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Damage over time spells? [Archive] - Ryzom

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mallory
October 7th, 2004, 01:19 PM
I'm looking for some feedback from experienced mages over the usefulness (or otherwise) of these spells before I potentially waste 45sp on them. I know they're linked spells, so that means you have to stand there doing nothing to keep the dmg ticks going, so what exactly is the benefit of using them as opposed to nukes? Does xp from using them go into the Defensive magic pool? Can you 'twist' (DAoC terminology for alternating two or more effects using the delay in them finishing to keep them going constantly) with them and a root/stun?

I'm looking for some reason for them to be useful, but at the moment I can't see one... anyone help?

endasil
October 7th, 2004, 02:52 PM
I found these spells usless during open beta 1, and what i have heard others say that they are not very useful now either. I am sure that the spells will be balanced sooner or later, but right now i would recomend that you wait with damage over time spells.

pcheez
October 8th, 2004, 02:47 PM
i am told that at higher levels, u will be able to combine 2 spell effects together and cast in one spell. Now Roots+dot spell :) imagine the fearsome possibilities.
Pheare teh magi. Ph34r!

jaggarot
October 8th, 2004, 04:44 PM
Indeed the pcheez is right - these things are far more useful once you get the higher level stanzas (bomb, combine, vampire, etc), so aren't that good at low level.

As a general comment on all the "this action is &^%*ing useless" threads - almost all concern actions and stanzas that suddenly get very useful when you get to high enough level........... :)

pcheez
October 8th, 2004, 05:55 PM
Jaggarot, another wise and enlightened homin :)
oh btw, DOT duznt work with bomb >.<

shrike
October 8th, 2004, 06:13 PM
From what I see vamp isn't ingame anymore.

mallory
October 8th, 2004, 06:29 PM
Ahhh, of course. I was forgetting about the combine stanza higher up in the mage tree. Yes, that would certainly make DoT spells VERY useful when combined with a root/stun effect. Hmmm, food for thought.

Thank you for your sage advice, oh wise pcheez. ;)

enlil
October 10th, 2004, 01:45 PM
From what I see vamp isn't ingame anymore.

Vamp is alive and kicking, just got it at Standard Healing Magic 65 :D

shrike
October 10th, 2004, 03:17 PM
Yes, my error. It's been nerfed, though - a cost of 65 for the possibility of 78 hp healed doesn't makes it very usefull now :(

cjhsb
October 10th, 2004, 10:40 PM
I use cold DOT in group situations anytime im low on mana.

Because if you knock in a huge time block it only affects CAST time.

So I end up with a 240+ a tick little-to-no-sap attack, v a 350 odd nuke that is hugly sap intensive.

So actually, yes, DOTs can be very useful at any level.

Also, it's looking like a staff doesn't affect that damage either, although take that with a pinch of salt as I havn't tried it that often to say for sure.

It's also worth noting that time blocks are great for any link spell; my stun 4 takes 10s w/o staff to cast, but i can hold it...forever.

Crystalise those onto a weap and you get insta-casts on the first use too. All fun.

Sadly I wasn't in beta so I can't tell you whether this has all been changed to this since then, but anyhow DOTs are valid now, at least at my level.

ccaniman
October 13th, 2004, 11:23 AM
i am told that at higher levels, u will be able to combine 2 spell effects together and cast in one spell. Now Roots+dot spell :) imagine the fearsome possibilities.
Pheare teh magi. Ph34r!


Actually you get 3 double spells, a Double Missile spell blueprint (2 direct damage spells); a Drain Missile Spell ( 1 direct damage + 1 damage over time), and a Afflication Missile Spell ( 1 offensive affliction + 1 direct damage spell). So really you won't be able to combine a root and a dot (which would be nice ) just wanted to clarify that b4 you spend a lot of points on some skills thinking that you will be able to. At least nothing below 150 allows you to do this, so my guess is it won't let you. I'm thinking at 200 though it'll just increase the count of the spells ie 3 spell blueprints but still along the same line as this. Hopefully this helps.

enlil
October 13th, 2004, 12:04 PM
Actually you get 3 double spells, a Double Missile spell blueprint (2 direct damage spells); a Drain Missile Spell ( 1 direct damage + 1 damage over time), and a Afflication Missile Spell ( 1 offensive affliction + 1 direct damage spell). So really you won't be able to combine a root and a dot (which would be nice ) just wanted to clarify that b4 you spend a lot of points on some skills thinking that you will be able to. At least nothing below 150 allows you to do this, so my guess is it won't let you. I'm thinking at 200 though it'll just increase the count of the spells ie 3 spell blueprints but still along the same line as this. Hopefully this helps.

Well then a dd with root or blind would work nice. Make the off afflict low level to keep costs down and just keep casting. :)
Have a friend with sap gift with you and you'll be a duracell rabbit. :D

pcheez
October 13th, 2004, 03:08 PM
Thank you ccaniman, i realised that when i hit 101 :( . quite dissapointing indeed. well the affliction missiles and double missiles works quite well anyway :).
Dont worry about me and sp, i have hundreds of that :p