swarm vs other area dam spells

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oteb
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swarm vs other area dam spells

Postby oteb » Fri Jul 05, 2002 12:45 pm

i will toss a log from my align work first

1.chain lightning 6th circle

You complete your spell...
A writhing bolt of lightning leaves your hands...
And blasts into the sedawi farmer!
The sedawi farmer slumps to the ground.
the sedawi farmer is dead! R.I.P.
The sedawi farmer slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi farmer.
Then leaps and blasts into the sedawi farmer!
The sedawi farmer slumps to the ground.
the sedawi farmer is dead! R.I.P.
The sedawi farmer slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi farmer.
and finally fizzles out.

2.meteor swarm 9th circle. long quest spell

ou complete your spell...
You've conjured up a fearsome meteor swarm!
You smash the sedawi mother with your controlled meteors.
The sedawi mother is outside of the area of the blast!
The sedawi mother slumps to the ground.
The sedawi mother is crushed by your swarm of meteors, killing her instantally.
the sedawi mother is dead! R.I.P.
The sedawi mother slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi mother.
the sedawi child is stunned!
the sedawi child slumps to the ground.
the sedawi child is crushed by your swarm of meteors, killing her instantally.
the sedawi child is dead! R.I.P.
the sedawi child slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi child.
the sedawi child slumps to the ground.
the sedawi child is crushed by your swarm of meteors, killing her instantally.
the sedawi child is dead! R.I.P.
the sedawi child slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi child.
the sedawi child is stunned!
the sedawi child slumps to the ground.
the sedawi child is crushed by your swarm of meteors, killing her instantally.
the sedawi child is dead! R.I.P.
the sedawi child slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi child.
The sedawi child is outside of the area of the blast!
The sedawi child slumps to the ground.
The sedawi child is crushed by your swarm of meteors, killing his instantally.
the sedawi child is dead! R.I.P.
The sedawi child slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi child.
The sedawi child slumps to the ground.
The sedawi child is crushed by your swarm of meteors, killing his instantally.
the sedawi child is dead! R.I.P.
The sedawi child slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi child.
The sedawi toddler slumps to the ground.
The sedawi toddler is crushed by your swarm of meteors, killing her instantally.
the sedawi toddler is dead! R.I.P.
The sedawi toddler slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of the sedawi toddler.
You smash the sedawi farmer with your controlled meteors.
A ferret is crushed by your swarm of meteors, killing its instantally.
a ferret is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a ferret.

< 605h/605H 134v T: Oteb TC: excellent E: sedawi EC: awful >
The sedawi farmer is nearly slain by the force of your hit!
The sedawi farmer is incapacitated and will slowly die, if not aided.
The sedawi farmer is stunned!
The sedawi farmer slumps to the ground.
The sedawi farmer slumps to the ground.
The sedawi mother misses you with her strike.

< 605h/605H 134v T: Oteb TC: excellent E: mother EC: pretty hurt >
You hit the sedawi mother very hard.
The sedawi mother misses you with her strike.

< 605h/605H 134v T: Oteb TC: excellent E: mother EC: pretty hurt >
The sedawi farmer's senses seem to clear again!


I dont try to say that swarm is weaker than chain lighting cause its not (weaker than cloud tough thats for sure) what i mean is that even weakest roll of swarm should imo always cause more dam than chain lighting at its best. Its 3 circles higher and has about same cast time.

After a long quest i got a spell thats causes about 80%dam of cloud with faster chant time. I am still dissappointed.

So far i have found only a couple of uses for swarm. one is underwater where i cant cast cloud (though i heard chain lightning does 2xdam underwater so it may prove more effective than swarm i have yet to test that). Second is vs fire based creatures although i prefer to mem fell frost cause i have been in a fight where fire based creatures would be in amounts that justify using area dam spells. 3rd use is during fights where i run out of clouds.

Any chances of swarm getting an upgrade? at least to a point where it causes same dam as clouds?
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Postby Zoldren » Fri Jul 05, 2002 2:54 pm

Here is some tests i have done... the spell followed by damage it has done

Inferno
657
666
1048

cloud
236
368

Swarm
401
200
383

ub
637
283
322
3 ubs for 553 damage total

constrict
467
201
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Postby Burpie » Fri Jul 05, 2002 3:45 pm

From the looks of other posts, they always just say be happy someone can meteor while someone else inferno/clouds Image I don't see how that's an argument cuz when I was grouped *they were givin me exp* with this 49th invoker, he was in that ssc area and meteor only pissed stuff off. Cloud downright kills, as well as most his other stuff. Looks like the spell just needs a new name: Room magic missile *rofl* J/K hehe

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Postby Kegor » Fri Jul 05, 2002 9:09 pm

This has been commented on in the past countless times. My opinion of swarm is unchanged. It sucks for how long and drawn out the quest is.. and I still feel the damage should be upped on it.. bringing it a couple hundred damage below inferno on average.
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Postby torkur » Sat Jul 06, 2002 9:37 am

Bah just don't bother getting it. Lots on invokers I know don't have it and get by just fine. Not worth the items nor the time involved unless you're REALLY bored. Spend the time on inferno quest instead.
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Postby Gromikazer » Sat Jul 06, 2002 11:15 am

Meteor swarm quest isn't that hard.. and it casts about 2-3x faster then incindary cloud.. don't forget to mention that. Oh ya.. its not fire so it can be used anywhere, oh yea...

Not all spells are equall, or supposed to be used in every situation.

P.s. What the hell does that log prove? Other then the area blast code is working right? *boggle*
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[This message has been edited by Gromikazer (edited 07-06-2002).]
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Postby Rokub » Sat Jul 06, 2002 1:13 pm

You also tend to forget its your 9th circle area. At least you can aquire it. Its a awesome spell to have for zones such as manscorpions. Where there are hella mobs and you need hella room spells, cast hella fast!
I think the dmg on the spell has been looked at by at least 1 god because many vokers have post about the dmg not being very good in the past. Also you need to remember meteor swarm used to be your only 9th circle dmg spell, you never had fell frost till recently this wipe. So most people got it just so they had a dmg spell for that circle.


Roar!

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[This message has been edited by Rokub (edited 07-06-2002).]
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Postby Ambar » Sat Jul 06, 2002 1:45 pm

mmmmmmm ancestral shield ... winkcough

sorry unrelated :P

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Postby Zoldren » Sat Jul 06, 2002 5:56 pm

Gromi..
Meteor swarm quest isn't that hard.. and it casts about 2-3x faster then incindary cloud.. don't forget to mention that. Oh ya.. its not fire so it can be used anywhere, oh yea......

not true... on average its 2-3 star difference. which isnt that much w/qc....

yes it is not fire, so you can cast it under water yay, with airy you can cast ferno under water...

example: let a troll burn via 2-3 more stars and do 1x2 damage or hit by a meteor and do 1 damage?

Rok we had an acid area spell that was taken out and changed and givin to another class from what i hear.... because it was takin from vokers is the ONLY reason i did swarm this whipe :P

last whipe i never did meteor swarm
1) took to long
2) was happy using acid stor? i think it was.. until i got ferno...
3) other
4) i believe we got fell frost because acid thingy was takin from vokers

point being
7th circle spell does as much damage as a 8th circle hard ass quest spell

the only way you can say the spell is easy is if you know it....

like a new drow... how is he supposed to know that 1 part from goodie only town, and how many parts from way up north in the light than a drow would never travel to unless forced to.....

and PS. if it was so forkin easy, nobody would have to ask for help huh... next time you see me ask me how many people ask me for help.....
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Postby Burpie » Sat Jul 06, 2002 6:09 pm

I think the argument of spell speed etc, is meaningless. Who cares if it's fast casting? If it takes a round or more to cast, as the **** or so indicates, and it can't even kill those puny mobs, why have it? 9th circle and that lame heh

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Postby Zoldren » Sat Jul 06, 2002 6:17 pm

Zoldren cloud is NOT that much slower than swarm i dont know why everyone thinks so....

me @ 50 MAX skills have casted swarm 1/1 with a lvl 47 invoker who was casting cloud.... ya it must be alot slower *smirk*

here are a couple other treads with swarm and damage.. i am not as good as Todrael as doing my homework searching on bbs :P he would prob find more heh

http://www.sojourn3.org/ubb/Forum1/HTML/001460.html
http://www.sojourn3.org/ubb/Forum2/HTML/000663.html
http://www.sojourn3.org/ubb/Forum6/HTML/000639.html
http://www.sojourn3.org/ubb/Forum6/HTML/001665.html this one
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Postby Zoldren » Sat Jul 06, 2002 8:58 pm

ohh and Gromi..
P.s. What the hell does that log prove? Other then the area blast code is working right? *boggle*

it proved swarm only got a farmer to awful and didnt kill him. yes he must have saved. and the rest didnt save hence they died..

but even after save you take what ? 1/2? 1/4 damage?

so basicaly what log says if you save vs a lvl 41 (9th circle) spell you wont die just take a little bit of damage.

hence with the, mobs that are higher lvl the also have better saves better MR just better ....so if a farmer of lvl 10? can save and live. what do you think this will do to higher lvl mobs with shit load more hp??

they will never take damage.....more than stubbing their toe.
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Postby Zalkenai » Sat Jul 06, 2002 10:34 pm

I was standing in the forest of mir, bored.

There was a grig sprite, and a human.

I swarmed.

I managed to kill the fearsome grig sprite...
The human, however, was only at few wounds.

I found this to be rather sad.

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Postby Kegor » Sun Jul 07, 2002 12:08 am

Well in your case Zalk it was probably lack of maxed specialize invocation.. which there is a lot to be said for in my mind. Still there have been times where I've seen the spell only do around 200 damage and that just isn't right imo. I thought the quest not as difficult as it was agrivating.. waiting for a rare here and a rare there. Run here run there go there do that.. took me around 2 weeks if I recall not being told the entire quest ofc.. just a hint here or there when I got stuck.
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Postby Guest » Sun Jul 07, 2002 1:07 am

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Zoldren:
<B>
yes it is not fire, so you can cast it under water yay, with airy you can cast ferno under water...

example: let a troll burn via 2-3 more stars and do 1x2 damage or hit by a meteor and do 1 damage?
</B></font><HR></BLOCKQUOTE>

I would say that it's fairly darned obvious he's referring to things like fire elementals, etc. Things that you heal with cloud.

As for casting time, incendiary is significantly longer casting the swarm.
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Postby Zoldren » Sun Jul 07, 2002 3:21 am

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Iyachtu:
<B> I would say that it's fairly darned obvious he's referring to things like fire elementals, etc. Things that you heal with cloud.

As for casting time, incendiary is significantly longer casting the swarm.</B></font><HR></BLOCKQUOTE>

only if you fail qc... would be glad to test with you, damage or cast times

was just using trolls as example..if you are willing to wait 2-3 stars more for more like 2x damage on them, or 2-3 stars less and do ok damage

[This message has been edited by Zoldren (edited 07-06-2002).]

just for kicks i just clouded/swarmed 15 times each.. here is the results

Cloud
13 casts at 5 stars
2 casts at 4 stars

swarm
14 casts at 3 stars
1 cast at 2 stars

so i guess my 2-3 star theory is right on target...... that i have been saying.. 2 stars is considered significant? hmm.....

[This message has been edited by Zoldren (edited 07-06-2002).]
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Postby Zalkenai » Sun Jul 07, 2002 12:40 pm

Jaznolg, you may be right...

However I can kill humans with Chain lightning each time.

The last time I tested it, human was awful from a swarm, and killed outright from chain lightning.

Chain lightning > meteorswarm?

I'll do some more testing. I don't want to base my opinion on just a couple of tries.

It doesn't seem right to me.


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Postby Zoldren » Sun Jul 07, 2002 4:05 pm

Itchy,..
Gromi had said..
"Meteor swarm quest isn't that hard.. and it casts about 2-3x faster then incindary cloud.. don't forget to mention that. Oh ya.. its not fire so it can be used anywhere, oh yea..."

by which I interpeted as you can not cast inferno or cloud under water with out air... but you can cast swarm... but if airy you can cast any was my point sorry if was confusing..

i again would like to point out i am not trying to flame anyone or anything or scream about chant times, just that swarm damage needs upped. or fix the save damage on it or something
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Postby Sarell » Mon Jul 08, 2002 2:55 am

who cares bout casting time? omg that is just silly, half the time i dont doom cos a fight is over by the tuime i get it off. anyhow here is some math on why casting time is relevant, (again), this is based on the stats zoldren posted here for cloud VS swarm. More numbers for the damage averages would be good, i miss that command...

swarm average damage = (401 + 200 + 383) / 3 = 328

cloud average damage = (236 + 368) / 2 = 302

oky so there have averages, now we combine those with casting a number of em in a fight.
swarm = 3 stars
clouds = 5 stars

casting 3 clouds, 5* x 3 = 15*, for total damage of (3 x 302) = 906

casting 5 swarms, 3* x 5 = 15*, for total damage of (5 x 328) = 1640

So swarm does a LOT more damage in combat situation in same amount of time and can be used on fire creatures and in water, which doesnt happen THAT much. Cloud can be used on troll for a bit extra which also hardly ever happens, less than fire creatures for major fights IMHO.

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Postby Gromikazer » Mon Jul 08, 2002 3:02 am

Thank you sarell. Image Saying exactly what I meant and explaining it to the fullest.

Hero sarell.

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Postby Guest » Mon Jul 08, 2002 3:09 am

Zoldren, quick chant reduces the casting time by a *percentage* of the casting time, not by some set amount. Therefore it doesn't affect that calculation much at all.

One thing that Sarell did leave out is the lag after casting, though that's a very minor affect. Both will have the same after-cast lag, but that's a short amount of time, in comparison to the actual casting.
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Postby torkur » Mon Jul 08, 2002 3:31 am

If we're actually worried about the "speed" of casting, we'll use target spells like force missiles, sandblast, and fell frost.

Considering we can be replaced by a rogue or ranger and still easily be able to do any fight here, the small difference in casting time really isn't that big of a deal. The difference in cast times matters more on your connection speed and lag to the mud that it affects the outcome of a fight. 2 stars is about a 1/4 round of lag, which is nothing here.

This is why people are disappointed with the damage swarm does and the annoyance of running from CP to ZK to AP to get the dumb rareload spell components. It's cloud with a long ass annoying quest for rareload components.
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Postby Maladryn » Mon Jul 08, 2002 6:35 am

As it's been stated in the past, get to level 50 and then complain. Your damage goes up significantly at level 50.

I don't see what the problem is here. There are several zones/fights in the realm where you can easily use 15-20 area spells before you remem, and swarm comes in very handy. Would you rather do 300 damage to 1 mob (fell frost), or 300 to 10 mobs? Swarm is a pretty bad ass spell, any way you look at it. You'd have to be pretty ignorant to really think you should cast a single target spell over an area spell where there were 3+ mobs in a room, and you weren't worried about switches.

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[This message has been edited by Maladryn (edited 07-08-2002).]
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Postby torkur » Mon Jul 08, 2002 7:09 am

Hrm, when you replace my damage with a ranger, what do they do? Area arrows? It's been said many times on this BBS that invokers are just damage and not required for any groups, hence our area spells are not needed over another hitter who targets his damage, so I don't see the problem with target spells.

Personally, I'd rather knock off a couple mobs and spend my 1 minute rememing force missiles than spank in a room with 10 mobs in the room all at few wounds. These major fights all tend to have a rally point you can remem in or a temporary safe spot if you plan/clear it correctly anyways. If you know of a place where u have to do 5+ mobs straight up with no possibility of fleeing/rememing and meteor swarm will save you currently where fell frost won't then great, but I haven't run across it yet.

And if there are 3+ mobs in the room and you're worried about switches, I've never had a problem targeting 1.mob, 2.mob, etc to ignore the the switches and kill the target without aborting my spells. Most leaders I've been around tend to call out targets they want killed first anyways or it doesn't hurt to ask them if it's not obvious.
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Postby Ambar » Mon Jul 08, 2002 7:57 am

invokers replaced by rogues??

um ... hello??

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Postby torkur » Mon Jul 08, 2002 8:28 am

Many goodie groups replace 'em all the time with other hitters, why is this wierd? A hitter is a hitter, as stated on this BBS.....

(edit) Seriously, are there ANY places an invoker's area spells matter versus melee? I've been told of doing stuff like SF without invokers, crypts without, etc.....and you wouldn't area there anyways. Otherwise this whole faster cast argument is retarded, it still does the same damage as cloud, and you might as well use target spells because you'll win either way.

[This message has been edited by torkur (edited 07-08-2002).]
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Postby Gromikazer » Mon Jul 08, 2002 8:49 am

Invokers replaced by rogues?!?

ROFL...

I wouldn't replace a invoker with 4 rogues in Manscorps, or muspelheim. I don't think i would replace a invoker with a ranger or rogue period, EVER. But i guess if I already have 2 invokers then maybe I'd take a rogue over a invoker.

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Postby torkur » Mon Jul 08, 2002 9:42 am

Gormikazer, Manscorps and muspelheim require having multiple invokers? You can't do them with just rangers and rogues? Will you spank the group if you use fell frost instead of swarm because you can't quick mem out a couple clouds?

Seriously, I'd like to know......I've been told countless times that "invokers are nice to have, but not required for ANY zone" and as such, to not bother finishing the swarm quest because of the poor damage and not needing it ever to zone.....
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Postby kiryan » Mon Jul 08, 2002 10:11 am

rogue > ranger (damage wise) and no way in hell a rogue stacks up to a invoker in terms of damage. Even with shrug, forcemissiles is a an equalizer.

You bring rogues to sneak drag corpses, hold pop after spank, and occasionally pull off well timed assassinations.
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Postby Gromikazer » Mon Jul 08, 2002 11:33 am

I would rather have a invoker over a rogue 95% of the time. Yes.. if you cast one single target spell and mem out, I would never EVER bring you to a zone. Invokers damage comes from areas period. Its that simple. If your a invoker and there are multiple 3+ mobs aggro (not necessarily if there is a non-agro) and you are not casting area damage you will never be in a group with me again. Period. Invokers own groups of mobs. Invokers do well against single mobs. Rogues do well against single mobs. Rogues SUCK against multiple mobs.

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Postby torkur » Mon Jul 08, 2002 7:57 pm

Um, I realize invokers own area spells and cast them in big fights when appropriate. That falls in the "duh" category. We have inferno, cloud, thunderblast,chain for decent ones and some have swarm for a reason....it wasn't my question....

Every 3 months there's a new "meteor swarm sucks" thread on here and most ppl I talk to say the spell is a disappointment and not worth the quest, which I agree with.

Then, whenever invokers have another thread asking for anything, it degenerates into a "you're not required, just damage and replaceable, live with it" sentiment.......

I was wondering if there actually is a zone/fight you know of where swarm matters given the frequent "we don't need invokers and hence their area spells" sentiment. If not, then I honestly don't see the "speed" factor of swarm mattering and given the cloud-type damage, it just sucks. We have other area spells.....
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Postby Guest » Mon Jul 08, 2002 8:40 pm

Try coordinating two invokers in a group without swarm. It's faster and does more damage than incendiary, according to the statistics posted here. If it's not *significantly* more damage, but it's still faster it's better to cast than cloud in any case.

It has a major impact on spell interaction, and the evils bring invokers. If the goodies don't bring invokers, that's their decision.
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Postby Zoldren » Mon Jul 08, 2002 9:10 pm

I see what you guys are trying to say... but....

1) very few single fights do i ever cast all my infernos and more than 2 swarms before i either target or the fight is over.

2) when 2 lvl 50 vokers w/swarm/inferno are in group 1 normaly targets....

3) exception to all above == zones where we will be spanking massivly multiple rooms and multiple mobs with out stop for mem.

and if i just go buy what you guys are saying i should just ferno mem ferno.. or in cases i cant just target...

point is fell does more damage then bigbys, and cloud does about same damage as swarm...

so the question is do i keep a target spell that does less damage.. or get a area spell/target combo that max's me for multiple fights w/o mem
and thats your answer, ferno/fm fell frost and cloud == longest lasting damage from invoker, dont beleve me, lvl one yourself

if you want it to be swarm/bigby something needs changed..

and plz dont go off and be flamers..

i am trying to be reasonable and explain how it is in game, not theory

again if you have probelms/questions contact me ingame will be more than happy to show you....talk to you...

oh ya and btw.. i am a 50 lvl voker w/max skills and have been for some time.
for those who didnt know
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Postby Zoldren » Mon Jul 08, 2002 9:13 pm

ps. i would love for someone to prove me wrong Image i realy would....

and a side point is..

i think people are upset .. time vs result as in the quest/vs damage. *shrugs*
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Postby Guest » Mon Jul 08, 2002 10:00 pm

So you're saying a non-quest, single-target spell was added that makes it less cool to use swarm, and because of this you'd like swarm damage upgraded?

Be happy that fellfrost was added. If it's that cool, enjoy.
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Postby torkur » Mon Jul 08, 2002 10:53 pm

It's more like a non-required class asking for the damage of a spell to match the difficulty of the long annoying quest.....It won't make people suddenly take us zoning places they don't now and it's not going to make or break any groups.....Fell Frost really doesn't factor in.
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Postby Zoldren » Tue Jul 09, 2002 12:43 am

ok itchy from your logic and sarcasim we can also say rangers do damge, y give them ranged?

the point is i dont care from a personal stand point that swarm sucks ass. but i want YOU to relize it, i know i forkin use the spell, i know what it does and when it is usefull and when its not..

just like i know when to use di/dm/lev uggg

1)the spell is NOT worth the time questing it

2) its damage is NOT worthy of a 9th circle spell?

what the heck do i gota do to get you to realize that? everyone talks of game balance but when you suggest it the make sarcastic remarks and deplete your strength by arruging with you

plz tell me all you all knowing people what would it hurt to raise swarms damage 100-200 damage?!? NOTHING

it is still No where near inferno and there for NOT unbalincing and can still be cast faster and WOULD be better than cloud, and would be worth of 9th circle

and you would not have everyone bitchin every 3 months like someone said earlier about swarms damage

and its is NOT an issue of bigby/fell bigby its a matter of BALANCING area and target spells but ohh nm you dont care about that

fed up of trying to explain to people
go pink yourself
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Postby Zoldren » Tue Jul 09, 2002 12:54 am

ya itchy ugg not gona ..

tell me how its easier to save vs a 9th circle spell a 6th?

or was it because chain did more damage..
o wait nm that will be changed to blazing does more than bigby so use cloud over chain right itchy?
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Postby Guest » Tue Jul 09, 2002 1:00 am

1. Sarcasm was intended, but not on the level that you took it.
2. I wasn't a big fan of fellfrost from the start.
3. Meteorswarm does the most damage of any 9th circle area spell.

Instead of increasing the damage on Meteorswarm, I think it might best be served by having some additional affect, reflecting the difficulty of the quest.
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Postby Zoldren » Tue Jul 09, 2002 1:06 am

yay i am glad someone finaly took me serious and understood.

to be honest downgrade the quest or the spell i dont care, but i just wanted you to know where the problem layed and what people were trying to say and how ever you decide to fix it is kool, weither it be proc or damage or nothing but look kool, thanks Image *someone mentioned while back a pelting/bash or somethin shrugs in one them old treads * :P

hope didnt make ya mad

ugggg my brain hurts now itchy come scratch my back :P

licks itchy even though its nasty tastin :P
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Postby Guest » Tue Jul 09, 2002 1:06 am

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Zoldren:
<B>ya itchy ugg not gona ..

tell me how its easier to save vs a 9th circle spell a 6th?

or was it because chain did more damage..
o wait nm that will be changed to blazing does more than bigby so use cloud over chain right itchy?</B></font><HR></BLOCKQUOTE>

Because there were 2 mobs on the 6th, and a bazillion on the 9th.
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Postby Zoldren » Tue Jul 09, 2002 1:16 am

# of mobs effects save?
ddidnt know that thanks
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Postby Guest » Tue Jul 09, 2002 1:24 am

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Zoldren:
<B># of mobs effects save?
ddidnt know that thanks</B></font><HR></BLOCKQUOTE>

*Large* numbers of mobs affect the radius code, yes... and there's more to the code than meets the eye... Image
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Postby Sarell » Tue Jul 09, 2002 12:45 pm

I think tthat making swarm as damaging as inferno, well not as, but 9/10th as a 9th cirrcle sppell woud make iinvokers WAY too tough. They are the best daagers always. I havee ha the uxury of hving 3 invokers to a few zones of late, like 20min crypts, 6 roundd jaberwok...shrugg, I always ask invokers that are on to come to my groups, always. Putting an effecct on swarm could be iinteresting, but wouldnt wannt tto mmake it too niice, already some classes are undermined by good sppell effects. Prism blinds etter than sunray, that's an oldy tho. Eveeryone just aboutt has silence. (castters) I think it would bbee cool to ake swar havee a chance, say 10% of bbashiing the targeeted mob ony, even on giant size mobs? that wouldd bbe very ccool...

btw, fix entanggle, im going to go bump that threadd ....

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Postby Zoldren » Tue Jul 09, 2002 12:53 pm

Sarell, again i say, 100-200 will not make vokers more powerful like you think. as stated above. nobody said make it do the same damage or after effect of inferno, nobody wants that that would be nuts.. and those fights you speak of are more target spells than area Image
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Postby Burpie » Wed Jul 10, 2002 3:27 am

The side effect of chain is nothing, incendiary is nothing, and thunderclap gets 'stun' maybe so should swarm, or at least a one round 'mirror image' affect on the group cuz the mob is feelin stoned heh. Hell, Blind would rock as an effect, like 6th beam

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When a mob comes along, you must kill it! Kill it good!
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Postby Sarell » Wed Jul 10, 2002 3:30 am

OMG even better idea, make swarm have a chance to bash the targeted mob, and also make another meteor added to swarm that flies to wherever gormal/dakn is and knocks him down 100%.

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