Some spells in a mage's arsenal have been nerfed or pretty much rendered useless since the days of UO's birth. I was wondering if any mages would object to certain spells being changed to either become similar to the old days or to receive a complete makeover. Here are some of the spells:
-Reactive Armor: Way it used to work is kind of how reflective armor works now. What we could do is give the caster 10 seconds or more of 50 reflect armor property when it's casted.
-Magic Reflect: Way it used to work is it reflected 1 spell back at the caster. Thinking of returning this property to a certain extent.
-Protection: Raised your resistances (AR) for a short period of time (I believe, it's been awhile) (Maybe +10 all resists for around 10 seconds is sufficient. This would also give arch protection actual use)
-Summon Creature: Able to choose what you summon, like being able to choose what you polymorph into.
Oh course, the beef with protection is the spell fizzle thing but there are other methods that can be thought up for it.
Archived topic from AOV, old topic ID:1279, old post ID:8041
Question for the mages
Question for the mages
personally i use all three of the first ones the way they are intended today... i use protection a lot in spawns to kill spawn without fizzling.
I use magic refelct 24/7 cuz my resists are all messed up, than i use reactive armor for my physical resist if im getting pounded by melee.
the summon creature seems to be a cool feature just how long will it last cuz belive me ill be picking a lot of scorpions to pvp with .. than again its not as bad as a death adder.. but still useful. that way i dont get boars and chickens =]
Archived topic from AOV, old topic ID:1279, old post ID:8043
I use magic refelct 24/7 cuz my resists are all messed up, than i use reactive armor for my physical resist if im getting pounded by melee.
the summon creature seems to be a cool feature just how long will it last cuz belive me ill be picking a lot of scorpions to pvp with .. than again its not as bad as a death adder.. but still useful. that way i dont get boars and chickens =]
Archived topic from AOV, old topic ID:1279, old post ID:8043
What?
Question for the mages
Remove the delay on Explosion? I never really understood that one. You can spam flamestrike, energy bolt and mind blast all day long, but not explosion? So it has a damage delay, big deal. It still takes just as long to cast as any other 6th circle spell. If there are problems with it not breaking para in time, could you make it break para on the actual spell target instead of when the damage hits?
Archived topic from AOV, old topic ID:1279, old post ID:8045
Archived topic from AOV, old topic ID:1279, old post ID:8045
- Red Squirrel
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Question for the mages
The delay is mostly meant for anti gank. You can still gank in other ways, but it stops a bunch of people from just running up with it precasted and running off and the person dying not knowing WTF just happened. This is used to avoid getting guardwacked, though here the guard part does not apply. Its just a lame tactic overall.
Archived topic from AOV, old topic ID:1279, old post ID:8047
Archived topic from AOV, old topic ID:1279, old post ID:8047
Honk if you love Jesus, text if you want to meet Him!
Question for the mages
I guess you could do that with mindblast too with guards... but yeah, there are no guards here in fel. So you could do the same thing with any other spell (flamestrike would be an even better choice).Red Squirrel wrote:The delay is mostly meant for anti gank. You can still gank in other ways, but it stops a bunch of people from just running up with it precasted and running off and the person dying not knowing WTF just happened. This is used to avoid getting guardwacked, though here the guard part does not apply. Its just a lame tactic overall.
Archived topic from AOV, old topic ID:1279, old post ID:8048
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Question for the mages
*precasts explo*Red Squirrel wrote:The delay is mostly meant for anti gank. You can still gank in other ways, but it stops a bunch of people from just running up with it precasted and running off and the person dying not knowing WTF just happened. This is used to avoid getting guardwacked, though here the guard part does not apply. Its just a lame tactic overall.
*runs up*
*targets*
*casts mind blast*
*targets*
*runs off*
*runs back*
Don't hide in GZ, coward!
But yeah. I use the first two spells as they are today as well. They are very handy when you find nice pieces, but resists don't exactly fit right. Can also be very beneficial when you change necro forms and resists get buggered.
They are however interesting ideas. Especially the reflect, if it lasted a bit longer anyway, as well as the summon creature idea. Inventive ideas, but they were changed when the entire game system changed, to help fit in better of course.
To clarify, Magic Reflect only lasted for one HIGH damaging spell. Would take several MAs or something minor, which is the preference.
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Stupid fucking idiot in red shirted ass...
Question for the mages
Alright, seems the players like the spells as they are. I may consider allowing you to choose what creature you spawn with kal xen as sometimes you rly need a horse. That and the cast time is rediculous.
I really want to fix protection to give arch protection an actual use though. I was thinking of switching the benefits of magic reflect to protection/arch protection and having magic reflect actually "reflect" spells. With the fizzle thing with mages depending on protection to aid them, I would have to think of a way to prevent mages from fizzling (Perhaps tie the resists and the fizzle thing into protection but arch protection just doing the resist thing). This was my plan:
-Protection: Gives a small elemental resist bonus and allows the caster to not become fizzled.
-Arch Protection: Affects the area. Gives a larger elemental resist bonus than protection does but the casters can still be fizzled.
-Magic Reflect: Has a chance of reflecting a spell back onto the caster (Large spells will set it off whereas smaller spells have a "chance" to set it off). This would not affect hitspell properties on weapons, only casted spells.
I'll see what everyone else thinks over the next few days and if there are any other ideas.
Archived topic from AOV, old topic ID:1279, old post ID:8051
I really want to fix protection to give arch protection an actual use though. I was thinking of switching the benefits of magic reflect to protection/arch protection and having magic reflect actually "reflect" spells. With the fizzle thing with mages depending on protection to aid them, I would have to think of a way to prevent mages from fizzling (Perhaps tie the resists and the fizzle thing into protection but arch protection just doing the resist thing). This was my plan:
-Protection: Gives a small elemental resist bonus and allows the caster to not become fizzled.
-Arch Protection: Affects the area. Gives a larger elemental resist bonus than protection does but the casters can still be fizzled.
-Magic Reflect: Has a chance of reflecting a spell back onto the caster (Large spells will set it off whereas smaller spells have a "chance" to set it off). This would not affect hitspell properties on weapons, only casted spells.
I'll see what everyone else thinks over the next few days and if there are any other ideas.
Archived topic from AOV, old topic ID:1279, old post ID:8051