>Since I'm post cap with 202 emc, no change. This however is a positive change for lower level people who can't afford EMC.
It did change, since if you have 202 ranks EMC, you went from a 29 second cooldown to a 30 second one now.
DESTINY14
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/20/2016 05:09 PM CST
>The air lore effect is no longer a chance to get 0s cast RT. It has been changed (With the same % chances) to cause the spell being cast to be channeled without incurring channeling roundtime. So, at 55 ranks of air lore, each spell cast has a 10% chance to be channeled while under the effect of Rapid Fire without hard RT. One thing to note is that when this effect occurs while casting a warding spell, the caster is treated as if they were in offensive stance for the purposes of determining the channeling bonus.
What happens if you're casting a spell that you can't channel? Is the whole proc wasted?
>prep 415
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
>channel shaman
You can only channel certain spells for extra power.
~ Methais
What happens if you're casting a spell that you can't channel? Is the whole proc wasted?
>prep 415
You trace a simple rune while intoning the mystical phrase for Elemental Strike...
Your spell is ready.
>channel shaman
You can only channel certain spells for extra power.
~ Methais
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 05:10 PM CST
I'm guessing too bad. Just like this change.. too bad.
GS4-KONACON
Re: Rapid Fire (515) Updated!
01/20/2016 05:11 PM CST
> What happens if you're casting a spell that you can't channel? Is the whole proc wasted?
The effect can't occur when casting spells that can't be channeled.
~ Konacon
The effect can't occur when casting spells that can't be channeled.
~ Konacon
OBSERVER
Re: Rapid Fire (515) Updated!
01/20/2016 05:15 PM CST
How about making Rapid Fire able to be either evoked for the old version, cast for the new one? Or whichever method makes the most sense.
Choices are always nice.
Choices are always nice.
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/20/2016 05:18 PM CST
>You realize a good number of people complained that they didn't like the 0 second castRT effect? Repeatedly. We made a change based upon that feedback. I was personally moved by Methais' campaign to have the previous effect replaced because it was "useless". -Estild
Technically I said it was useless without a script (or doing this http://rs820.pbsrc.com/albums/zz126/WhatWillComeOfThis/Funny%20Random%20Thingies/218654001_l.gif~c200), so for anyone using a script to take advantage of the 0 RT proc, it is a nerf. I think it would have made more sense to just proc a double cast, whether it costs mana or not. It's not like we'd be doing it with a bunch of extra CS like 240 on a 60% (I think) proc rate, but that's just me.
I'm just curious what happens now when you're casting something that can't be channeled with the new change.
>It did change, since if you have 202 ranks EMC, you went from a 29 second cooldown to a 30 second one now.
>incant 515
>You recite a series of mystical phrases while raising your hands, invoking Rapid Fire...
>Your spell is ready.
>You gesture.
>You feel the magic surge through you.
>Cast Roundtime 3 Seconds.
>
>[ Rapid Fire: +0:01:00, 0:01:00 remaining. ]
>stop 515
>With a moment's concentration, you terminate the Rapid Fire spell.
>You feel the surge of magic depart.
>As the surge of magic departs, you feel a slight elemental fatigue settle in.
>[ Rapid Fire Recovery: +0:00:29, 0:00:29 remaining. ]
~ Methais
Technically I said it was useless without a script (or doing this http://rs820.pbsrc.com/albums/zz126/WhatWillComeOfThis/Funny%20Random%20Thingies/218654001_l.gif~c200), so for anyone using a script to take advantage of the 0 RT proc, it is a nerf. I think it would have made more sense to just proc a double cast, whether it costs mana or not. It's not like we'd be doing it with a bunch of extra CS like 240 on a 60% (I think) proc rate, but that's just me.
I'm just curious what happens now when you're casting something that can't be channeled with the new change.
>It did change, since if you have 202 ranks EMC, you went from a 29 second cooldown to a 30 second one now.
>incant 515
>You recite a series of mystical phrases while raising your hands, invoking Rapid Fire...
>Your spell is ready.
>You gesture.
>You feel the magic surge through you.
>Cast Roundtime 3 Seconds.
>
>[ Rapid Fire: +0:01:00, 0:01:00 remaining. ]
>stop 515
>With a moment's concentration, you terminate the Rapid Fire spell.
>You feel the surge of magic depart.
>As the surge of magic departs, you feel a slight elemental fatigue settle in.
>[ Rapid Fire Recovery: +0:00:29, 0:00:29 remaining. ]
~ Methais
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/20/2016 05:26 PM CST
>The effect can't occur when casting spells that can't be channeled. -Konacon
Regardless of whether I'd be mashing my keyboard for a 0 RT proc before this update(which I probably wouldn't be), factually speaking, this is still a nerf for a large number of spells.
I don't really have a problem with the current proc, but the oversight that it's nerfing spells that don't channel should still be addressed.
~ Methais
Regardless of whether I'd be mashing my keyboard for a 0 RT proc before this update(which I probably wouldn't be), factually speaking, this is still a nerf for a large number of spells.
I don't really have a problem with the current proc, but the oversight that it's nerfing spells that don't channel should still be addressed.
~ Methais
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 05:26 PM CST
>>[ Rapid Fire Recovery: +0:00:29, 0:00:29 remaining. ]
Are you sure that the 1 second didn't go by between your incant and stop? The update post said 30 seconds.
Still, the cooldown is too long post-cap and a flare that is less than 10% for the average user doesn't address the fact that the other pures can achieve guaranteed, effective instant kills with their CS spells and wizards can't.
Are you sure that the 1 second didn't go by between your incant and stop? The update post said 30 seconds.
Still, the cooldown is too long post-cap and a flare that is less than 10% for the average user doesn't address the fact that the other pures can achieve guaranteed, effective instant kills with their CS spells and wizards can't.
ASHRAAM
Re: Rapid Fire (515) Updated!
01/20/2016 05:38 PM CST
>>Regardless of whether I'd be mashing my keyboard for a 0 RT proc before this update(which I probably wouldn't be), factually speaking, this is still a nerf for a large number of spells.
It might be a slight gain in the mana department and save you a few casts as long as you're using something to deal damage that does have channel benefits. I imagine channeling bolts or 519/502 will require 10% fewer casts in a single hunt because you get 20% chance to inflict extra damage via channel?
It might be a slight gain in the mana department and save you a few casts as long as you're using something to deal damage that does have channel benefits. I imagine channeling bolts or 519/502 will require 10% fewer casts in a single hunt because you get 20% chance to inflict extra damage via channel?
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 05:38 PM CST
>>[ Rapid Fire Recovery: +0:00:29, 0:00:29 remaining. ]
That 29 second duration was based on the old formula. Obviously what is being displayed there is old information before this new spell change cough I mean nerf cough.
202 emc ranks = 302 skill.
The new formula is:
90 seconds - trunc((302 skill - 100) * 0.3) = 30 seconds.
That 29 second duration was based on the old formula. Obviously what is being displayed there is old information before this new spell change cough I mean nerf cough.
202 emc ranks = 302 skill.
The new formula is:
90 seconds - trunc((302 skill - 100) * 0.3) = 30 seconds.
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 05:41 PM CST
I imagine channeling bolts or 519/502 will require 10% fewer casts in a single hunt because you get 20% chance to inflict extra damage via channel? |
502 - wrong. Damage is capped on 502 such that even if you had a +500 end roll you'd still be doing about 65 damage total.
519 - Even with the concussion boost, 519 channeled version will add +20 to your end roll result which results in a negligible boost to damage. (asusming you have 1 empty hand while using a runestaff)
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 05:51 PM CST
The cooldown doesn't make sense to be lowered at lower levels, while further penalizing the capped and post-capped characters, because the post-cap group is the one with the mana to use 515 on a more regular basis in the first place. Secondly, the fact that this spell can STILL be cast on others just makes no sense given all of the other ways it was nerfed for wizards themselves. Outside users are the ones who can afford the 5 mana penalty and lowering the cooldown for them really makes no sense.
CANDIDE
Re: Rapid Fire (515) Updated!
01/20/2016 05:54 PM CST
Holding down the incant 901 macro or scripting this to my advantage isn't something I care about. I can see that IF by some miracle I began to take advantage of this by scripting it would be wonderful but I like the idea of casting different spells for benefit (like 504/912 or 410 or 909/502/519 or bolt of my choice/ in the first 3 seconds of seeing a creature)
GBB
TRIPLEGAME226
Re: Rapid Fire (515) Updated!
01/20/2016 05:55 PM CST
>It might be a slight gain in the mana department and save you a few casts as long as you're using something to deal damage that does have channel benefits. I imagine channeling bolts or 519/502 will require 10% fewer casts in a single hunt because you get 20% chance to inflict extra damage via channel?
Maybe, but I find myself casting 415 a lot more than 519 now. It's just better than Immolate in situations where you want damage. Plus it frequently knocks the target down. It's not really some earth shattering deal, I just think it's kind of weak just based on principle that a lot of spells are going to lose an option with Rapid Fire, even if it was a weak option, which is still better than no option.
Combat spells that can't be channeled:
501
504 (has multi-target version with air lore, I know)
505 (CS version, I'm assuming Tonis Bolt can be channeled)
512 (lol)
514
516
525 (lol)
530
912
914
915
917
409
412
413
415
417
~ Methais
Maybe, but I find myself casting 415 a lot more than 519 now. It's just better than Immolate in situations where you want damage. Plus it frequently knocks the target down. It's not really some earth shattering deal, I just think it's kind of weak just based on principle that a lot of spells are going to lose an option with Rapid Fire, even if it was a weak option, which is still better than no option.
Combat spells that can't be channeled:
501
504 (has multi-target version with air lore, I know)
505 (CS version, I'm assuming Tonis Bolt can be channeled)
512 (lol)
514
516
525 (lol)
530
912
914
915
917
409
412
413
415
417
~ Methais
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 06:00 PM CST
Combat spells that can't be channeled: |
that's just the offensive spells.. what about every other utility and defensive spell?
401
402
403
404
405
406
407
408
411
414
416
418
419
420
List gets absurd. This change alienates 95% of the spells from the lore benefits. The benefit itself is a mere fraction of what it used to be.
I like the suggestion of evoke version of 515 for the old 0 cast RT. Give the new channeling change for the people who are too lazy to use a script or not intelligent enough to hold down the repeat key.
OBSERVER
Re: Rapid Fire (515) Updated!
01/20/2016 06:03 PM CST
I't be awesome to see a channeled version of 409 and 415.
Make it so!
Make it so!
JACKBLACK
Re: Rapid Fire (515) Updated!
01/20/2016 06:04 PM CST
>> You realize a good number of people complained that they didn't like the 0 second castRT effect? Repeatedly. We made a change based upon that feedback. I was personally moved by Methais' campaign to have the previous effect replaced because it was "useless".
>> GameMaster Estild
To be fair... listening to any players after a nerf and making changes on those suggestions BEFORE allowing the players to really explore the changes, is simply a bad idea. There is just no way anyone had time to really comprehend and/or play with the new spell so, to be completely honest, their complaints should probably have been ignored.
Instead there's a change that maybe wasn't needed in the first place and results in a perceived further "nerf" to the ability.
CANDIDE
Re: Rapid Fire (515) Updated!
01/20/2016 06:04 PM CST
Why not just set it to those spells that cant be channeled dont trigger the effect and its simply carried over?
gbb
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 06:07 PM CST
>There is just no way anyone had time to really comprehend and/or play with the new spell so, to be completely honest, their complaints should probably have been ignored.
You don't have to hunt for a month to see what is wrong with the updated spell. Some things are just painfully obvious when you're post-cap and know what things should be and what they aren't achieving.
You don't have to hunt for a month to see what is wrong with the updated spell. Some things are just painfully obvious when you're post-cap and know what things should be and what they aren't achieving.
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 06:21 PM CST
>>cough I mean nerf cough.
A little late to the party with this one, so apologies. Also, betting this will be the unpopular opinion by a very wide margin, so again - apologies in advance.
Holy crap, gang! Nerf? Really?!
Couple of perspectives here - first and foremost, the team took 90 seconds (NINETY SECONDS) off of the base formula, to the benefit of every single wizard character in the lands pre-cap. Every. Single. One.
Now, true - very true - the net result adds 1 second (ONE SECOND) onto the back-end, and that does in fact impact the well-post-capped wizard.
Let's combine those two thoughts for just a moment. For the first 95 to 100 levels, the wizard character gets a benefit via this change. That may affect some 200 or so wizards (guessing). Then, some time passes where that benefit isn't quite the benefit it might be considered to be. At some point in there, the well-post-capped wizard will finally finish out that last rank of EMC training, and the net result will be that from that point forward, they're losing out on a 1 second return.
To really drive it home, I can't think of more than 5 wizards presently active who have spent enough time post-cap with enough EMC ranks to tick off those 1 second adds that might, maybe have a leg to stand on that they've finally accumulated more in 1-second loss than they experienced in the prior 100 (85, actually) levels gain based on this new formula.
Now - I know, that's bound by the fact that we went from 'zero' to 'something' just days past. I get it. But, I mean, really - generations of wizards yet to be created will reap massive benefits. If I have to give up that 1 second on an old character to gain the benefit on new characters, I'm in.
Doug
A little late to the party with this one, so apologies. Also, betting this will be the unpopular opinion by a very wide margin, so again - apologies in advance.
Holy crap, gang! Nerf? Really?!
Couple of perspectives here - first and foremost, the team took 90 seconds (NINETY SECONDS) off of the base formula, to the benefit of every single wizard character in the lands pre-cap. Every. Single. One.
Now, true - very true - the net result adds 1 second (ONE SECOND) onto the back-end, and that does in fact impact the well-post-capped wizard.
Let's combine those two thoughts for just a moment. For the first 95 to 100 levels, the wizard character gets a benefit via this change. That may affect some 200 or so wizards (guessing). Then, some time passes where that benefit isn't quite the benefit it might be considered to be. At some point in there, the well-post-capped wizard will finally finish out that last rank of EMC training, and the net result will be that from that point forward, they're losing out on a 1 second return.
To really drive it home, I can't think of more than 5 wizards presently active who have spent enough time post-cap with enough EMC ranks to tick off those 1 second adds that might, maybe have a leg to stand on that they've finally accumulated more in 1-second loss than they experienced in the prior 100 (85, actually) levels gain based on this new formula.
Now - I know, that's bound by the fact that we went from 'zero' to 'something' just days past. I get it. But, I mean, really - generations of wizards yet to be created will reap massive benefits. If I have to give up that 1 second on an old character to gain the benefit on new characters, I'm in.
Doug
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 06:32 PM CST
>To really drive it home, I can't think of more than 5 wizards presently active who have spent enough time post-cap with enough EMC ranks to tick off those 1 second adds that might, maybe have a leg to stand on that they've finally accumulated more in 1-second loss than they experienced in the prior 100 (85, actually) levels gain based on this new formula.
So just because it only affects a few, those few who have spent the most time in the lands should accept being even less than the lesser they were made to be? Glad you enjoy it. Don't speak for everyone.
>Now - I know, that's bound by the fact that we went from 'zero' to 'something' just days past. I get it. But, I mean, really - generations of wizards yet to be created will reap massive benefits. If I have to give up that 1 second on an old character to gain the benefit on new characters, I'm in.
No one should aspire to lower their end potential. What is the point?
So just because it only affects a few, those few who have spent the most time in the lands should accept being even less than the lesser they were made to be? Glad you enjoy it. Don't speak for everyone.
>Now - I know, that's bound by the fact that we went from 'zero' to 'something' just days past. I get it. But, I mean, really - generations of wizards yet to be created will reap massive benefits. If I have to give up that 1 second on an old character to gain the benefit on new characters, I'm in.
No one should aspire to lower their end potential. What is the point?
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 06:33 PM CST
>>cough I mean nerf cough. |
A little late to the party with this one, so apologies. Also, betting this will be the unpopular opinion by a very wide margin, so again - apologies in advance. |
Holy crap, gang! Nerf? Really?! |
Couple of perspectives here - first and foremost, the team took 90 seconds (NINETY SECONDS) off of the base formula, to the benefit of every single wizard character in the lands pre-cap. Every. Single. One. |
Now, true - very true - the net result adds 1 second (ONE SECOND) onto the back-end, and that does in fact impact the well-post-capped wizard. |
Let's combine those two thoughts for just a moment. For the first 95 to 100 levels, the wizard character gets a benefit via this change. That may affect some 200 or so wizards (guessing). Then, some time passes where that benefit isn't quite the benefit it might be considered to be. At some point in there, the well-post-capped wizard will finally finish out that last rank of EMC training, and the net result will be that from that point forward, they're losing out on a 1 second return. |
To really drive it home, I can't think of more than 5 wizards presently active who have spent enough time post-cap with enough EMC ranks to tick off those 1 second adds that might, maybe have a leg to stand on that they've finally accumulated more in 1-second loss than they experienced in the prior 100 (85, actually) levels gain based on this new formula. |
Now - I know, that's bound by the fact that we went from 'zero' to 'something' just days past. I get it. But, I mean, really - generations of wizards yet to be created will reap massive benefits. If I have to give up that 1 second on an old character to gain the benefit on new characters, I'm in. |
Doug |
Way to glaze over the last 10 posts regarding what nerf we're talking about and to go on to talk about the only 1 positive thing I didn't say was a nerf... do you even read bro?
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 06:34 PM CST
Literally all this does is continue to benefit the pocket mage, the pocket MA wizard who is not someone's main who goes around casting 515 at some other, actually powerful profession (see clerics or sorcerers), instead of the post-cap wizard themselves. Considering the prevalence of pocket buff and enchanting wizards was a large reason all these nerfs had to happen in the first place, catering to them hardly seems like a desirable goal.
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 06:42 PM CST
>>So just because it only affects a few, those few who have spent the most time in the lands should accept being even less than the lesser they were made to be? Glad you enjoy it. Don't speak for everyone.
Thanks! But I'm not. I said "I'm in." Didn't say you were, or had to be, or anything of the sort. Offered a perspective - didn't speak for anyone else.
>>No one should aspire to lower their end potential. What is the point?
Not sure I get this. But I'll take a running stab. This is a multi-player game, not a single-player best shootout game. The point, specifically, is that I am welcoming a change to the game that seems to be in the interests of multiple players (or at least, characters).
>>Way to glaze over the last 10 posts regarding what nerf we're talking about and to go on to talk about the only 1 positive thing I didn't say was a nerf... do you even read bro?
Absolutely fair question - I thought I did, but I might have been guilty of a bit of glazing. I'll go back and reread - and self-correct as necessary. Thanks for pointing it out. But before I do, let me just say that I while I quoted you, Drafix (or at least, referred to your nerf cough ;), my response wasn't singularly targeted.
I'm going to guess, though, that by the responses I quoted and replied to above - as well as those others sure to follow, I'm fairly certain I didn't glaze too much. More to follow, as needed. . .
Doug
Thanks! But I'm not. I said "I'm in." Didn't say you were, or had to be, or anything of the sort. Offered a perspective - didn't speak for anyone else.
>>No one should aspire to lower their end potential. What is the point?
Not sure I get this. But I'll take a running stab. This is a multi-player game, not a single-player best shootout game. The point, specifically, is that I am welcoming a change to the game that seems to be in the interests of multiple players (or at least, characters).
>>Way to glaze over the last 10 posts regarding what nerf we're talking about and to go on to talk about the only 1 positive thing I didn't say was a nerf... do you even read bro?
Absolutely fair question - I thought I did, but I might have been guilty of a bit of glazing. I'll go back and reread - and self-correct as necessary. Thanks for pointing it out. But before I do, let me just say that I while I quoted you, Drafix (or at least, referred to your nerf cough ;), my response wasn't singularly targeted.
I'm going to guess, though, that by the responses I quoted and replied to above - as well as those others sure to follow, I'm fairly certain I didn't glaze too much. More to follow, as needed. . .
Doug
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 06:49 PM CST
But you can see how this is a nerf? |
Instead of being able to double my damage and proc my runestaff 19% of the time at double mana cost and 0 RT, I can now only slightly boost my damage (nowhere near 2x damage AND I don't get to proc my staff) |
Secondly I have voiced before that all you need to do was hold down the incant 901 macro button and anyone can take advantage of this without even needing a script. |
I'd much rather have 0 rt double damage/double flares/faster spellups than the very slight difference channel makes. |
Also also the fact that spells that cannot be channeled get no lore benefit from this spell anymore. That's pretty much 95% of all the spells, every defensive spell, every utility spell, a ton of offensive spells like 410/912/409/415/417.
That's the nerf.
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 06:51 PM CST
>The point, specifically, is that I am welcoming a change to the game that seems to be in the interests of multiple players (or at least, characters).
Actually, the point of all these nerfs seems to have been that there are TOO many wizards, period, so why would we want to encourage MORE pocket mages to be raised? 515 still isn't self-cast and lowering the cooldown threshold only punishes those who actually use the spell (post-capped) to benefit those who use them as pocket mages.
Do you really think more younger wizards, who actually play wizard mains, are suddenly going to use 515 more now that their cooldown is lower? No, they will still have the same mana issues they had even under the pre-nerf 515. The ones who actually benefit from this, again at the expense of people with wizard mains, are the non-wizards.
Actually, the point of all these nerfs seems to have been that there are TOO many wizards, period, so why would we want to encourage MORE pocket mages to be raised? 515 still isn't self-cast and lowering the cooldown threshold only punishes those who actually use the spell (post-capped) to benefit those who use them as pocket mages.
Do you really think more younger wizards, who actually play wizard mains, are suddenly going to use 515 more now that their cooldown is lower? No, they will still have the same mana issues they had even under the pre-nerf 515. The ones who actually benefit from this, again at the expense of people with wizard mains, are the non-wizards.
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 06:55 PM CST
>> I thought I did, but I might have been guilty of a bit of glazing. I'll go back and reread - and self-correct as necessary. Thanks for pointing it out.
And the end result is yes - thank you, Drafix. I used your nerf comment, but didn't tie it at all to your discussion about proc chances and getting to double down on other items that gave you material benefit.
And so, I am sorry. I still stand by my point - but shouldn't have attributed your comment in my perspective. I'll strive to do better.
For my own personal curiosity, Drafix - does this change literally prevent your runestaff proc? Or is it the chance of a / an additional proc in the same second (presuming you're fast enough ;) that is lost?
Doug
And the end result is yes - thank you, Drafix. I used your nerf comment, but didn't tie it at all to your discussion about proc chances and getting to double down on other items that gave you material benefit.
And so, I am sorry. I still stand by my point - but shouldn't have attributed your comment in my perspective. I'll strive to do better.
For my own personal curiosity, Drafix - does this change literally prevent your runestaff proc? Or is it the chance of a / an additional proc in the same second (presuming you're fast enough ;) that is lost?
Doug
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 06:58 PM CST
>>Considering the prevalence of pocket buff and enchanting wizards was a large reason all these nerfs had to happen in the first place, catering to them hardly seems like a desirable goal.
This might be a valid counter-point to my perspective. I'm not sure I'm bought in just yet, but if every single wizard draws benefit from this change, the subgroup of wizard that is 'pocket, keep haste / rapidfire up on partner profession' is in that group. That's logical.
I wonder if the change was only to the self-cast, and when active non-natively (cast on another) the old time standard still applies. Anyone?
Doug
This might be a valid counter-point to my perspective. I'm not sure I'm bought in just yet, but if every single wizard draws benefit from this change, the subgroup of wizard that is 'pocket, keep haste / rapidfire up on partner profession' is in that group. That's logical.
I wonder if the change was only to the self-cast, and when active non-natively (cast on another) the old time standard still applies. Anyone?
Doug
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 07:08 PM CST
>>Do you really think more younger wizards, who actually play wizard mains, are suddenly going to use 515 more now that their cooldown is lower?
Suddenly? No, I suspect a great many of those who until very recently used RapdFire are either pissed, or trying to sort through their tactics now to figure out how best to advance. Or both?
But, as tactics get sorted out, I think more 'younger' (meaning not post-cap here) will start using the spell again. And I further emphasize that this is now potentially a viable tactic for those wizards who are even younger than 'younger', because of the significant time shift.
I don't realistically expect the 15th level mage to start relying on this spell as a staple. But then - I never did have that expectation.
To the rest of your point - I'm still on 'jury is out'. If the time affects both self cast and other cast, I'd say the concern about pocket wizards is valid. I am just hopeful the NIR team saw that one in advance, and are smiling about their intended response.
Doug
Suddenly? No, I suspect a great many of those who until very recently used RapdFire are either pissed, or trying to sort through their tactics now to figure out how best to advance. Or both?
But, as tactics get sorted out, I think more 'younger' (meaning not post-cap here) will start using the spell again. And I further emphasize that this is now potentially a viable tactic for those wizards who are even younger than 'younger', because of the significant time shift.
I don't realistically expect the 15th level mage to start relying on this spell as a staple. But then - I never did have that expectation.
To the rest of your point - I'm still on 'jury is out'. If the time affects both self cast and other cast, I'd say the concern about pocket wizards is valid. I am just hopeful the NIR team saw that one in advance, and are smiling about their intended response.
Doug
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 07:09 PM CST
With 0 rt it is a free action. That means the 901 you just cast didn't cost you any RT to cast it, therefore you can instantly cast again.
If that point is lost to you, then the benefits of 0 rt haste II and old rapid fire would be lost to you. If you don't see how 0 rt results in a boon, I don't know how else to explain it to you.
If that point is lost to you, then the benefits of 0 rt haste II and old rapid fire would be lost to you. If you don't see how 0 rt results in a boon, I don't know how else to explain it to you.
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 07:10 PM CST
>If the time affects both self cast and other cast, I'd say the concern about pocket wizards is valid. I am just hopeful the NIR team saw that one in advance, and are smiling about their intended response.
515 shouldn't be allowed to be other cast at all, just as 215 isn't, without a lot of lore and the wizard present and grouped. If it wasn't available to outside users, the nerfs should not have had to be so onerous nor should much of a post-cap cooldown have been required at all. 1 second CT and non-stackability already reduced the spell's benefits significantly. The cooldown while still allowing other cast is overkill.
515 shouldn't be allowed to be other cast at all, just as 215 isn't, without a lot of lore and the wizard present and grouped. If it wasn't available to outside users, the nerfs should not have had to be so onerous nor should much of a post-cap cooldown have been required at all. 1 second CT and non-stackability already reduced the spell's benefits significantly. The cooldown while still allowing other cast is overkill.
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 07:14 PM CST
People who complained that they couldn't take advantage of 0 rt proc are basically saying they can't use Haste II or old rapid fire because they are too slow to hold down a button. I cannot honestly believe how people find holding onto a button on the keyboard a difficult thing to do.
Seriously, it's easy, try it ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;. Really not that hard.
Seriously, it's easy, try it ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;. Really not that hard.
RROY
Re: Rapid Fire (515) Updated!
01/20/2016 07:15 PM CST
Well at 88 trains and singled in the pertinent skills I went from 1:30 cooldown to 1:00 so its a buff for me there, and the channeled effect is more useful than that 0 sec rt proc, so I'm liking these changes. The extra cast of spell was a nice idea too though.
Just an elf about town...
Just an elf about town...
RAGGLER
Re: Rapid Fire (515) Updated!
01/20/2016 07:16 PM CST
Unfortunately this actually is a really huge nerf. What some of you guys are forgetting is EMC enhancives. Sure 202 ranks of EMC brought the previous version down to 29 seconds of cooldown and the new one brings it down to 30, but the real nerf is that under the previous version, I had already brought my cooldown down to 4 seconds with +50 EMC enhancives, but now under the new version, I can only bring it to 15 seconds. I'm hoping we can come to a bit more of a compromise.
Isle Snack Muncher
Isle Snack Muncher
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 07:16 PM CST
>People who complained that they couldn't take advantage of 0 rt proc are basically saying they can't use Haste II or old rapid fire because they are too slow to hold down a button. I cannot honestly believe how people find holding onto a button on the keyboard a difficult thing to do.
I don't think anyone said they can't hold down a button, but holding down a button isn't a reasonable solution for the problem. It's not only annoying, but can be construed as DDOS on the system if you hammer type ahead lines too hard and can get you disconnected if the game is lagging heavily (see Duskruin).
I don't think anyone said they can't hold down a button, but holding down a button isn't a reasonable solution for the problem. It's not only annoying, but can be construed as DDOS on the system if you hammer type ahead lines too hard and can get you disconnected if the game is lagging heavily (see Duskruin).
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 07:19 PM CST
>Unfortunately this actually is a really huge nerf. What some of you guys are forgetting is EMC enhancives. Sure 202 ranks of EMC brought the previous version down to 29 seconds of cooldown and the new one brings it down to 30, but the real nerf is that under the previous version, I had already brought my cooldown down to 4 seconds with +50 EMC enhancives, but now under the new version, I can only bring it to 15 seconds. I'm hoping we can come to a bit more of a compromise.
I hope we can go back to no worse than the original cooldown. I'd rather have the first update than the new.
I hope we can go back to no worse than the original cooldown. I'd rather have the first update than the new.
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 07:26 PM CST
>>If you don't see how 0 rt results in a boon, I don't know how else to explain it to you.
Look, I know this hits hard (speaking about the whole RapidFire situation). And I assure you, that part you don't need to explain. I suspect you already know that.
Thanks for clarifying the runestaff proc does still happen under 515, it just isn't free anymore.
Doug
Look, I know this hits hard (speaking about the whole RapidFire situation). And I assure you, that part you don't need to explain. I suspect you already know that.
Thanks for clarifying the runestaff proc does still happen under 515, it just isn't free anymore.
Doug
DRAFIX
Re: Rapid Fire (515) Updated!
01/20/2016 07:29 PM CST
Typeahead lines are a commodity sold by Simutronics to premium subscribers and people who BUY them using premium points. The fact that you don't have them is not really the issue here.
Even holding onto the button is limited in speed by your keyboard's repeat settings. It could be set to repeat twice per second or as fast as possible. You could easily have just timed it so that you hit the key 3 times per second or 5 times per second. How often you hit the key is not my concern.
My concern is people complaining that they can't hit one key repeatedly to take advantage of the 0 rt free action. If they complain about having arthritis issues or not having fingers or have the reaction time of a slot, then hold down the key by all means and have it repeat 3 times a second.
Even holding onto the button is limited in speed by your keyboard's repeat settings. It could be set to repeat twice per second or as fast as possible. You could easily have just timed it so that you hit the key 3 times per second or 5 times per second. How often you hit the key is not my concern.
My concern is people complaining that they can't hit one key repeatedly to take advantage of the 0 rt free action. If they complain about having arthritis issues or not having fingers or have the reaction time of a slot, then hold down the key by all means and have it repeat 3 times a second.
DESTINY14
Re: Rapid Fire (515) Updated!
01/20/2016 07:31 PM CST
>Typeahead lines are a commodity sold by Simutronics to premium subscribers and people who BUY them using premium points. The fact that you don't have them is not really the issue here.
I don't know where I said I didn't have them, but even those are limited, nor should they be required for basic spell benefits to function. That defeats the whole purpose.
>Even holding onto the button is limited in speed by your keyboard's repeat settings. It could be set to repeat twice per second or as fast as possible. You could easily have just timed it so that you hit the key 3 times per second or 5 times per second. How often you hit the key is not my concern. My concern is people complaining that they can't hit one key repeatedly to take advantage of the 0 rt free action. If they complain about having arthritis issues or not having fingers or have the reaction time of a slot, then hold down the key by all means and have it repeat 3 times a second.
You may enjoy that, but this is nothing but annoying and unreasonable. Even Methais agrees.
However, the cooldown formula change is a deal-breaker, as it further protects the pocket mage and outside users of 515 instead of capped wizards.
I don't know where I said I didn't have them, but even those are limited, nor should they be required for basic spell benefits to function. That defeats the whole purpose.
>Even holding onto the button is limited in speed by your keyboard's repeat settings. It could be set to repeat twice per second or as fast as possible. You could easily have just timed it so that you hit the key 3 times per second or 5 times per second. How often you hit the key is not my concern. My concern is people complaining that they can't hit one key repeatedly to take advantage of the 0 rt free action. If they complain about having arthritis issues or not having fingers or have the reaction time of a slot, then hold down the key by all means and have it repeat 3 times a second.
You may enjoy that, but this is nothing but annoying and unreasonable. Even Methais agrees.
However, the cooldown formula change is a deal-breaker, as it further protects the pocket mage and outside users of 515 instead of capped wizards.
DOUG
Re: Rapid Fire (515) Updated!
01/20/2016 07:32 PM CST
>>What some of you guys are forgetting is EMC enhancives.
Ahh, yep. I'll own not thinking about the 'above max enhancive' crowd.
Hell, as far as I'm concerned, anyone who has taken the time to collect (and actively wears, I might add) +50 in EMC enhancement devices deserves to have that +50 taken right off the front end, not the back end, of the formula. For for that matter, any enhancive EMC item at any level should function that way, perhaps.
Um. . .self cast only, though, please - for reasons I hope are obvious.
Doug
Ahh, yep. I'll own not thinking about the 'above max enhancive' crowd.
Hell, as far as I'm concerned, anyone who has taken the time to collect (and actively wears, I might add) +50 in EMC enhancement devices deserves to have that +50 taken right off the front end, not the back end, of the formula. For for that matter, any enhancive EMC item at any level should function that way, perhaps.
Um. . .self cast only, though, please - for reasons I hope are obvious.
Doug