Page 2 of 2

Re: Area damage useless

Posted: Thu Oct 07, 2004 10:36 pm
by dpi209
chuangpo wrote:Anyone try using Bomb with Root? Can you even? Now THAT could have some uses....


At lvl100 you can buy double spell plans which include combining an elemental and an afflictionary spell, afaik

Re: Area damage useless

Posted: Fri Oct 08, 2004 7:48 am
by arkange
Btw, anyone has informations on the differences between bomb 1 and bomb 2? Description in game is bugged, and I'm wondering if it has any use to get it to improve my bomb heals...

regards,
Neyrelle, french community

Re: Area damage useless

Posted: Sun Oct 17, 2004 5:12 pm
by syneris
stygeon wrote:Take that to a higher level though ... how about 2 or a dozen mages all pumping the same AOE into a mob in support of a dozen fighters holding the line?

This game is meant for very very large scale assaults with dozens working in conjunction with each other.


It would work for xp groups too. 9 mages all doing AoE for xp. If everyone had sapgift you'd never hurt for sap. I'm setting up my guy to be useful in those type of mage parties, because i know they will rock. Even without AoE you can setup 1-2 mages affliction, 2-3 sap/hp healing, and the other mages just blast the thing to death not having any sap worries.

Re: Area damage useless

Posted: Mon Oct 18, 2004 2:55 am
by cjhsb
stygeon wrote:Take that to a higher level though ... how about 2 or a dozen mages all pumping the same AOE into a mob in support of a dozen fighters holding the line?

This game is meant for very very large scale assaults with dozens working in conjunction with each other.

Wouldn't work I'm afraid by the looks of it. Firstly the range of the AOE is too pitifully small; secondly you'd need a tank on every mob taunting to keep aggro off the mages - 2 hits at even mid-level and thats a dead mage. Unless you had a large ratio of tanks v casters in the group, I can't see the practical application....and even then you'd be AOEing heals then anyhow as the mage.


syneris wrote:It would work for xp groups too. 9 mages all doing AoE for xp. If everyone had sapgift you'd never hurt for sap. I'm setting up my guy to be useful in those type of mage parties, because i know they will rock. Even without AoE you can setup 1-2 mages affliction, 2-3 sap/hp healing, and the other mages just blast the thing to death not having any sap worries.

This is far more feasible. Small problem with the sapgift mages actually just wanting def healing xp, but surmountable. Afflictions are where mages shine; however being unable to AOE afflictions is annoying. The real problem here is that for a 9 group to be getting decent xp you'll be fighting critters a decent way above your party level - and after this patch your affs will have to stick to have any real affect, which will be a job to manage before the mob is tearing your group completly apart. Sadly it'll take about 15 seconds to kill everyone since noone is tanking.

The best group is a mix. There are many ways to have an effective xp group in Ryzom atm, but at the end of the day you need tanks to take/hold the aggro or your all going to die as soon as things go slightly pear-shaped.

My vote is therfore yes, AOE damage is useless for now; hope they change it soon! :mad:

Re: Area damage useless

Posted: Tue Oct 19, 2004 2:40 pm
by smaff2
cjhsb wrote:Wouldn't work I'm afraid by the looks of it. Firstly the range of the AOE is too pitifully small; secondly you'd need a tank on every mob taunting to keep aggro off the mages - 2 hits at even mid-level and thats a dead mage. Unless you had a large ratio of tanks v casters in the group, I can't see the practical application....and even then you'd be AOEing heals then anyhow as the mage.


Actually this isn't how it works - What you aim for is speed. Take for example that you can put say Acid5 on an AoE, and there's 6 of you. You then find a critter which takes 5-6 Acid5 DDs to die, and tends to lurk in groups (close nit ones by preference). The leader targets the one in the middle so that the AE will hit as many as possible, everyone "assists" to grab their target and then does a countdown, so that everyone launches their ACID5 AoE spell at once.

For the more paranoid, the 6th person picks the critter closer to the party than the one the others are targetting, though naturally the aim is not to hit any critter that wouldn't have already taken hits from the others. Any critters that run at you should be heavily damaged at this point and so can be tidied up with straight DDs.

You then move on to the next group of critters.

The idea is speed - Rather than killing 1 big gribbly that will earn enough exp that its worth grouping up for, you kill several slightly wimpy critters in what is (as far as each individual is concerned) one or maybe 2 casts. There's no need for warriors to taunt or any other form of crowd control as you're using the most successful status effect - they're all dead.

The down-side is, of course, the requirement that *everyone* be mature, organised and willing to be effectively part of "the machine" that is the group, oh and the leader is clear and good at identifying issues...

Oh, and it doesn't really work on social groups unless the number of those that are pulled due to proximity of damage is probably less than half the number of people in the party, since at that time you can do the buddy systerm (one holds, one nukes)

Re: Area damage useless

Posted: Tue Oct 26, 2004 2:48 pm
by jeffhill
It might prove more useful at higher levels... say over 200 where the credit needed wont be so significant. It sounds like the counterpart to the AE guns used for the mass battles later on.

Re: Area damage useless

Posted: Wed Oct 27, 2004 9:24 am
by beck123
Well I find it ok, cause there has to be something for the def mages to do, and if fighting in a larger group one should work as sap healing, the others healing the fighters and the off mages sleeping / aoe / whatevering on the MOBs :)

Thats just my imho, you can hate me for it if you like :)