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  Click here to go to the first Rift Team post in this thread.   Thread: Mage Bugs - 1.7

  1. #196
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    Quote Originally Posted by Aguni View Post
    You must not PvP often if you think it is useful

    Two CC types. Movement and control.
    best case scenario you get 4 uses. Two from each type.
    Using rift tomb is the same as using one of each type at the same time.

    Let alone that it eats up charge the entire time so you don't get the entire duration even if they had no break free.
    Let us also ignore the fact that anyone who put points into their PvP tree will also lessen the duration significantly.

    So yes, its entirely useless because its charge based, eats up two CC types, and you never get the full duration for it anyway.

    On the other hand, if you use phase shift, you cleanse off all possible damage debuffs, and you're immune for as long as you have charge.
    That's much more useful.
    Not useless when it works.

    1.) It's the only type of CC your idiotic teammates can't break with AE damage. As I actually play high chloro in PVP this is my most effective CC, as bad as it is. Fears and trans constantly get broken by teammate damage.

    2.) I could care less about the snare/knockback/root DR. If it gives me distance it's worth the DR anyway.

    3.) Hilarious to troll teammates in 5 v 1s by prisoning the 1.

    If anything the main handicap to this ability is the ridiculous 2m cooldown. Because of the charge mechanic and the double DR it's already very situational and then having to worry about a fail dodge or a riftwalk/break free simply burning through the 2m cooldown is just brutal.
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  2. #197
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    Not sure if it is intended or not or if it's been mentionned :

    Fire Elemental (Swarming fire) are susceptible to exterminate-type ability even if you yourself are under protection.
    For exemple in the Greenscale fight during the bombard phase, if you summon the fire elem while being under the bubble they still get squished...
    Same thing in the Hydriss fight (D.H) if you summon them while under the bubble and she casts they get wiped out even tho you (and your pet) don't.

    This result in a huge loss of DPS...

  3.   Click here to go to the next Rift Team post in this thread.   #198
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    Hey all,

    Some updates on various things for you.
    • Degeneration should be getting updated with one of the next hotfixes to work better when the enemy is immune to damage and other situations when the purge portion of the effect was failing when it shouldn’t.
    • Cleansing Flames is getting updated to hit only those group or raid members that actually have something to cleanse. No more wasting one of its targets on people that don’t need it. It’s also being updated to cleanse poisons and diseases in addition to curses.
    • Rift Tomb is getting updated so it behaves more like the spell it is. No more getting it parried, dodged, etc.
    • I’ll take a look at Storm Guard. I looked it over quick and didn’t see anything immediately that would cause it to toggle oddly, but I’ll look into it a bit more in depth.
    • The issue with Flame Jet being able to cancel a duel sounds familiar, but I’m not sure if it was Flame Jet, or some other ability that this happened with, in the past. I’ll take a look at it.
    • I’ll take a look at Last Gasp on the Necromancer as well. After a quick check it looks like the ability is set up correctly to fall off when the target dies, but I’ll test it out and see what I come up with.
    • Fixed an issue where Defile would continue to consume Charge if it was cleansed from the target.

    Quote Originally Posted by Demeandred View Post
    Not sure if it is intended or not or if it's been mentionned :

    Fire Elemental (Swarming fire) are susceptible to exterminate-type ability even if you yourself are under protection.
    For exemple in the Greenscale fight during the bombard phase, if you summon the fire elem while being under the bubble they still get squished...
    Same thing in the Hydriss fight (D.H) if you summon them while under the bubble and she casts they get wiped out even tho you (and your pet) don't.

    This result in a huge loss of DPS...
    I need to check into what the boss is doing here. I'm not sure what the raid guys intended in this situation, but I'll find out.

  4. #199
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    Thanks for the update Kervik as always!

    Something I mentioned in the previous Mage Bug thread was Radiant Spores not procing heals on channeled abilities after the first tick. Is this intended?
    Last edited by SeraphShroud; 02-14-2012 at 06:59 PM.
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  5. #200
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    Oh another bug I just remembered. Storm Guard still allows charge to be generated while using channeled abilities such as Lightning Storm. I guess it was overlooked in the patch where channeled abilities couldn't generate charge while having something like Static Flux on.
    Rank 40 Mage - Seraphshroud 11/11 HK 5/8 ID
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  6. #201
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    Quote Originally Posted by Kervik View Post
    [*]I’ll take a look at Last Gasp on the Necromancer as well. After a quick check it looks like the ability is set up correctly to fall off when the target dies, but I’ll test it out and see what I come up with.
    You are right, the spell should fall off when the opponent dies, the issue though, is when you die, and the opponent lives on, or even if you just get separated after the attack. Last Gasp can be refreshed infinitely through heals, and if that opponent has a dmg shield on (or the more popular mass charged shield) the necromancer will take constant dmg from the dmg shield effect, even if you die, the dot will remain on the opponent, and upon rezzing you will immediately start taking ticks of dmg, which drains health, causes mounting issues, and prevents out of combat health/mana regen.
    Last edited by Inixia; 02-14-2012 at 08:59 PM.

  7. #202
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    I reported this in the 1.6 bug thread and figured I might as well repost it in this one.

    This is mainly a question on if this is a bug or intended, but Natural Conversion can Be activated by some Dot Damage. I have found that it can happen not only on dots that the person has cast ( which I would expect based on the spells description), but if you have an active dot on you at the time, it will Proc off a dots tick, rather then the next single target spell that the opponent casts.

    If this is a bug I believe it might be linked to DoT damage that comes from spells that do direct damage and leave a dot on the target, such as Combust from Pyro.

    I would really like to know if this was intended or not, as it is annoying to try to use the spell to counter a big hit spell from someone, only for it to proc off that 100-200 damage tick of damage from a dot already on you.

  8. #203
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    Quote Originally Posted by Kervik View Post
    Hey all,

    Some updates on various things for you.
    • Cleansing Flames is getting updated to hit only those group or raid members that actually have something to cleanse. No more wasting one of its targets on people that don’t need it. It’s also being updated to cleanse poisons and diseases in addition to curses.
    Raiders everywhere, especially clerics rejoice. Having an additional AoE multi-type cleanse that doesn't require sentinel and is a GTAE is a raid capability I've been hoping for for a long time, nice to finally see it happen!
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  9. #204
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    Quote Originally Posted by Jayko View Post

    1.) It's the only type of CC your idiotic teammates can't break with AE damage. As I actually play high chloro in PVP this is my most effective CC, as bad as it is. Fears and trans constantly get broken by teammate damage.
    Well that's the thing, half the time if your CC is broken, even if it isn't from your teammates, its from your opponent's ability.

    I.e riftwalk/phaseshift/flicker.

    Since it costs charge, this also means you cant use it as an opener or take advantage of it mid fight since you may need the charge for later such as reflective presence.
    Quote Originally Posted by Jayko View Post
    2.) I could care less about the snare/knockback/root DR. If it gives me distance it's worth the DR anyway.
    Well as I mentioned above, it just doesn't provide enough distance.
    If the knockback was comparable to cleric crushing waves I would be much more inclined to us though

    [QUOTE=Jayko;3606216]
    3.) Hilarious to troll teammates in 5 v 1s by prisoning the 1[/quote[
    Rogues do this all the time and it enrages me

    Quote Originally Posted by Jayko View Post
    If anything the main handicap to this ability is the ridiculous 2m cooldown. Because of the charge mechanic and the double DR it's already very situational and then having to worry about a fail dodge or a riftwalk/break free simply burning through the 2m cooldown is just brutal.
    Yep.
    its why I'd rather just have phase shift.
    At least then im assurred it will work.
    Lesser of two evils,
    Last edited by Aguni; 02-15-2012 at 02:06 AM.

  10. #205
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    The Lightning Storm skill casting bar is invisible like 50% times, its really annoying.
    And in WF, when I enter I'm invisible like 50% times too.
    There invisible bugs are really annoying after 1.7 or so.

  11. #206
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    Quote Originally Posted by Kervik View Post
    Hey all,

    Some updates on various things for you.[LIST]
    [*]Cleansing Flames is getting updated to hit only those group or raid members that actually have something to cleanse. No more wasting one of its targets on people that don’t need it. It’s also being updated to cleanse poisons and diseases in addition to curses.
    Please don't go through with this. You will further trivialize all dispel mechanics in this game.
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  12. #207
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    The pyro t1 ability that reduces cast time for fire spells is not being apied to Fireball. This may just be a low level training since I am level 29. Tool tip for Fireball on my bars still says 2 second cast when it should be 1.6 seconds as it states in the soul tree tooltip.

  13. #208
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    Quote Originally Posted by The Witchking View Post
    The pyro t1 ability that reduces cast time for fire spells is not being apied to Fireball. This may just be a low level training since I am level 29. Tool tip for Fireball on my bars still says 2 second cast when it should be 1.6 seconds as it states in the soul tree tooltip.
    Every day, without fail, someone brings this up.

    Hey Kervik, can you just make the damn spell a 2.5s cast from rank 1+ and just buff the lower rank base damage to compensate?
    Rank 8, 11/11

  14. #209
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    Quote Originally Posted by oneshot View Post
    The Lightning Storm skill casting bar is invisible like 50% times, its really annoying.
    And in WF, when I enter I'm invisible like 50% times too.
    There invisible bugs are really annoying after 1.7 or so.
    I notice the lightning storm casting bug all the time.

  15. #210
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    Quote Originally Posted by Aguni View Post
    Well that's the thing, half the time if your CC is broken, even if it isn't from your teammates, its from your opponent's ability.
    Yeah, well, that can be said of every single CC in the game. Generally I'm playing high chloro in PVP because I'm a glutton for punishment. The charge mechanic doesn't bother me because I'm at least survivable enough to have charge at some point during the encounter and again, I'd rather cycle through the first 20s or so to make sure the DR is back off and usually a break free will be down.

    Also, even though it's a double DR they are independent. You can either get the knockback and no tomb or the tomb and no knockback, so not as big a deal.

    I really don't get why this skill needs a 2 minute cooldown and not a 30s. The charge mechanic alone really prevents recycling the skill.
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