Custom Spells

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Tyler
Posts: 4365

Re: Custom Spells

Post#111 » Tue Dec 15, 2009 11:32 am

Im all ears!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Acreolis
Posts: 4

Re: Custom Spells

Post#112 » Sat Dec 25, 2010 7:26 pm

Speaking of mage spells, I finally found True Summoning the other night. Unfortunately, the spell is "resisted" a lot. I've only been able to land the spell on yellow or lower con mobs and even then it's resisted far more often than I'd like. I've tried having a shaman cast malo on red cons to see if that helps, but I still couldn't land the spell (with 10-20 resists in a row before giving up).

Aside from the resist problem, I think it's a neat spell - I like the idea of having multiple 'little' pets up at a time.

materous
Posts: 106

Re: Custom Spells

Post#113 » Mon Jan 03, 2011 3:57 pm

I've noticed that the cleric HP buff (HoGlory) is only for 3450 while the druid HP buff (BoSteeloak) is 3500 and overwrites the cleric buff. I was wondering if we(clerics) were going to possibly get a custom symbol (currently our best one is the same one from live Balikor)buff to go along with the druid buff or if our Glory spell will be increased at all. If there isn't going to be a new spell, would it be possible to add an ac component to Balikor so that we don't have to waste a buff slot on an ac buff to get close to what we get with Glory? As it stands we get much better HP with the Oak/Balikor combo but less AC than with just Glory.

Typically clerics have the best HP buff in game, thought it weird that the druid buff kept overwriting our HoGlory spell, then today i decided to check them out and realized the druid buff is actually slightly better on HP, however the clerics is better for AC, but only slightly and the druid buff has a mana regen component too.

diaylomz
Posts: 160

Re: Custom Spells

Post#114 » Sat Jan 08, 2011 10:42 pm

honestly i haven't read all of this very very long thread but the last post concerning druids/clerics reminded me of something i would like to mention.

currently clerics are the only healing class with a group heal afaik. that isn't counting druids weak 750 a tick 15 minute cooldown aa. i know that druids and shamans have other things that set them apart. stat buffs, DS, dots, nukes etc. and clerics are justifiably the best healers. but would it be possible to give druid and shaman some form of useful group heal? perhaps half as effective as clerics, but something. i hear cleric's group heal even has a dot removing element. you could leave that off of druid/shaman group heal. clerics would still clearly be better with their group heal doing more damage and removing dots. it would be nice just to have some sort of group heal to rely on. clerics even have their shield which gives them an even bigger group heal edge. so i really see no reason why druids and shamans would be overpowered to just group heal half as effectively as clerics.

p.s. just wanted to mention i play a druid healer. never played a shaman but i figured they shouldn't be excluded.

Stickybuds
Posts: 883

Re: Custom Spells

Post#115 » Mon Jan 24, 2011 9:11 pm

I also play a druid healer as my main. I agree somewhat with the above poster. The cleric's group heal not only heals but also cures. It is very powerful and i would not want to take that away from clerics as that is one of the major things that separates them from shm and druid healing. (there is also DI and other stuff but that is not the topic on hand).

That being said, i would love to have some sort of group something. On this server Radiant Cure AA only goes up to rank 3. RC3 will not even cure most raid AE debuffs. It would be nice if we could have one of the following perhaps looked at.

a group heal with no cure
a group cure with no heal
more ranks of the RC AA (this would be nice for all healers really, but since it is druid and shms only group cure it would REALLY help us)

considering a cleric bot with a cure macro can instant cure everything it would be nice if PC druids and shms had more curing power or a grp heal to counter the dmg done by the debuffs that cant be cured even with RC3.
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Banderas
Posts: 214

Re: Custom Spells

Post#116 » Tue Jan 25, 2011 6:49 am

Not to offend anyone, but this cleric vs druid has always been an issue since day one in EQ.

Druids always wanted better heals, and Clerics would like ask for a nice DS for the group or SoW or ports (that doesn't really matter much in THF though).

Anyhow, it is the same old story I read for years in EQ live (I run a main cleric since day one, so I might be biased). :lol:

Just my worthless 2 coppers :)
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Firenze
Posts: 886

Re: Custom Spells

Post#117 » Fri Feb 11, 2011 9:56 am

Druid is a really cool class on this server , really.
but a single druid or shm has a lot of trouble to keep an entire group alive on boss cause of rampage/AE . when you get to heal 5 peeps at once with only one quick heal ( and don't get me wrong here , the healing power of druid is really nice atm ) it get really complicated.

Clerics get some cool group heal/cure , that heals a lot. maybe shm could get a group Elixir and druid a group quick heal dropping of big boss .

Maybe something like . Nature's touch rank I II III IV V. ( since the pet buff is totaly useless )


Once again , this isn't a complaint . I love my druid as he is now. if nothing is changed then it's ok, but if you want to have more diversity in class played on thf maybe they could get some more love.
Firenze of VallonZek <Europea>

Gwynraven

ninjabox
Posts: 48

Re: Custom Spells

Post#118 » Sat Feb 12, 2011 7:17 am

I think the 70 Necro spell Death Stalker should be tiered.

The spell description reads "heals group for 1000". Currently it is healing for 550, which is relatively worthless in even ToV.

1000 is reasonable, but if the description itself was a mistake I would like to see it tiered in such a way that it can actually be useful in a raid setting.

(also it overwrites necro and bard donators clickies) Augmentation of the Dark Lord, and Firedance.) I will also write that in spell bugs section though.
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Rex
Posts: 52

Re: Custom Spells

Post#119 » Mon Feb 14, 2011 9:04 pm

Still would love to see an upgrade to Cleric symbol line. With the addition of the new druid buffs being worthwhile it would be nice to have the option of stacking the 3 individual buff lines that make up HoG for the higher hp/mana regen of druid line.

Felibar
Posts: 193

Re: Custom Spells

Post#120 » Mon Feb 14, 2011 9:25 pm

For Paladins, I would love to see an upgraded True Command line (webtools/spell.php?id=8570)
1 : Effect type : Stun (2 sec)
2 : Effect type : Decrease Hitpoints by 1000
3 : Effect type : Increase hate by 750
Resist : Magic (adjust: -50)

Or at the VERY least, make it harder to resist! It gets resisted by trash way more than it should.
Also, wouldn't mind seeing Paladins getting a quick group heal, albeit for less HPs than the Chaotic Wave, which at best is like 4 seconds to cast. I know, I know, Pallys are here to tank, but i think a small boost in their spot healing and a boost to the True Command line could really get a lot more people interested in Paladins.

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