It's primary feature is area of effect, right? It's useless; three people aren't going to stand around and charge Lightning Bolt for each other.
If it's not a problem, why remove it?
Donno, but why shouldn't it work?
The way you use Fusion Bolt is you, lets say use Lightning Bolt, then during the Lightning Bolt animation you charge Icebolt. With Snap Cast, if you Snap Cast Lightning Bolt then there is no animation for you to cast Icebolt in.
Not seeing what you're getting at. I'm not a pure mage but everyone says Adv magic, especially Meteor Strike and Lightning Rod, is very underwhelming.
I'm not sure about Lightning Rod, it's too soon to pass judgement on it. (And it is not confirmed whther Lightning Rod is an Advanced Skill. Needing a staff does not automatically make things an Advanced Skill.) But Meteor Strike is more than great, especially after the animation speed buff. I am a main mage/fighter and the only problem I have with Meteor Strike right now was the 10 sec loading time, which is reduced to 4 seconds in the first Magic Renovation update. If you ask me, 15 min cooldown is already REALLY short, probably more than it should have been reduced to but I'm not complaining. But I don't see a point in removing the natural shield activation of the hellfire. Only change you purposed that I can kind of agree with is making the damage the same no matter how close to the center of effect you are.
Also Shockwave is fine the way it is, it doesn't need any changes at all, and I don't think the change in the first Renovation update was necessary either.
I guess I'll make my own Magic post.
- Mana Recovery
- Capped at r9.
- r9 Mana Recovery is 2 sec load time, 4.5min cooldown, and 30% MP recovery.
- r9 Mana Recovery is 2 sec load time, 4.5min cooldown, and 30% MP recovery.
- Mana Recovery is now a Book-training based skill.
- These changes only apply if done before Mana Recovery hits official server in its current state.
- Capped at r9.
- Meditation
- Uncapped from r8 to r5.
- The first change only applies if done before Mana Recovery hits official server in its current state.
- SP regen rate changed from 0% to 25%.
- Uncapped from r8 to r5.
- Mana Shield
- Defense, Magic Defense, Protection, and Mana Protection does once again apply in damage calculation when Mana Shield is activated, but at a reduced rate.
- Defense, Magic Defense, Protection, and Mana Protection does once again apply in damage calculation when Mana Shield is activated, but at a reduced rate.
- Lightning Bolt
- No longer reduces damage as the charge increases, it now remains the same at all amounts. More charges doesn't mean more damage to the initial target, just more possible enemies you can hit.
- No longer reduces damage as the charge increases, it now remains the same at all amounts. More charges doesn't mean more damage to the initial target, just more possible enemies you can hit.
- Icebolt
- No longer costs any MP at all to use. Only way Mana Vamp will be useful.
- No longer costs any MP at all to use. Only way Mana Vamp will be useful.
- Party Healing
- Master Title's wound recovery effect is now nothing without First Aid. Its effect scales with rank of First Aid.
- Master Title's wound recovery effect is now nothing without First Aid. Its effect scales with rank of First Aid.
- First Aid
- Uncapped to rank 4.
- Uncapped to rank 4.
- Spellwalk
- Still double MP usage.
- SP usage is high at lower ranks and is 2 SP/Sec on r1.
- Master title still returns MP costs back to normal, but also lowers SP usage to .5 SP/Sec.
- SP is only drained when charging a magic skill while moving, or running with a magic skill that normally doesn't let you move. Not for just having it on even though you don't move, or even though you move but don't have any magic skills.
- Spellwalk lets you run with Blaze and Magic Shield skills.
- Still double MP usage.
- Magic Weapons
- The rate of durability loss for magic on Wands and Staves is reduced. The rate of durability loss for melee on these weapons is unaltered.
- The rate of durability loss for magic on Wands and Staves is reduced. The rate of durability loss for melee on these weapons is unaltered.