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Damage over time spells?

Posted: Thu Oct 07, 2004 11:19 am
by mallory
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?

Re: Damage over time spells?

Posted: Thu Oct 07, 2004 12:52 pm
by endasil
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.

Re: Damage over time spells?

Posted: Fri Oct 08, 2004 12:47 pm
by pcheez
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!

Re: Damage over time spells?

Posted: Fri Oct 08, 2004 2:44 pm
by jaggarot
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........... :)

Re: Damage over time spells?

Posted: Fri Oct 08, 2004 3:55 pm
by pcheez
Jaggarot, another wise and enlightened homin :)
oh btw, DOT duznt work with bomb >.<

Re: Damage over time spells?

Posted: Fri Oct 08, 2004 4:13 pm
by shrike
From what I see vamp isn't ingame anymore.

Re: Damage over time spells?

Posted: Fri Oct 08, 2004 4:29 pm
by mallory
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. ;)

Re: Damage over time spells?

Posted: Sun Oct 10, 2004 11:45 am
by enlil
shrike wrote:From what I see vamp isn't ingame anymore.


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

Re: Damage over time spells?

Posted: Sun Oct 10, 2004 1:17 pm
by shrike
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 :(

Re: Damage over time spells?

Posted: Sun Oct 10, 2004 8:40 pm
by cjhsb
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.