have to get up at any time to run or fight some more.
> I don't mind wasting the odd bandage when this happens, but I'd be
> rather distraught to have all my hotkeys disabled because my BW5 key
> still has another 3-4 minutes to run.
>
That is a good point, but I frequently solo, and I make a point of
getting somewhere as free of adds as possible before going into BW mode.
This might be worth doing for me. Is it really minutes? 110 is only
11 seconds, so at most this macro eats 44 seconds (plus another 4 or so
in mysteriously wasted time, I guess).
Also, what actually locks up while a macro is running, just other
macros, or all hotkeys? How about autoattack using the actual attack
key? How about the action window? I wouldn't mind losing the socials,
if thats all there is to it, I primarly use them for assist and for
calling for assist, both of which I can do by typing a fairly quick line
/assist or /g tanking %t... and neither of which is needed when soloing
anyway.
Berg, 57 SK, Combine >> Stay informed about: Time and Tides |
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Since: Dec 10, 2004 Posts: 131
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(Msg. 18) Posted: Thu Aug 24, 2006 9:55 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 24 Aug 2006 23:36:12 GMT, Don Woods <don-ns.RemoveThis@iCynic.com> wrote:
>Faeandar <mr_castalot.RemoveThis@yahoo.com> writes:
>> >>This is the same experience I've had with the cleric class, there's a
>> >>large array of things you can do, often a more effective use of your
>> >>mana pool than healing.
>> >
>> > Such as? I'm not being sarcastic, I just don't understand that.
>>
>> Off root, stun, nuke (with my current AA set I can out nuke some
>> mages), pacify, hell I can even melee; with my machinegun-like
>> proc'ing hammer I can add BL pet-like DPS.
>
>And don't forget to throw on a reverse damage shield (cast on the mob,
>so the mob takes damage whenever it strikes anyone), a spell haste buff
>for the casters (which I believe does stack with spell haste focus items),
>and the summoned hammer "pet".
>
>I often two-box with a cleric, and am inclined to play it lazily, but if
>I use it only for healing my kill rate drops dramatically. And for real
>sport, I'll go someplace where I have good faction (e.g. Chardok) and
>cherry-pick mobs by having the cleric chain-pacify 3-4 other nearby mobs
>while still contributing the reverse DS, hammer pet, nukes, and of course
>healing. (Hm, I'll have to remember to try adding Atone, so that if the
>battle goes south due to an add or mistimed Pacify, the cleric doesn't
>inherit any agro.)
The reverse DS, ime, is almost never worth the mana. The mobs don;t
usually hit often enough to make even a marginal difference. And the
hammer pet seems to do marginal DPS as well. A nice add if you're
solo'ing but in a group I find it almost worthless.
the spell haste buff does not stack with worn if I recall correctly.
But it will override anything not at least Spell Haste IV, possibly V.
Never done a comparison. I admit I'm not much of a parser or
comparison junky. I just play.
Regarding the kill rate you mentioned, it's a noticeable difference if
you're 2-boxing since those simple hot keyed nuke buttons can anywhere
from 4 to 8k of damage over a single fight.
~F >> Stay informed about: Time and Tides |
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Since: Nov 12, 2004 Posts: 552
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(Msg. 19) Posted: Thu Aug 24, 2006 9:55 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Faeandar wrote:
> On Thu, 24 Aug 2006 23:36:12 GMT, Don Woods <don-ns.DeleteThis@iCynic.com> wrote:
>
>
>>Faeandar <mr_castalot.DeleteThis@yahoo.com> writes:
>>
>>>>>This is the same experience I've had with the cleric class, there's a
>>>>>large array of things you can do, often a more effective use of your
>>>>>mana pool than healing.
>>>>
>>>> Such as? I'm not being sarcastic, I just don't understand that.
>>>
>>>Off root, stun, nuke (with my current AA set I can out nuke some
>>>mages), pacify, hell I can even melee; with my machinegun-like
>>>proc'ing hammer I can add BL pet-like DPS.
>>
>>And don't forget to throw on a reverse damage shield (cast on the mob,
>>so the mob takes damage whenever it strikes anyone), a spell haste buff
>>for the casters (which I believe does stack with spell haste focus items),
>>and the summoned hammer "pet".
>>
>>I often two-box with a cleric, and am inclined to play it lazily, but if
>>I use it only for healing my kill rate drops dramatically. And for real
>>sport, I'll go someplace where I have good faction (e.g. Chardok) and
>>cherry-pick mobs by having the cleric chain-pacify 3-4 other nearby mobs
>>while still contributing the reverse DS, hammer pet, nukes, and of course
>>healing. (Hm, I'll have to remember to try adding Atone, so that if the
>>battle goes south due to an add or mistimed Pacify, the cleric doesn't
>>inherit any agro.)
>
>
> The reverse DS, ime, is almost never worth the mana. The mobs don;t
> usually hit often enough to make even a marginal difference. And the
> hammer pet seems to do marginal DPS as well. A nice add if you're
> solo'ing but in a group I find it almost worthless.
>
For the hammer pet to be effective, you need targets which it can still
hit, and ones which are going to live a significantly long time. This
means the smaller your group the more effective it tends to be. A full
group which is tearing down mobs as fast as many current exp groups aim
for, no, not much use.
There's a trick, by the way, if you happen to be root parking adds, when
mob A is about to die, run over to mob B and let it hit you, then tank
it till the real tank arrives. Hammer pet will normally suicide when
its target dies, but if you've been hit by another mob it will stay
alive and go after that one. Of course every mob that it stays alive
for means cutting the cast cost per target down. Summoning efficiency
item will also help with the cost per damage. At one point I was so
bored camping the Grimblox ring that I kept one hammer alive long enough
to kill every goblin in a big loop south of the zone in, long enough to
use him on a second Grimblox PH.
> the spell haste buff does not stack with worn if I recall correctly.
> But it will override anything not at least Spell Haste IV, possibly V.
> Never done a comparison. I admit I'm not much of a parser or
> comparison junky. I just play.
>
Quite the contrary, it does add, as you can easily check by taking your
items off, looking at a spell cast time, putting it on, looking again,
taking it off and getting a BOR, looking again, and then putting the
item back on and looking one last time. Of course the spell has to have
a sufficiently long cast time for the effect to work, and Cheal is
immune to the effect... but really every caster and hybrid will benefit
from a combination of BOR and spell haste.
Sadly, it doesn't reduce recast time, or it would really be significant.
> Regarding the kill rate you mentioned, it's a noticeable difference if
> you're 2-boxing since those simple hot keyed nuke buttons can anywhere
> from 4 to 8k of damage over a single fight.
>
> ~F
Single fight isn't the issue, though, its kills per hour that are the
question. So, if you have enough mana to keep the tank alive for a kill
every minute, or you can nuke and heal so the mob dies in 30 seconds but
then have to med up for a minute before you can go again, you've lost
ground (a minute and a half per kill). If, on the other hand, you can
manage that kill in 30 and med back for 15 seconds, you're at a kill per
45 seconds, and beating the heal only strategy.
Bergh, 65 cleric, Morell Thule (long since retired and now talking out
of his hat) >> Stay informed about: Time and Tides |
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Since: Dec 10, 2004 Posts: 131
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(Msg. 20) Posted: Thu Aug 24, 2006 10:55 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 24 Aug 2006 21:16:33 -0400, Lance Berg <emporer RemoveThis @dejazzd.com>
wrote:
>
>
>the wharf rat wrote:
>> In article <dq8se29augcd1640uo7v89puktg2cu34cs RemoveThis @4ax.com>,
>> Faeandar <mr_castalot RemoveThis @yahoo.com> wrote:
>>
>>>Off root, stun, nuke (with my current AA set I can out nuke some
>>>mages), pacify, hell I can even melee; with my machinegun-like
>>>proc'ing hammer I can add BL pet-like DPS.
>>>
>>
>>
>> Hmmm, ok, root, that I see. Clerics stuns I don't consider
>> terribly useful due to the very long recast time - you get one per
>> fight. Nuke? Well, ok, DPS is DPS, but IMHO cleric nukes have
>> such a high resist rate, low damage, and long cast that it makes me
>> not want to bother...
>>
>Cleric stun does have a long recast time, however, clerics get not one,
>but... four? more than four really. This means cast 1, cast 2, cast 3,
>cast 1 = total stun lock. On CHealing mobs, stun lock for the final 40%
>or so of a mob's life can be a far more efficient use of a cleric's mana
>than healing the tank, who after all isn't taking any damage due to the
>stun lock. Meanwhile, you kill the mob once instead of three or four
>times over.
Not really. In theory that's how it works but, much like a paladin,
at higher levels the mobs all resist the first 3 lines. I've had very
rare occasions where the second from top stun landed. Even the top
stun is resisted far more than I would like.
>
>Cleric nukes have a fairly nice damage to mana ratio, actually, its the
>recast time that prevents them being a high DPS class... except on
>undead, where despite a worse mana to damage ratio than their real
>nukes, they get a fast cycle time and can really lay down the hurt if
>they want to.
I would argue it is indeed the mana required, not the recast time.
However my mana pool is fairly shallow at 6k, at least comparitively.
I can nuke fairly regularly but run out of mana, or get summoned.
Either one is not a "good thing".
>
>In an AOE group, clerics can lay down a noticable amount of PBAOE
>damage, after keeping the chanters afloat during the pull phase, and of
>course being available to rez the group afterwards if things go badly
>(unfortunately, this will happen eventually if you AOE regularly)
Our best PBAOE is just over 1k if I recall correctly, maybe close to
2k (that's already bit me once today...) and while it may hit
unlimited targets it will also garner you unlimited aggro. A surefire
way to buy the farm.
>
>You passed over Lull, which is actually a major contribution in some
>groups in some camps; fighting one mob at a time is much more efficient
>than fighting three or four, and if only one comes when you pull, you
>don't have to worry about root or mezz parking the adds.
>
>Faeandar skipped Fear, which again in some camps, some groups, can mean
>a great deal, fear kiting is often a much more efficient way of dealing
>with mobs than anything else, it shuts down mobs which may dish out
>overwhelming DPS in melee, and it shuts down casters. Chromodracs in SF
>come to mind simply because I've been hitting them a lot recently, but I
>also recall hunting the drakes in Cobalt Scar for fun and profit when
>noone else would even touch them, with their 500 point AE with dispell.
> A snaring partner is necessary usually for this (although those
>Drakes, and Specters, for two examples, don't require it)
Ya know, I skip over alot of things because of our guild. Ready made
groups when we play that consist of a warrior, necro, shaman, bard,
and rogue (me as cleric). So I never really fear, that's the necro's
job. We only occasionally hit undead mobs, though when we do it's
more akin to a gang rape rather than a battle.
I guess my views are very skewed by way of comparison.
>
>I think part of your myopia about clerics is the inevitable focus on the
>high end game; after all, most people get stuck up there eventually, and
>spend half their EQ career there. Many classes see tactics that were
>very effective at lower levels fade into obscurity at the high end.
>Clerics, sadly, are no different in this regard.
True enough. Most raiding clerics are just one in a line of 20
CH'ers. maybe you are lucky and get the fast heal job, but otherwise
it's just monkey the CH hot key and hope you don;t get AE'd.
~F >> Stay informed about: Time and Tides |
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Since: Nov 19, 2004 Posts: 298
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(Msg. 21) Posted: Thu Aug 24, 2006 11:28 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Richard Carpenter <rumbledor RemoveThis @hotspamsuxmail.com> writes:
> A macro that I feel is required for each of my characters is one I call BW5:
>
> /pause 110, /doability 1 (or whichever button you used for bind wound)
> /pause 110, /doability 1
> /pause 110, /doability 1
> /pause 110, /doability 1
> /doability 1
>
> If I don't think I need as many as five bandages, I'll just use the regular
> BW key.
Hm, I've done that sort of thing for other actions, but only actions
that I tend to associate with non-hostile settings: fishing, foraging,
etc. If I need to Bind Wounds at all, I'm frequently in a setting
where I might have to get up at any time to run or fight some more.
I don't mind wasting the odd bandage when this happens, but I'd be
rather distraught to have all my hotkeys disabled because my BW5 key
still has another 3-4 minutes to run.
-- Don.
---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 63 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 57 on E. Marr I'll get to it sooner if you
-- Teviron, Knight 52 on E. Marr remove the "hyphen n s"
-- Wizbeau, Wizard 36 on E. Marr >> Stay informed about: Time and Tides |
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Since: Nov 19, 2004 Posts: 298
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(Msg. 22) Posted: Thu Aug 24, 2006 11:36 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Faeandar <mr_castalot DeleteThis @yahoo.com> writes:
> >>This is the same experience I've had with the cleric class, there's a
> >>large array of things you can do, often a more effective use of your
> >>mana pool than healing.
> >
> > Such as? I'm not being sarcastic, I just don't understand that.
>
> Off root, stun, nuke (with my current AA set I can out nuke some
> mages), pacify, hell I can even melee; with my machinegun-like
> proc'ing hammer I can add BL pet-like DPS.
And don't forget to throw on a reverse damage shield (cast on the mob,
so the mob takes damage whenever it strikes anyone), a spell haste buff
for the casters (which I believe does stack with spell haste focus items),
and the summoned hammer "pet".
I often two-box with a cleric, and am inclined to play it lazily, but if
I use it only for healing my kill rate drops dramatically. And for real
sport, I'll go someplace where I have good faction (e.g. Chardok) and
cherry-pick mobs by having the cleric chain-pacify 3-4 other nearby mobs
while still contributing the reverse DS, hammer pet, nukes, and of course
healing. (Hm, I'll have to remember to try adding Atone, so that if the
battle goes south due to an add or mistimed Pacify, the cleric doesn't
inherit any agro.)
-- Don.
---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 63 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 57 on E. Marr I'll get to it sooner if you
-- Teviron, Knight 52 on E. Marr remove the "hyphen n s"
-- Wizbeau, Wizard 36 on E. Marr >> Stay informed about: Time and Tides |
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Since: Dec 10, 2004 Posts: 131
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(Msg. 23) Posted: Thu Aug 24, 2006 11:43 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Thu, 24 Aug 2006 22:56:44 +0000 (UTC), wrat.DeleteThis@panix.com (the wharf
rat) wrote:
>In article <dq8se29augcd1640uo7v89puktg2cu34cs.DeleteThis@4ax.com>,
>Faeandar <mr_castalot.DeleteThis@yahoo.com> wrote:
>>
>>Off root, stun, nuke (with my current AA set I can out nuke some
>>mages), pacify, hell I can even melee; with my machinegun-like
>>proc'ing hammer I can add BL pet-like DPS.
>>
>
> Hmmm, ok, root, that I see. Clerics stuns I don't consider
>terribly useful due to the very long recast time - you get one per
>fight. Nuke? Well, ok, DPS is DPS, but IMHO cleric nukes have
>such a high resist rate, low damage, and long cast that it makes me
>not want to bother...
>
> Cleric melee is fun but is the dps significant? Even with
>the hammer I see "Monk hits mob for 500 (x4)...Rogue backstabs for
>2000..Ranger hits mob for 4500 non melee damage" and it still takes
>a long time to die, so does that 1-2K really matter?
>
> I'm asking if this is a correct view not arguing with yours.
I guess it depends. I can crit nuke for about 4k, and my frequency
seems to be about one crit nuke per 2 fights. Otherwise I'm hitting
for about 1800 to 2k per shot. If the tank doesn't require fast heals
or chain CH's I can drop about 3-4 nuke per mob. Of course mana runs
out eventually but with Clairvoyance and a bard I'm usually good at
that pace for 3 to 4 mobs till I have to slow back down.
The stun can be significant if you're dealing with a CH or gate mob.
Otherwise you are correct, long recast time (once per fight is usual,
occasionaly twice).
The hammer can vary much so I can only speak for me. I hit for
minimal normal damage. Anywhere from 16 to 60 (about my max). But it
proc's for 155 about every 2 to 3 swings, and drop in my nuke aa's and
I can crit proc for 400. It may still only be 2k during a fight but
it's something different. If I'm going strictly for DPS I'm better
off nuking.
However, as I've been working on defensive aa's I find I can offtank
fairly well. Not tank-class well but better than most chain and
leather melee classes.
~F >> Stay informed about: Time and Tides |
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Since: Dec 10, 2004 Posts: 131
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(Msg. 24) Posted: Thu Aug 24, 2006 11:55 pm
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Fri, 25 Aug 2006 02:22:00 +0100, Tony <tony@[127.0.0.1]> wrote:
>Faeandar wrote:
>
>> the spell haste buff does not stack with worn if I recall correctly.
>
>You recall incorrectly. Worn and Spell foci effects do stack.
>
>> But it will override anything not at least Spell Haste IV, possibly V.
>> Never done a comparison. I admit I'm not much of a parser or
>> comparison junky. I just play.
>
>No need to parse, right click a spell, see the cast time, get the buff,
>check again.
I don't have worn spell haste past III so the spell *always* overrides
mine. And I've never cared enough to ask others. On rare occasions I
get a caster who asks for it before I've managed to get it off, but
there are a grip of casters who have no idea clerics can improve their
cast time.
~F >> Stay informed about: Time and Tides |
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Since: Nov 12, 2004 Posts: 552
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(Msg. 25) Posted: Fri Aug 25, 2006 12:44 am
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Faeandar wrote:
> On Fri, 25 Aug 2006 02:22:00 +0100, Tony <tony@[127.0.0.1]> wrote:
>
>
>>Faeandar wrote:
>>
>>
>>>the spell haste buff does not stack with worn if I recall correctly.
>>
>>You recall incorrectly. Worn and Spell foci effects do stack.
>>
>>
>>>But it will override anything not at least Spell Haste IV, possibly V.
>>>Never done a comparison. I admit I'm not much of a parser or
>>>comparison junky. I just play.
>>
>>No need to parse, right click a spell, see the cast time, get the buff,
>>check again.
>
>
>
> I don't have worn spell haste past III so the spell *always* overrides
> mine. And I've never cared enough to ask others. On rare occasions I
> get a caster who asks for it before I've managed to get it off, but
> there are a grip of casters who have no idea clerics can improve their
> cast time.
>
> ~F
No, it NEVER overrides yours.
Spell haste from item is entirely different from spell haste from buff.
You can have neither, one, the other, or both. The only stacking
issue is that a larger spell haste buff will overwrite a smaller one,
but as they all have the same effect, that doesn't matter either.
Interestingly, while spell haste items don't stack with each other, in
terms of giving you additional reduction in cast time, they do work
simultaneously. This is visible when, for instance, you wear a spell
haste I and spell haste II item; if you look at a spell under level 20
which takes less than 2.0 cast time while naked, it will still take the
same time with the spell haste II item on, but with the spell haste I
item on it will take less. Put both spell haste items on and you still
get the reduction. Meanwhile, a level 40 spell which takes 2.0 to cast
will not benefit from the spell haste I item, but will from the spell
haste II item, even if you are also wearin a spell haste I item. This
is because Spell Haste I works on shorter duration spells than spell
haste II, but has a max level of spell it will affect.
Similarly, specialized spell haste items that affect only beneficial
spells will work in preference to more generic ones, and so on.
Spell haste from a buff doesn't have this variability; it reduces only
spells of a minimum duration (3.0 I think? Its been a while) and
affects all spells up to its maximum level the same way.
Unless you are pressed for buff space, its hard to imagine a caster or
hybrid who won't benefit from buffing spell haste (OK, a cleric who
never casts anything but CHeal, which happens to be immune) >> Stay informed about: Time and Tides |
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Since: Nov 26, 2004 Posts: 220
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(Msg. 26) Posted: Fri Aug 25, 2006 12:55 am
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <7Nednez5M5ro0nPZnZ2dnUVZ_qidnZ2d.RemoveThis@dejazzd.com>,
Lance Berg <emporer.RemoveThis@dejazzd.com> wrote:
>
>Cleric stun does have a long recast time, however, clerics get not one,
>but... four? more than four really. This means cast 1, cast 2, cast 3,
I don't think that works because the cleric stuns are all on 2
timers, so at the most you can cast 1 of each of the 2 stun lines per
fight except that one line - the line that does damage - gets resisted
so much it's not worth meming
>Depends on the target, on some mobs cleric DPS is very significant,
>because the procs are... well I'm tempted to say unresistable, but there
>may be mobs which resist them.
There are, but it is rare.
>capped dex, the hammer procs like mad, clerics certainly have a good
>chance of outdamaging warriors, paladins, and meleeing bards (which is,
I dunno about bards but doesn't your typical high-level warrior
quad for like 150? Plus kicks and their own proc. And paladins put
out more dps than warriors do unless I'm mistaken. I didn't know a cleric
could put out that much. I mean, I have seen them soloing...but very
patiently
>
>You passed over Lull
Yes, you're right, I remember clerics pulling (or lulling for the
puller)but haven't seen one do it in a while. Isn't there something different
about the level 70 cleric lull that makes it work differently (and of course
not as well) as the ones that came before?
>Faeandar skipped Fear
Fear, blech, I hate fear. As far as I'm concerned they should
rename Fear to "Please allow us to run after you for 10 minutes and use
up all our mana getting you down to 5% so you can run over to those mobs
we thought you'd never run over to and train us".
>
>Here's a fun trick; root an add, lull it, then cast Atone. Root wears
>off, it just stands there, or wanders off, because the lull reduced its
>aggro range, and the atone erased its memory of whatever made it add,
Does atone actually work??? I was somehow under the impression
that it didn't actually work reliably enough to make bixies forgive you
never mind something with teeth
>engine; I'm very dissapointed that there was no upgrade for 61-65, nor
>66-70...
Sure there is, clerics get a new one at like 67 or 68 plus an
AA for another IMHO useless flying hammer.
>I think part of your myopia about clerics is the inevitable focus on the
>high end game
Probably. Although I have a level 7 wizard hanging
around somewhere >> Stay informed about: Time and Tides |
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Since: Nov 26, 2004 Posts: 220
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(Msg. 27) Posted: Fri Aug 25, 2006 12:55 am
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <g1hse21l7kubqjulrk7nlap4072ogsjlbp.RemoveThis@4ax.com>,
Faeandar <mr_castalot.RemoveThis@yahoo.com> wrote:
>
>the spell haste buff does not stack with worn if I recall correctly.
It does! Affliction haste + blessing of devotion == happy necros.
Funeral pyre in 1.7 seconds... >> Stay informed about: Time and Tides |
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Since: Mar 04, 2006 Posts: 78
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(Msg. 28) Posted: Fri Aug 25, 2006 2:22 am
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Faeandar wrote:
> the spell haste buff does not stack with worn if I recall correctly.
You recall incorrectly. Worn and Spell foci effects do stack.
> But it will override anything not at least Spell Haste IV, possibly V.
> Never done a comparison. I admit I'm not much of a parser or
> comparison junky. I just play.
No need to parse, right click a spell, see the cast time, get the buff,
check again.
--
Tony Evans
Saving trees and wasting electrons since 1993
blog -> http://perception-is-truth.blogspot.com/
[ anything below this line wasn't written by me ] >> Stay informed about: Time and Tides |
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Since: Dec 10, 2004 Posts: 131
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(Msg. 29) Posted: Fri Aug 25, 2006 3:55 am
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 24 Aug 2006 20:10:47 -0700, "stanmann" <stanmann DeleteThis @gmail.com> wrote:
>
>Faeandar wrote:
>> True enough. Most raiding clerics are just one in a line of 20
>> CH'ers. maybe you are lucky and get the fast heal job, but otherwise
>> it's just monkey the CH hot key and hope you don;t get AE'd.
>>
>
>If your raid is 40% clerics, you are likely in way over your head, and
>should be trying easier content.
>
>StanMann
I've heard stories of mobs that will kill a tank in less than 1
second, so a 10 CH rotation isn;t enough. So they line up 20 and do
it every .5 seconds. Could be the mob, could be the raid. Either
way, keep the MT alive and the other 59% that is DPS has all the time
in the world really.
~F >> Stay informed about: Time and Tides |
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Since: Jan 01, 2006 Posts: 192
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(Msg. 30) Posted: Fri Aug 25, 2006 10:23 am
Post subject: Re: Time and Tides [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Lance Berg <emporer RemoveThis @dejazzd.com> wrote in
news:tsSdnRXd__s6yHPZnZ2dnUVZ_rudnZ2d@dejazzd.com:
>
>
> Don Woods wrote:
>
>> Richard Carpenter <rumbledor RemoveThis @hotspamsuxmail.com> writes:
>>
>>>A macro that I feel is required for each of my characters is one I
>>>call BW5:
>>>
>>>/pause 110, /doability 1 (or whichever button you used for bind
>>>wound) /pause 110, /doability 1
>>>/pause 110, /doability 1
>>>/pause 110, /doability 1
>>>/doability 1
>>>
>>>If I don't think I need as many as five bandages, I'll just use the
>>>regular BW key.
>>
>>
>> Hm, I've done that sort of thing for other actions, but only actions
>> that I tend to associate with non-hostile settings: fishing,
>> foraging, etc. If I need to Bind Wounds at all, I'm frequently in a
>> setting where I might have to get up at any time to run or fight some
>> more. I don't mind wasting the odd bandage when this happens, but I'd
>> be rather distraught to have all my hotkeys disabled because my BW5
>> key still has another 3-4 minutes to run.
>>
> That is a good point, but I frequently solo, and I make a point of
> getting somewhere as free of adds as possible before going into BW
> mode.
> This might be worth doing for me. Is it really minutes? 110 is only
> 11 seconds, so at most this macro eats 44 seconds (plus another 4 or
> so in mysteriously wasted time, I guess).
I've not done the math, but I'm pretty sure it isn't much more (if so)
than a minute.
> Also, what actually locks up while a macro is running, just other
> macros, or all hotkeys? How about autoattack using the actual attack
> key? How about the action window? I wouldn't mind losing the
> socials, if thats all there is to it, I primarly use them for assist
> and for calling for assist, both of which I can do by typing a fairly
> quick line /assist or /g tanking %t... and neither of which is needed
> when soloing anyway.
>
It's never been a problem for me. When I'm interrupted, I am able to hit
my melee attacks, specials (based on hotkeys) and cast spells just fine,
so it is probably limited to affecting other macros until it runs its
course.
The only thing I try to keep an eye on is wasting bandages. If I get too
close to 70% and know I still have another bind or two queued up, I just
hit ESC to untarget myself, and no additional bandages are wasted, or
I'll just switch targets to a nearby groupmate to help top them off. This
works if I target a mob to fight as well, as rather than triggering the
bind wound ability, it gives me the "You must target a player character
to bandage" message.
--
Richard Carpenter
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin >> Stay informed about: Time and Tides |
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