Page 7 of 9

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 1:44 pm
by svayvti
I'll agree to that. Affliction spells were broken in another way before patch 1, but patch 1 ruined a lot of what was fun abotu Ryzom combat. The fact that you could use afflictions in a mess of monsters, having longer combat where you could strategize, the effective ability to solo on the (Then) rather chance you couldn't get a team (try getting a team in Witherings below 100 in skill now).

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 4:11 pm
by alexrowe
Afflictions before patch 1 were to easy a lvl 20 aff. can blind a 200+ mob for the whole fight. I like how Affs. are now they are still bug because it saids you are link but in fact you are not, I really hate that bug.

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 3:34 am
by svayvti
I don't like how affliction was then, but I don't like it is now either.

Affliction needs to be more useful to a team fighting higher level monsters. There also needs to be a good reason to consider using more than 1 or 2 spells. I also think the afflictionist should be more involved than just stand there and maintain link.

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 11:55 am
by hans1976
svayvti wrote:I don't like how affliction was then, but I don't like it is now either.

Affliction needs to be more useful to a team fighting higher level monsters. There also needs to be a good reason to consider using more than 1 or 2 spells. I also think the afflictionist should be more involved than just stand there and maintain link.
Yesterday we were with a larger team fighting in Resting Waters. Affliction turned out to be really usefull.
- Madness on everything, faster kills
- Fear that add, especially kinchers. But beware no tank already is attacking, can get messy...
- Stun the zerx, very easy hitting for the tanks.

I was using a 97/97 amp, now that is awesome. Very easy hits and strong links!

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 9:55 pm
by catana
In team, a character who is from the other side (Kami/ Karavan) cannot be ressed by teammates either, when they die in a pvp area.
We were with two kami characters and one Karavan char, the karavan char died, but coulden't be ressed in the pvp area :(

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 10:22 pm
by iphdrunk
hans1976 wrote:Yesterday we were with a larger team fighting in Resting Waters. Affliction turned out to be really usefull.
- Madness on everything, faster kills
- Fear that add, especially kinchers. But beware no tank already is attacking, can get messy...
- Stun the zerx, very easy hitting for the tanks.

I was using a 97/97 amp, now that is awesome. Very easy hits and strong links!

Agreed, I've been using afflictions for a long while. There must be a few posts with my thoughts about them in the archives, but I do think they are very useful, although a bit more interactivity and variation (specially in defensive affliction) would be welcome. My thoughts:

- Mobs have really, really differnt resists (even immune) to afflictions
* madness on cuttlers, kinchers, jugulas
* stun on frahars, ocyx, jugulas, a bit less on cuts
* fear on kinchers, jugulas (easy! :) )
* root on cuttlers, yelks, etc.

- I wish sleep could be used to loose/avoid aggro, as a sneaking spell. sleeping a mob would give you a few seconds to go past it

- Afflictions like stun or blind do help melees hit more /ยง more often / for more damage. Reduces stress from healers and reduced the yo-yo effect :)

- Amplifier bonuses make a difference, and specially if you can use 100/100 power and speed ones, provdied that you aim to relatively easy mobs, withing a few lvels difference (not +50)

- I have done quite a few few tests and I really can't conclude that adding concetration helps. Until I see some kind of formal study I still think taht it is only interrupt-wise. A few friends say that it decreases interrupt chance by increasing your effective level (similarly to acc attack) and thus it does have an impact on landing/link mantaining. I sitll don't know.

and last, but not least

- they are cool to use, beautiful effects, add a little variation and can be used to fear and stun infinity members when fighting on the supernodes :P

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 10:26 pm
by hans1976
Nobody ever could tell me the use of the sleep spell...

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 10:34 pm
by sx4rlet
hans1976 wrote:Nobody ever could tell me the use of the sleep spell...
Well.. very easy. You can put a mob to sleep with it. And it stays asleep as long as you are linked and the mob is not attacked...

And that is the problem as well... Attacking brakes the link, creature awakes and attacks you again (tho i think you get a free hit). Or if you move you brake the link and the creature attacks as well...

I think I used it for good ONCE during the time i play, which is during release. I put sleep on an add, so the rest of the party could kill the first creature, and didnt have to care about the add. But that is really the only time i remember using it for good at all...

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 10:36 pm
by iphdrunk
hans1976 wrote:Nobody ever could tell me the use of the sleep spell...
Well, the 'theory' seems easy: a half-baked stun that breaks as soon as someone does something to the mob. The direct application is to hold an add while the rest of the team kills the others.

In practice:
- you try to identify which add you should sleep. Chances are the rest of the team decide that one should die first.

- with luck, you may as well be hutning some mob that is immune to sleep, in that case "goto 10"

- since the sleep effect breaks as soon as the mob is attacked and that there is apparently no other benefit, you may as well use stun, right? why use sleep if you can stun? ah, because the mob may be stun resistant, then it's what can be called "def aff xp leechin' " even more noticeable if pulling one more at a time :) and "goto 10"

- you try to sleep the mob with chances of failing miserably, meaning that you get the aggro on you and with luck a melee trying to taunt it of. Since you may be stubborn, you will keep on spamming sleep, thus making it harder for the tank to taunt it off and of course, braking the purpose of the sleep spell.




10: Sleep is used to pull mobs, def aff xp leeching when the mob is stun resistant, and that's it. Or some original application :)

Re: Here we go again....did anyone know that since the last patch...

Posted: Thu Aug 18, 2005 10:51 pm
by hans1976
It just doesnt sound like an addition to me.
I always thought it was for sneaking, but because it counts as an attack it cant be used for that.

You know, I have been wondering for ages if the magiclink thing is borked or not. A link is overly fragile for stuff like madness and fear (with which the mob runs out of linkrange in a few seconds anyway). I am getting the feeling that:
- It was intended to have more then one link at the same time
- A link should use sap/hp while up, so you should be able to manage your links in a fight.

I would really like that. Stun one and cast madness on the other. Another add, so more stun. Then I start using sap/hp like crazy, so break the madness link (manually) and when that mob is killed, replace a stun with madness. More action but standing still like you do know, praying your link holds up...