Create your own destiny..? Does this mean we can mix and match and make our own talents?
No. It's what we have now.
Create your own destiny..? Does this mean we can mix and match and make our own talents?
IS is still useful for setting up a blaze.
Either way, if you guys are so negative about magic, just don't use it ok? Stop trying to bring down the people that actually enjoy using it. This annoys me more than the nerf on IS (I rarely use IS anyways, it's not like I depend entirely on it).
IS is still useful for setting up a blaze.
Either way, if you guys are so negative about magic, just don't use it ok? Stop trying to bring down the people that actually enjoy using it. This annoys me more than the nerf on IS (I rarely use IS anyways, it's not like I depend entirely on it).
IS accide you guys are been too harsh on magic as a whole, calling skills like mobile casting and instant cast gimmicks instead of considering just how useful they could actually be.
I don't consider instant casting a gimmick, just not that useful. I'm sure it'll be great when you can use it, but if you consider the fact you'll only be saving 5~10 seconds every 3 minutes it starts to seem underwhelming. I doubt anyone would start bashing on this stuff unless they genuinely believed that it sucked. If you want me to say something positive, the hermit staff is cool.
You guys also act like int and adv magic are the only spells mages have, its pretty obvious that they are working hard to try to promote bolt play with all the damage and percs they got with magic weapon mastery and the formula changes. The new wands have cc4 and good upgrades all around. Hermit staff unlocks alot of new capabilities. Insta cast is actually more like a 120-100 second cool down skill because of its -2 second per spell hit. Int magic is actually pretty strong because of the instant cast making them able tp do at least 2x damage every time its up if you shoot 2 at the same time. It can also be used to by pass hails load time. Ranking fireball to rank 1 today made me realize just how useful mobile cast could be as well, with mobile casting mages can finally charge their spells from a safe distance and move closer if they realize that they charged it from too far away. The only thing I dislike about this update is The nerf to multi charge skills like IS and Hail. Though the reforge buffs and matk buffs are more are still amazing, not to mentioned that charge speed for int magics got decreased. Meteor strick is bad as well though, they should make the cool down 10 minutes instead and have insta cast able to bypass the load time as well like what they did with hail. All in all though you guys are still really negative and not really giving much credit to any of the other buffs that they received. It always bothered me that bolts did so little damage. Im looking forward to the buff.
You guys also act like int and adv magic are the only spells mages have, its pretty obvious that they are working hard to try to promote bolt play with all the damage and percs they got with magic weapon mastery and the formula changes.
Insta cast is actually more like a 120-100 second cool down skill because of its -2 second per spell hit.
Int magic is actually pretty strong because of the instant cast making them able tp do at least 2x damage every time its up if you shoot 2 at the same time. It can also be used to by pass hails load time.
Ranking fireball to rank 1 today made me realize just how useful mobile cast could be as well, with mobile casting mages can finally charge their spells from a safe distance and move closer if they realize that they charged it from too far away.
Though the reforge buffs and matk buffs are more are still amazing, not to mentioned that charge speed for int magics got decreased.
All in all though you guys are still really negative and not really giving much credit to any of the other buffs that they received.
Bolts still suck. Even normal range/normal melee/fighter hits are better.
The hilarious thing is that you can actually just load another int magic in the time it takes you to spam bolts, and will get you killed against anything relevant. Also you're burning a weapon slot because you gotta switch to the ice savage wand lol.
It cancels when you discharge a spell, so the only time you can do it is when you get a chance to precast.
Bypassing Hail's load time is nice, but once every 3 mins is not.
Every good mage knows how to position themselves for Fireball and Thunder. Really only relevant for Ice Spear, which got murdered, and is a massive MP/SP sink. If anything mobile cast will decrease the skill level of mage players since they can always mobile cast to fix any position errors.
Very slightly, and the damage
I'm being negative because magic is still god-awful compared to every other skillset, even alchemy (which got meaningful buffs) It's like a shit sandwich with a thin slice of ham and some ketchup added, sure a shit sandwich with ham and ketchup is better than a shit sandwich with no ham or ketchup, but the point of it is that it's still a shit sandwich.
Also I forgot to add that the shit sandwich costs as much as the 5 star feast that is the physically oriented skillsets. (AP to cap magic is roughly same as the AP to cap melee/range/fighter in terms of skills)
Yeah you've obviously have some deep hatred for magic or just really bias. No point in trying to make a case for you since you obviously refuse to give the update even an inch.
There plenty of situation were a mage starts loading skills and then out of position lag or derpy monsters who move away and stand still for a couple of seconds you are prevented from using the skill you just loaded. Or other occasions where archers or random monsters move too close and aggro you while charging and pets spam is ends up being required to fend them off. But in all seriousness you do seem highly bias in what you say because you deny that even the most helpful skills have any bonuses that even matter.
By the way 2x damage I mean using a prelaoded adv skill then quickly instant casting another. Thunder then Fireball - Fireball then Fireball - Or Thunder than Thunder.
Either way I just want to know if the -2 seconds apply to every time and every enemy that the a spell hits or just per spell casted. Also does the spell that instant cast was used used on also imminently subtract from the cool down.
Just saying that its a 3 minute cool down seems incorrect because I am pretty sure that a mage isn't going to just sit back and wait through the whole 3 minute cool down. I say that a 2 minute give or take a few seconds cool down seems like more of a correct assumption.
Someone said earlier that it was per cast.
So hitting 5 enemies with 1 ice spear is still just -2 seconds, not -10 seconds.
Enough with the 2 minute thing. To reduce 60 seconds you need to use 30 spells, that would give you 120 seconds. One spell per 4 seconds. That's terrible! If I ever get a mage would gets 4 seconds/cast average with moving from room to room/switch to switch as well as positioning, animation, and standby, I think I'll two tail it in the other direction.
Yeah you've obviously have some deep hatred for magic or just really bias. No point in trying to make a case for you since you obviously refuse to give the update even an inch.
There plenty of situation were a mage starts loading skills and then out of position lag or derpy monsters who move away and stand still for a couple of seconds you are prevented from using the skill you just loaded.
Or other occasions where archers or random monsters move too close and aggro you while charging and pets spam is ends up being required to fend them off. But in all seriousness you do seem highly bias in what you say because you deny that even the most helpful skills have any bonuses that even matter.
By the way 2x damage I mean using a prelaoded adv skill then quickly instant casting another. Thunder then Fireball - Fireball then Fireball - Or Thunder than Thunder.
And if you get aggroed by archers then mobile casting helps how?