Lore | Spell | Benefit |
| | |
1 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 |
1 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, 1% chance |
1 | 0911 | Mass Blur, +1 Dodge rank for the caster only |
3 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [02% chance total] |
3 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [02% chance total] |
3 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+02 ranks total] |
5 | 0901 / 0910 | Minor & Major Shock, 1% chance of Stun Shock [+30% if already soaked] |
6 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [03% chance total] |
6 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [03% chance total] |
6 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+03 ranks total] |
10 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [04% chance total] |
10 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [04% chance total] |
10 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+04 ranks total] |
11 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [02% chance total] [+30% if already soaked] |
15 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [05% chance total] |
15 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [05% chance total] |
15 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+05 ranks total] |
18 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [03% chance total] [+30% if already soaked] |
20 | *0518 | *Cone of Elements, force element of choice @ 20 ranks |
20 | 0504 | Slow, +1 target (GROUP friendly) [02 targets total] |
21 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [06% chance total] |
21 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [06% chance total] |
21 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+06 ranks total] |
24 | 0920 | Call Familiar, -1s to locate character (at 100 skill) |
26 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [04% chance total] [+30% if already soaked] |
28 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [07% chance total] |
28 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [07% chance total] |
28 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+07 ranks total] |
30 | 0405 | Elemental Detection, detect elemental flares & whether or not Enhancive |
35 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [05% chance total] [+30% if already soaked] |
36 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [08% chance total] |
36 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [08% chance total] |
36 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+08 ranks total] |
40 | 0504 | Slow, +1 target (GROUP friendly) [03 targets total] |
45 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [09% chance total] |
45 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [09% chance total] |
45 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [06% chance total] [+30% if already soaked] |
45 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+09 ranks total] |
50 | *0950 | *Time Stop, +1 additional use per day [02 total] |
55 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [10% chance total] |
55 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [10% chance total] |
55 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+10 ranks total] |
56 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [07% chance total] [+30% if already soaked] |
60 | 0504 | Slow, +1 target (GROUP friendly) [04 targets total] |
66 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [11% chance total] |
66 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [11% chance total] |
66 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+11 ranks total] |
68 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [08% chance total] [+30% if already soaked] |
78 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [12% chance total] |
78 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [12% chance total] |
78 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+12 ranks total] |
80 | 0504 | Slow, +1 target (GROUP friendly) [05 targets total] |
81 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [09% chance total] [+30% if already soaked] |
91 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [13% chance total] |
91 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [13% chance total] |
91 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+13 ranks total] |
95 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [10% chance total] [+30% if already soaked] |
100 | *0925 | *Enchant Item, can enchant Flare of elemental type with pre-temper potion |
100 | 0504 | Slow, +1 target (GROUP friendly) [06 targets total] |
100 | 0920 | Call Familiar, -1s to locate character [-2s total] |
105 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [14% chance total] |
105 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [14% chance total] |
105 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+14 ranks total] |
110 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [11% chance total] [+30% if already soaked] |
120 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [15% chance total] |
120 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [15% chance total] |
120 | 0504 | Slow, +1 target (GROUP friendly) [07 targets total] |
120 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+15 ranks total] |
125 | *0950 | *Time Stop, +1 additional use per day [03 total] |
126 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [12% chance total] [+30% if already soaked] |
136 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [16% chance total] |
136 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [16% chance total] |
136 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+16 ranks total] |
140 | 0504 | Slow, +1 target (GROUP friendly) [08 targets total] |
143 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [13% chance total] [+30% if already soaked] |
153 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [17% chance total] |
153 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [17% chance total] |
153 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+17 ranks total] |
160 | 0504 | Slow, +1 target (GROUP friendly) [09 targets total] |
161 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [14% chance total] [+30% if already soaked] |
171 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [18% chance total] |
171 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [18% chance total] |
171 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+18 ranks total] |
180 | 0504 | Slow, +1 target (GROUP friendly) [10 targets total] |
180 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [15% chance total] [+30% if already soaked] |
190 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [19% chance total] |
190 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [19% chance total] |
190 | 0911 | Mass Blur, +1 Dodge rank for the caster only [+19 ranks total] |
200 | *0950 | *Time Stop, +1 additional use per day [04 total] |
200 | 0504 | Slow, +1 target (GROUP friendly) [11 targets total] |
200 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [16% chance total] [+30% if already soaked] |
210 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [20% chance total] |
210 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [20% chance total] |
210 | 0911 | Mass Blur, +2 Dodge rank for the caster only [+20 ranks total] |
220 | 0504 | Slow, +1 target (GROUP friendly) [12 targets total] |
221 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [17% chance total] [+30% if already soaked] |
231 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [21% chance total] |
231 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [21% chance total] |
231 | 0911 | Mass Blur, +2 Dodge rank for the caster only [+21 ranks total] |
240 | 0504 | Slow, +1 target (GROUP friendly) [13 targets total] |
243 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [18% chance total] [+30% if already soaked] |
253 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [22% chance total] |
253 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [22% chance total] |
253 | 0911 | Mass Blur, +2 Dodge rank for the caster only [+22 ranks total] |
260 | 0504 | Slow, +1 target (GROUP friendly) [14 targets total] |
266 | 0901 / 0910 | Minor & Major Shock, +1% chance of Stun Shock [19% chance total] [+30% if already soaked] |
276 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [23% chance total] |
276 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [23% chance total] |
276 | 0911 | Mass Blur, +2 Dodge rank for the caster only [+23 ranks total] |
300 | *0515 | *Rapid Fire, 1% chance to reduce castRT to 0 [24% chance total] |
300 | 0501 | Sleep, 10s of grogginess (-20AS/DS, +2s Slow) in target, +1% chance [24% chance total] |
300 | 0911 | Mass Blur, +2 Dodge rank for the caster only [+24 ranks total] |
###/2 | 0402 | Presence, random chance between (# ranks/2) and #ranks; if > targets Hiding, point out hidden |
Re: HSN: ELR chart summaries -- AIR on 09/10/2015 09:42 AM CDT
Re: HSN: ELR chart summaries -- EARTH on 09/10/2015 09:45 AM CDT
Lore | Spell | Benefit |
| | |
5 | 0905 | Prismatic Guard, +1 DS |
9 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [06% penalty total] |
9 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance |
10 | 0430 | Elemental Barrier, 1% chance for +10 ("heavy") crit padding |
10 | 0503 | Thurfel's Ward, 1% chance for +20 DS |
10 | 0904 | Minor Acid, AcidBurn lingering effect unlocked (lasting 2 five-second rounds) |
11 | 0905 | Prismatic Guard, +1 DS [+02 DS total] |
15 | 0507 | Elemental Deflection, 5% chance reflect (w/ -20AS) bolt spells |
18 | 0905 | Prismatic Guard, +1 DS [+03 DS total] |
19 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [02% chance total] |
20 | *0518 | *Cone of Elements, force element of choice @ 20 ranks |
20 | *0909 | *Tremors, self-cast gets +1 charge [06 charges total] |
21 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [02% chance total] |
21 | 0503 | Thurfel's Ward, +1% chance for +20 DS [02% chance total] |
22 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [07% penalty total] |
25 | 0414 | Elemental Defense III, if self-knowledge of ElemDef1/2/3, then 5% chance deflect AS/DS attack |
25 | 0507 | Elemental Deflection, +1% chance to reflect [06% chance total] |
26 | 0905 | Prismatic Guard, +1 DS [+04 DS total] |
30 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [03% chance total] |
33 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [03% chance total] |
33 | 0503 | Thurfel's Ward, +1% chance for +20 DS [03% chance total] |
35 | 0507 | Elemental Deflection, +1% chance to reflect [07% chance total] |
35 | 0905 | Prismatic Guard, +1 DS [+05 DS total] |
39 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [08% penalty total] |
42 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [04% chance total] |
45 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [06% chance total] |
45 | 0507 | Elemental Deflection, +1% chance to reflect [08% chance total] |
45 | 0905 | Prismatic Guard, +1 DS [+06 DS total] |
46 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [04% chance total] |
46 | 0503 | Thurfel's Ward, +1% chance for +20 DS [04% chance total] |
50 | *0909 | *Tremors, self-cast gets +1 charge [07 charges total] |
55 | 0507 | Elemental Deflection, +1% chance to reflect [09% chance total] |
55 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [05% chance total] |
56 | 0905 | Prismatic Guard, +1 DS [+07 DS total] |
60 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [09% penalty total] |
60 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [05% chance total] |
60 | 0503 | Thurfel's Ward, +1% chance for +20 DS [05% chance total] |
65 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [07% chance total] |
65 | 0507 | Elemental Deflection, +1% chance to reflect [10% chance total] |
68 | 0905 | Prismatic Guard, +1 DS [+08 DS total] |
69 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [06% chance total] |
75 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [06% chance total] |
75 | 0503 | Thurfel's Ward, +1% chance for +20 DS [06% chance total] |
75 | 0507 | Elemental Deflection, +1% chance to reflect [11% chance total] |
81 | 0905 | Prismatic Guard, +1 DS [+09 DS total] |
84 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [07% chance total] |
85 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [10% penalty total] |
85 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [08% chance total] |
85 | 0507 | Elemental Deflection, +1% chance to reflect [12% chance total] |
90 | *0909 | *Tremors, self-cast gets +1 charge [08 charges total] |
91 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [07% chance total] |
91 | 0503 | Thurfel's Ward, +1% chance for +20 DS [07% chance total] |
95 | 0507 | Elemental Deflection, +1% chance to reflect [13% chance total] |
95 | 0905 | Prismatic Guard, +1 DS [+10 DS total] |
100 | *0925 | *Enchant Item, can enchant Flare of elemental type with pre-temper potion |
100 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [08% chance total] |
105 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [09% chance total] |
105 | 0507 | Elemental Deflection, +1% chance to reflect [14% chance total] |
108 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [08% chance total] |
108 | 0503 | Thurfel's Ward, +1% chance for +20 DS [08% chance total] |
110 | 0905 | Prismatic Guard, +1 DS [+11 DS total] |
114 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [11% penalty total] |
115 | 0507 | Elemental Deflection, +1% chance to reflect [15% chance total] |
117 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [09% chance total] |
125 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [10% chance total] |
125 | 0507 | Elemental Deflection, +1% chance to reflect [16% chance total] |
126 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [09% chance total] |
126 | 0503 | Thurfel's Ward, +1% chance for +20 DS [09% chance total] |
126 | 0905 | Prismatic Guard, +1 DS [+12 DS total] |
135 | 0507 | Elemental Deflection, +1% chance to reflect [17% chance total] |
135 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [10% chance total] |
140 | *0909 | *Tremors, self-cast gets +1 charge [09 charges total] |
143 | 0905 | Prismatic Guard, +1 DS [+13 DS total] |
145 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [11% chance total] |
145 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [10% chance total] |
145 | 0503 | Thurfel's Ward, +1% chance for +20 DS [10% chance total] |
145 | 0507 | Elemental Deflection, +1% chance to reflect [18% chance total] |
147 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [12% penalty total] |
154 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [11% chance total] |
155 | 0507 | Elemental Deflection, +1% chance to reflect [19% chance total] |
161 | 0905 | Prismatic Guard, +1 DS [+14 DS total] |
165 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [12% chance total] |
165 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [11% chance total] |
165 | 0503 | Thurfel's Ward, +1% chance for +20 DS [11% chance total] |
165 | 0507 | Elemental Deflection, +1% chance to reflect [20% chance total] |
174 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [12% chance total] |
175 | 0507 | Elemental Deflection, +1% chance to reflect [21% chance total] |
180 | 0905 | Prismatic Guard, +1 DS [+15 DS total] |
184 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [13% penalty total] |
185 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [13% chance total] |
185 | 0507 | Elemental Deflection, +1% chance to reflect [22% chance total] |
186 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [12% chance total] |
186 | 0503 | Thurfel's Ward, +1% chance for +20 DS [12% chance total] |
195 | 0507 | Elemental Deflection, +1% chance to reflect [23% chance total] |
195 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [13% chance total] |
200 | *0909 | *Tremors, self-cast gets +1 charge [10 charges total] |
200 | 0905 | Prismatic Guard, +1 DS [+16 DS total] |
205 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [14% chance total] |
205 | 0507 | Elemental Deflection, +1% chance to reflect [24% chance total] |
208 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [13% chance total] |
208 | 0503 | Thurfel's Ward, +1% chance for +20 DS [13% chance total] |
215 | 0507 | Elemental Deflection, +1% chance to reflect [25% chance total] |
217 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [14% chance total] |
221 | 0905 | Prismatic Guard, +1 DS [+17 DS total] |
225 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [14% penalty total] |
225 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [15% chance total] |
225 | 0507 | Elemental Deflection, +1% chance to reflect [26% chance total] |
231 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [14% chance total] |
231 | 0503 | Thurfel's Ward, +1% chance for +20 DS [14% chance total] |
235 | 0507 | Elemental Deflection, +1% chance to reflect [27% chance total] |
240 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [15% chance total] |
243 | 0905 | Prismatic Guard, +1 DS [+18 DS total] |
245 | 0414 | Elemental Defense III, +1% chance deflect AS/DS attack [16% chance total] |
245 | 0507 | Elemental Deflection, +1% chance to reflect [28% chance total] |
255 | 0430 | Elemental Barrier, +1% chance for +10 ("heavy") crit padding [15% chance total] |
255 | 0503 | Thurfel's Ward, +1% chance for +20 DS [15% chance total] |
255 | 0507 | Elemental Deflection, +1% chance to reflect [29% chance total] |
264 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [16% chance total] |
266 | 0905 | Prismatic Guard, +1 DS [+19 DS total] |
270 | *0909 | *Tremors, if target knocked down, +1% penalty to E/B/P [15% penalty total] |
289 | 0520 | Stone Skin, reactive flare IF HIT, 1% chance [17% chance total] |
290 | 0905 | Prismatic Guard, +1 DS [+20 DS total] |
SKILL/3 | *0506 | *Haste, Skill/3 to reduce cooldown -1s (starts at 120s cooldown) |
SKILL/4 | 0904 | Minor Acid, AcidBurn lands at 25% + Skill/4 |
Re: HSN: ELR chart summaries -- FIRE on 09/10/2015 09:46 AM CDT
Lore | Spell | Benefit |
| | |
12 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) |
16 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [02% chance total] |
20 | *0518 | *Cone of Elements, force element of choice @ 20 ranks |
22 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [03% chance total] |
30 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [04% chance total] |
40 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [05% chance total] |
52 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [06% chance total] |
66 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [07% chance total] |
82 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [08% chance total] |
100 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [09% chance total] |
100 | *0925 | *Enchant Item, can enchant Flare of elemental type with pre-temper potion |
120 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [10% chance total] |
142 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [11% chance total] |
166 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [12% chance total] |
192 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [13% chance total] |
220 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [14% chance total] |
250 | *0519 | *Immolate, 1% chance of incinerate/instant kill (reduced if Warding <150) [15% chance total] |
BONUS/2 | 0415 | Elemental Strike, chance of EL:Fire BONUS / 2 to hit additional target, pay +5 mana |
Re: HSN: ELR chart summaries -- WATER on 09/10/2015 09:48 AM CDT
Lore | Spell | Benefit |
| | |
1 | *0515 | *Rapid Fire, 1% chance to not go on cooldown |
1 | 0407 | Unlock, unsuccessful opening degrades lock by -1 (to max of -10%) |
1 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 (to max of -10%) |
3 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [02% chance total] |
3 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-02 total] (to max of -10%) |
3 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-02 total] (to max of -10%) |
6 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [03% chance total] |
6 | 0404 | Trap Lore Enhance, -1s RT |
6 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-03 total] (to max of -10%) |
6 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-03 total] (to max of -10%) |
10 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [04% chance total] |
10 | 0403 | Lock Pick Enhance, -1 point pick damage for failure |
10 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-04 total] (to max of -10%) |
10 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-04 total] (to max of -10%) |
10 | 0418 | Mana Focus, +10 mana regeneration per pulse, for 1 pulse |
10 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [09s total] |
13 | 0404 | Trap Lore Enhance, -1s RT [-02s total] |
15 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [05% chance total] |
15 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-05 total] (to max of -10%) |
15 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-05 total] (to max of -10%) |
20 | *0518 | *Cone of Elements, force element of choice @ 20 ranks |
21 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [06% chance total] |
21 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-02 total] |
21 | 0404 | Trap Lore Enhance, -1s RT [-03s total] |
21 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-06 total] (to max of -10%) |
21 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-06 total] (to max of -10%) |
21 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [02 pulses total] |
21 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [10s total] |
28 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [07% chance total] |
28 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-07 total] (to max of -10%) |
28 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-07 total] (to max of -10%) |
30 | 0404 | Trap Lore Enhance, -1s RT [-04s total] |
30 | 0904 | Minor Acid, 'Evoke' unlocked to generate Major Acid (ball spell, splashy) [+2 mana cost] |
33 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-03 total] |
33 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [03 pulses total] |
33 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [11s total] |
36 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [08% chance total] |
36 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-08 total] (to max of -10%) |
36 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-08 total] (to max of -10%) |
40 | 0404 | Trap Lore Enhance, -1s RT [-05s total] |
45 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [09% chance total] |
45 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-09 total] (to max of -10%) |
45 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-09 total] (to max of -10%) |
46 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-04 total] |
46 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [04 pulses total] |
46 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [12s total] |
50 | 0920 | Call Familiar, set anchor to EarthNode |
51 | 0404 | Trap Lore Enhance, -1s RT [-06s total] |
55 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [10% chance total] |
55 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-10 total] (to max of -10%) |
55 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-10 total] (to max of -10%) |
60 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-05 total] |
60 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [05 pulses total] |
60 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [13s total] |
63 | 0404 | Trap Lore Enhance, -1s RT [-07s total] |
66 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [11% chance total] |
66 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-11 total] (to max of -10%) |
66 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-11 total] (to max of -10%) |
75 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-06 total] |
75 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [06 pulses total] |
75 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [14s total] |
76 | 0404 | Trap Lore Enhance, -1s RT [-08s total] |
78 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [12% chance total] |
78 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-12 total] (to max of -10%) |
78 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-12 total] (to max of -10%) |
90 | 0404 | Trap Lore Enhance, -1s RT [-09s total] |
91 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [13% chance total] |
91 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-07 total] |
91 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-13 total] (to max of -10%) |
91 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-13 total] (to max of -10%) |
91 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [07 pulses total] |
91 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [15s total] |
100 | *0925 | *Enchant Item, can enchant Flare of elemental type with pre-temper potion |
105 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [14% chance total] |
105 | 0404 | Trap Lore Enhance, -1s RT [-10s total] |
105 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-14 total] (to max of -10%) |
105 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-14 total] (to max of -10%) |
108 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-08 total] |
108 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [08 pulses total] |
108 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [16s total] |
120 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [15% chance total] |
120 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-15 total] (to max of -10%) |
120 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-15 total] (to max of -10%) |
121 | 0404 | Trap Lore Enhance, -1s RT [-11s total] |
126 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-09 total] |
126 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [09 pulses total] |
126 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [17s total] |
136 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [16% chance total] |
136 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-16 total] (to max of -10%) |
136 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-16 total] (to max of -10%) |
138 | 0404 | Trap Lore Enhance, -1s RT [-12s total] |
145 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-10 total] |
145 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [10 pulses total] |
145 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [18s total] |
153 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [17% chance total] |
153 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-17 total] (to max of -10%) |
153 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-17 total] (to max of -10%) |
156 | 0404 | Trap Lore Enhance, -1s RT [-13s total] |
165 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-11 total] |
165 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [11 pulses total] |
165 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [19s total] |
171 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [18% chance total] |
171 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-18 total] (to max of -10%) |
171 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-18 total] (to max of -10%) |
175 | 0404 | Trap Lore Enhance, -1s RT [-14s total] |
186 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-12 total] |
186 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [12 pulses total] |
186 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [20s total] |
190 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [19% chance total] |
190 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-19 total] (to max of -10%) |
190 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-19 total] (to max of -10%) |
195 | 0404 | Trap Lore Enhance, -1s RT [-15s total] |
208 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-13 total] |
208 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [13 pulses total] |
208 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [21s total] |
210 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [20% chance total] |
210 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-20 total] (to max of -10%) |
210 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-20 total] (to max of -10%) |
216 | 0404 | Trap Lore Enhance, -1s RT [-16s total] |
231 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [21% chance total] |
231 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-14 total] |
231 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-21 total] (to max of -10%) |
231 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-21 total] (to max of -10%) |
231 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [14 pulses total] |
231 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [22s total] |
238 | 0404 | Trap Lore Enhance, -1s RT [-17s total] |
253 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [22% chance total] |
253 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-22 total] (to max of -10%) |
253 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-22 total] (to max of -10%) |
255 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-15 total] |
255 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [15 pulses total] |
255 | 0901 / 0910 | Minor & Major Shock, IF Stun Shock, duration +1s [23s total] |
261 | 0404 | Trap Lore Enhance, -1s RT [-18s total] |
276 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [23% chance total] |
276 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-23 total] (to max of -10%) |
276 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-23 total] (to max of -10%) |
280 | 0403 | Lock Pick Enhance, -1 point pick damage for failure [-16 total] |
280 | 0418 | Mana Focus, +10 mana regeneration per pulse, for +1 pulse [16 pulses total] |
285 | 0404 | Trap Lore Enhance, -1s RT [-19s total] |
300 | *0515 | *Rapid Fire, 1% chance to not go on cooldown [24% chance total] |
300 | 0407 | Unlock, unsuccessful opening degrades lock by -1 [-24 total] (to max of -10%) |
300 | 0408 | Disarm, unsuccessful isarm degrades trap by -1 [-24 total] (to max of -10%) |
SKILL/2 | 0903 | Minor Water, Skill/2 % chance to soak the target [20% base + Skill/2] |
SKILL/4 | 0416 | Piercing Gaze, display chance of success based on BONUS / 4 |
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 10:06 AM CDT
Do both spells 430 and 520 protect against warding attacks? I know that spell 430 provides elemental TD, but I do not know if it has a chance to provide crit protection against warding spells that take critical padding into account, such as spell 702. Does spell 520 absorb damage from warding attacks? Does spell 520 have a chance to flare against warding attacks?
If I were a Wizard, I would want the answers to those questions before advocating for swapping the lore benefits of 520 and 430.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 10:20 AM CDT
You're making the assumption that had the lore benefit been tied directly to 520 that either 520 would have functioned in some manner that it doesn't currently, or that the lore benefit would have been different than it currently is. Given that 520 wasn't redesigned, you can't make that assumption and have to work with what you know and how things currently are. |
I apologize for not being clearer in my response. I am saying that the lore effect designed for 430 could (obviously another assumption) have easily been applied to the base functionality of 520 thus MARKEDLY improving the function of the spell. The lore effect from 520, the reactive flare, could have easily been implemented to 430 thus also making it an improvement across all the classes (after all, its far more likely for the hybrid classes to get physically hit). In each case, the base design of the spell would have remained untouched but the implementation would have been arguably more useful for all classes.
Fair points on the other comments. Holding all else equal though, it would make more sense to keep it on a spell which has to be maintained less and is available to more classes. However, from a wizard perspective, does it matter? If I am dead, I will be recasting it either way. In addition, it gives us a more unique ability that not only sets the stage for future 520 redesign, but also limits the ability to available classes. We are the masters of the elements, why is this ability in a minor sphere available to all the other classes which arguably would benefit more from the reactive flare design and less from pure crit padding? Some rogues and warriors have commented the extra padding is nice, but unnecessary. Most if not all bards will train in Air, not earth.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 10:22 AM CDT
>>I know that spell 430 provides elemental TD, but I do not know if it has a chance to provide crit protection against warding spells that take critical padding into account, such as spell 702.
It shouldn't matter if you have 520 up or 430 - if you fail the warding, the crit padding (if it had a chance to activate) would be there for either spell as long as they're running. Right now the crit padding only provides protection against a physical attack. So it should not matter in this scenario.
>>Does spell 520 absorb damage from warding attacks?
No.
>>Does spell 520 have a chance to flare against warding attacks?
No. Only physical AS/DS checks.
-Drumpel
It shouldn't matter if you have 520 up or 430 - if you fail the warding, the crit padding (if it had a chance to activate) would be there for either spell as long as they're running. Right now the crit padding only provides protection against a physical attack. So it should not matter in this scenario.
>>Does spell 520 absorb damage from warding attacks?
No.
>>Does spell 520 have a chance to flare against warding attacks?
No. Only physical AS/DS checks.
-Drumpel
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 11:01 AM CDT
>>In addition, it gives us a more unique ability that not only sets the stage for future 520 redesign
Or limits what 520 could be redesigned into by setting up a dependency that wizards would be unable to let go of. As an example, and nothing more so don't read into it, take the desire to have elemental immunity against your attuned element that wizards have wanted for a long time. Trade shattering damage padding + vibe flares for that? Sure. Trade shattering damage padding + random crit padding (which works on virtually everything) for that? Maybe, maybe not.
Now you're in a situation where you have portions of the mage class vying to keep both the padding effect in place and gain the new benefits of the proposed new spell - thereby weakening both. Stuff like that leads to compromised spell releases that players tend to feel missed the mark, and GMs may not be happy with either because it was a compromised design.
>>, but also limits the ability to available classes.
It's padding, non-mages have had access to it for decades.
>>We are the masters of the elements, why is this ability in a minor sphere available to all the other classes which arguably would benefit more from the reactive flare design and less from pure crit padding? Some rogues and warriors have commented the extra padding is nice, but unnecessary. Most if not all bards will train in Air, not earth.
Given the 520 lore benefit is also tied to earth, this argument doesn't go very far. Also, I'm not missing the point of your suggestion for 430 (fire/water/earth/air/lightning flares), but I'm working within the realm of what is. Right now it's a swap of vibe flares for padding to 430, and the vibe flares require earth lore training too.
Overall, I'm not arguing against your logic, or the relevance (design-wise) of having padding in 520 over 430. What I'm saying is consider the flip side of this argument. If 520 had the padding benefit it would only take one person taking a hit hard enough to shatter the skin then sticking around stunned with 0 protection to see the flaws in that design.
Currently, you're in a situation where you potentially get to have your cake and eat it to. The padding will stick around in 430 regardless of what happens to 520. You may not like sharing the ability with non-mages, but mages are in a position to benefit the most from it being in 430 via training. Also, as is, I personally feel that 520 is virtually a blank slate as far as what it can be.
Anyway, food for thought.
Viduus
Or limits what 520 could be redesigned into by setting up a dependency that wizards would be unable to let go of. As an example, and nothing more so don't read into it, take the desire to have elemental immunity against your attuned element that wizards have wanted for a long time. Trade shattering damage padding + vibe flares for that? Sure. Trade shattering damage padding + random crit padding (which works on virtually everything) for that? Maybe, maybe not.
Now you're in a situation where you have portions of the mage class vying to keep both the padding effect in place and gain the new benefits of the proposed new spell - thereby weakening both. Stuff like that leads to compromised spell releases that players tend to feel missed the mark, and GMs may not be happy with either because it was a compromised design.
>>, but also limits the ability to available classes.
It's padding, non-mages have had access to it for decades.
>>We are the masters of the elements, why is this ability in a minor sphere available to all the other classes which arguably would benefit more from the reactive flare design and less from pure crit padding? Some rogues and warriors have commented the extra padding is nice, but unnecessary. Most if not all bards will train in Air, not earth.
Given the 520 lore benefit is also tied to earth, this argument doesn't go very far. Also, I'm not missing the point of your suggestion for 430 (fire/water/earth/air/lightning flares), but I'm working within the realm of what is. Right now it's a swap of vibe flares for padding to 430, and the vibe flares require earth lore training too.
Overall, I'm not arguing against your logic, or the relevance (design-wise) of having padding in 520 over 430. What I'm saying is consider the flip side of this argument. If 520 had the padding benefit it would only take one person taking a hit hard enough to shatter the skin then sticking around stunned with 0 protection to see the flaws in that design.
Currently, you're in a situation where you potentially get to have your cake and eat it to. The padding will stick around in 430 regardless of what happens to 520. You may not like sharing the ability with non-mages, but mages are in a position to benefit the most from it being in 430 via training. Also, as is, I personally feel that 520 is virtually a blank slate as far as what it can be.
Anyway, food for thought.
Viduus
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 11:11 AM CDT
>> Currently, you're in a situation where you potentially get to have your cake and eat it to. The padding will stick around in 430 regardless of what happens to 520. You may not like sharing the ability with non-mages, but mages are in a position to benefit the most from it being in 430 via training. Also, as is, I personally feel that 520 is virtually a blank slate as far as what it can be.
You had me at blank slate. :p
Given the number of times the reminder that this is an elemental lore review and not a spell review has been brought up... are there any plans for a comprehensive review of wizard spells in the next 5 years? Granted, there's a partial one already in the works with regard to specific spells which also sort of begs the same question.
Thanks!
-- Robert
The ELR will never end! VIVE LA ELR! ~ Konacon
You had me at blank slate. :p
Given the number of times the reminder that this is an elemental lore review and not a spell review has been brought up... are there any plans for a comprehensive review of wizard spells in the next 5 years? Granted, there's a partial one already in the works with regard to specific spells which also sort of begs the same question.
Thanks!
-- Robert
The ELR will never end! VIVE LA ELR! ~ Konacon
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 11:22 AM CDT
>Overall, I'm not arguing against your logic, or the relevance (design-wise) of having padding in 520 over 430. What I'm saying is consider the flip side of this argument. If 520 had the padding benefit it would only take one person taking a hit hard enough to shatter the skin then sticking around stunned with 0 protection to see the flaws in that design.
>Viduus
That's what the spell does now. If you take a hard enough hit, Stone Skin shatters and you're left without any protection. I don't see the difference. The Stone Skin is gone, no damage absorbing protection.
The problem I have is when I do get hit - that initial hit - if it does not outright kill me, I'm left stunned for so long I might as well have taken a 1 hit crit kill and got it over with. If a chance for crit protection can soften the blow and/or stun duration, it makes the spell all that more viable to use.
Whether the crit protection ever moves to 520 or not, right now, the spell is, for lack of a better word, underwhelming. And frankly, it's not really worth having up and the almost next to no chance for the vibe flare to activate (unless you're a very dedicated Earth Lore trainer). The vibe flare is just, fluff, if you ask me. It's a lame (sorry, probably a poor word to use, but that's how I see it) attempt to add some spice (or functionality???) to a lackluster spell.
Seriously, what's a little vibe flare going to do to your attacker when you're already stunned or if the skin has shattered? You've already lost the damage absorption aspect of the spell and the next to non-existent vibe flares aren't going to save you from death.
-Drumpel
>Viduus
That's what the spell does now. If you take a hard enough hit, Stone Skin shatters and you're left without any protection. I don't see the difference. The Stone Skin is gone, no damage absorbing protection.
The problem I have is when I do get hit - that initial hit - if it does not outright kill me, I'm left stunned for so long I might as well have taken a 1 hit crit kill and got it over with. If a chance for crit protection can soften the blow and/or stun duration, it makes the spell all that more viable to use.
Whether the crit protection ever moves to 520 or not, right now, the spell is, for lack of a better word, underwhelming. And frankly, it's not really worth having up and the almost next to no chance for the vibe flare to activate (unless you're a very dedicated Earth Lore trainer). The vibe flare is just, fluff, if you ask me. It's a lame (sorry, probably a poor word to use, but that's how I see it) attempt to add some spice (or functionality???) to a lackluster spell.
Seriously, what's a little vibe flare going to do to your attacker when you're already stunned or if the skin has shattered? You've already lost the damage absorption aspect of the spell and the next to non-existent vibe flares aren't going to save you from death.
-Drumpel
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 12:20 PM CDT
Viduus's point is that with the current setup, even if your 520 shatters on the first hit, and the crit padding on 430 doesn't proc, you still have a small chance at getting crit padding for each addition strike you take while stunned. If it was tied to 520, you wouldn't.
Also if any future 520 development occurs, we can scrap the base spell and lore bonus w/o any big losses.
Both valid points, imho.
Not to blow smoke, but I really appreciate Viduus's posts. I feel of all the GMs recently posting, he's got an accurate, critical view on wizard issues.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 02:01 PM CDT
I also agree that 430 should have had a reactive flare, and 520 should have had the critical padding. |
Just to be clear, you would have preferred the heavy padding effect be on a spell that drops when you need it the most, on big hits, rather than stick around until you die. |
Is that what you're saying? |
Viduus |
If you're asking, would I have preferred to have to recast the spell after it had been exhausted from being used after taking a hit? The answer is yes.
Cast 520 |
Get hit |
Critical padding reduces hit |
"stone skin" is shattered because of hit, but after the critical is reduced. |
Have to recast the spell |
Yes.
The reactive flare in no way is helpful to me, as a Wizard. It would have been helpful to the Warriors and Rogues and Bards to some extent that can cast 430. I would much prefer to have critical padding that is lost after doing it's job, and I would be ok with having to spend another 20 mana to refresh the padding. (I would want much more than the 13% or whatever the max chance of it happening though.) Since it has to be recast, let it be 100% and let lore determine how much padding is granted.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 02:03 PM CDT
>Post-Cap, anything is possible. |
The game is not built for post cap anyway, it is the journey to cap that the world is built around |
Sadly, this is not true. Just look at the ELR implementation so far. At 2x lores, we're seeing a 13% for things to happen. That means to me that they're basing all this ELR on post-cap experience. Not many people choose to 2x lores prior to cap, or have the points to do so.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 02:13 PM CDT
Overall, I'm not arguing against your logic, or the relevance (design-wise) of having padding in 520 over 430. What I'm saying is consider the flip side of this argument. If 520 had the padding benefit it would only take one person taking a hit hard enough to shatter the skin then sticking around stunned with 0 protection to see the flaws in that design. |
Currently, you're in a situation where you potentially get to have your cake and eat it to. The padding will stick around in 430 regardless of what happens to 520. You may not like sharing the ability with non-mages, but mages are in a position to benefit the most from it being in 430 via training. Also, as is, I personally feel that 520 is virtually a blank slate as far as what it can be. |
Anyway, food for thought. |
Viduus |
Are you saying that the hard hit, shatters the stone skin, so no reduction in damage takes place? Or that the hard hit, shatters the stone skin, but the damage is reduced, and then you're left without protection until recast?
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 02:15 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 03:10 PM CDT
>For me, that's a reason why it SHOULD NOT have been applied to 430.
Rogues, Bards and even Sorcerers already have superior protection. Rogues and Bards have CM to assist with maneuvers, as well as 2x PF. Sorcerers can wear every spell in the game via 714.
Which spell provides crit padding that I can access via 714?
This isn't a complex topic really. We have three classes in this game. Pures, Semis, and Squares. Among the squares the profession wearing the thinnest armor is rogues, among the semis the profession wearing the thinnest armor is bards, among the pures the professions wearing the thinnest armor is wizards and sorcerers (I'm not counting monks because ironskin).
What is a pure's achilles heel? maneuvers. Which pure professions have maneuver defending spells? Wizards (admittedly sorta lame through blur), Clerics, and Empaths. Which profession doesn't? Sorcerers.
I'm honestly not sure if bards or rogues really need this, but you jumped the shark when you said wizards were more in need of it than sorcerers.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 03:13 PM CDT
>I'm sure Virilneus will fly in here and banish me from the sorcerer's club for saying this, but my main is a sorc, and I completely agree. 430 should give some sort of elemental flares (similar but not nearly as powerful as 716) and 520 should have some crit padding.
You can turn in your sorcerer card next time you see me.
...however, really, there is nothing wrong with that idea - BUT what is wrong, is to state that wizards, a pure who hunts in soft leather armor, is more in need of crit padding than a sorcerer, also a pure that hunts in soft leather armor. You can say it makes more sense IC to do it like that. Don't say it makes more sense from a balance or mechanical perspective, it doesn't.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 03:27 PM CDT
>The padding will stick around in 430 regardless of what happens to 520. You may not like sharing the ability with non-mages, but mages are in a position to benefit the most from it being in 430 via training. Also, as is, I personally feel that 520 is virtually a blank slate as far as what it can be.
I wonder if any of these that are complaining about sharing the benefit in 430 are those who insisted up down and sideways that it isn't anything special that the 500s are exclusive to wizards?
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:17 PM CDT
The majority of complaints I saw were thematic in nature and had little to do with sorcerers.
I honestly don't think the wizards are so enamored with this ability as to be overly protective of it. 7% proc at 100 ranks? 13% at 200? I mean it's okay, but hardly class-defining.
For a few million silver you can have +10CP 100% of the time. Which, to me, is actually more than 7x better because it's dependable. (Also doesn't cost a hundred million TPs :p )
I honestly don't think the wizards are so enamored with this ability as to be overly protective of it. 7% proc at 100 ranks? 13% at 200? I mean it's okay, but hardly class-defining.
For a few million silver you can have +10CP 100% of the time. Which, to me, is actually more than 7x better because it's dependable. (Also doesn't cost a hundred million TPs :p )
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:23 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:28 PM CDT
Which spell provides crit padding that I can access via 714? |
This isn't a complex topic really. We have three classes in this game. Pures, Semis, and Squares. Among the squares the profession wearing the thinnest armor is rogues, among the semis the profession wearing the thinnest armor is bards, among the pures the professions wearing the thinnest armor is wizards and sorcerers (I'm not counting monks because ironskin). |
What is a pure's achilles heel? maneuvers. Which pure professions have maneuver defending spells? Wizards (admittedly sorta lame through blur), Clerics, and Empaths. Which profession doesn't? Sorcerers. |
I'm honestly not sure if bards or rogues really need this, but you jumped the shark when you said wizards were more in need of it than sorcerers. |
When I listed 714, I was using it to highlight how a Sorcerer can gain access to every spell in the game, many of which provide maneuver protection. You may not have direct access to maneuver protection spells, but you can easily get them through scrolls, and keep them for a significantly long period of time. I would also argue that you have some of the best disablers in the game, which means you don't need maneuver protection. Just RT lock everything with 711 and they can't touch you. Wizards don't have anything like that, and the one decent spell we do have is getting nerfed.
Btw, I know many Rogues who wear full plate, which I'm sure you're aware, is not thin armor. Bards also wear ASG15, which isn't bad protection, especially compared to the full leather Wizards are stuck in.
911 provides no maneuver defense.
Sorcerers are one of the most well-rounded professions in the game, and recently saw extremely nice power boosts. It's silly to claim you need maneuver protection when you have so much offensive power.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:46 PM CDT
ERYKK2 |
I would also argue that you have some of the best disablers in the game, which means you don't need maneuver protection. Just RT lock everything with 711 and they can't touch you. Wizards don't have anything like that, and the one decent spell we do have is getting nerfed. |
Immolation (519) causes significantly more RT to creatures than Pain (711), and as announced, the disabling version through EVOKE will still be available after any update to 519.
GameMaster Estild
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:50 PM CDT
>When I listed 714, I was using it to highlight how a Sorcerer can gain access to every spell in the game, many of which provide maneuver protection. You may not have direct access to maneuver protection spells, but you can easily get them through scrolls, and keep them for a significantly long period of time. I would also argue that you have some of the best disablers in the game, which means you don't need maneuver protection. Just RT lock everything with 711 and they can't touch you. Wizards don't have anything like that, and the one decent spell we do have is getting nerfed.
1. Wizards can use scrolls. I know this because I play a wizard too.
2. Ewave, its totally a thing. You don't even need to ward something. It'll even do the whole room, and put them in longer RT, for one less mana than 711. I know personally when I am overwhelmed or feel in danger I don't think "quick, let me methodically put everything in the room into RT, or at least 2 things, because by the time I cast at the third the first will move again." No, no, I think "Ewave suckas!"
3. Call wind is even better if you can get vortexes, those can keep a critter busy for a minute, and of course, the best "disabler" is death or dismemberment. Then there is sleep too. You know, 501.
PS. What about the rift? 714 is worthless there, right?
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:53 PM CDT
>Btw, I know many Rogues who wear full plate, which I'm sure you're aware, is not thin armor. Bards also wear ASG15, which isn't bad protection, especially compared to the full leather Wizards are stuck in.
I agree with rogues, I don't think they need it.
Bards, because of spellsong hindrance, are often left 1 AsG lower than rangers (head protection left off). They get gypped by spell hindrance the same way wizards and sorcerers do vs clerics and empaths.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 04:59 PM CDT
>Just RT lock everything with 711 and they can't touch you.
That's not a given. I'm a big fan of Pain and use it frequently, but to make the most of its disabling ability, you need to train in necromancy lore; it's not something that comes with the spell itself. The people who use Pain as an effective disabler poured a lot of extra training points into that. We get seven seconds of RT at best from it, and that's assuming the spell isn't partially warded or a low roll that results in a brief cringe rather than excruciating agony.
The idea that we can just RT-lock something with one of our main circle spells isn't accurate.
That's not a given. I'm a big fan of Pain and use it frequently, but to make the most of its disabling ability, you need to train in necromancy lore; it's not something that comes with the spell itself. The people who use Pain as an effective disabler poured a lot of extra training points into that. We get seven seconds of RT at best from it, and that's assuming the spell isn't partially warded or a low roll that results in a brief cringe rather than excruciating agony.
The idea that we can just RT-lock something with one of our main circle spells isn't accurate.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:04 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:05 PM CDT
Immolation (519) causes significantly more RT to creatures than Pain (711), and as announced, the disabling version through EVOKE will still be available after any update to 519. |
GameMaster Estild |
How does the RT compare to the spiritual spells?
210:
30s +1s per warding failure
140 Endroll = 70s
214:
13s + warding failure
140 Endroll = 53s
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:08 PM CDT
>> Bards, because of spellsong hindrance, are often left 1 AsG lower than rangers (head protection left off). They get gypped by spell hindrance the same way wizards and sorcerers do vs clerics and empaths.
Wrong thread to discuss since it's class based, but my understanding was that most Rangers don't go above Brig (AsG 12), and it's pretty standard to get AsG 15 on a bard (including mine). The 8% hindrance is honestly a pretty small price to pay. Lore concerns aside (since no bard should ever NOT train air) I actually switched from song armor to physical armor just to be able to GET reactive flares when I get hit, since I often get plinked.
Wrong thread to discuss since it's class based, but my understanding was that most Rangers don't go above Brig (AsG 12), and it's pretty standard to get AsG 15 on a bard (including mine). The 8% hindrance is honestly a pretty small price to pay. Lore concerns aside (since no bard should ever NOT train air) I actually switched from song armor to physical armor just to be able to GET reactive flares when I get hit, since I often get plinked.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:09 PM CDT
1. Wizards can use scrolls. I know this because I play a wizard too. |
Obviously. Would you like to compare the duration you can pull from a scroll, compared to a Wizard? I would get 5-6 uses of a scroll, you would get 5-6 uses, and charge it up, and get 5-6 uses, and charge it up, and get 5-6 uses, and rinse, repeat.
2. Ewave, its totally a thing. You don't even need to ward something. It'll even do the whole room, and put them in longer RT, for one less mana than 711. I know personally when I am overwhelmed or feel in danger I don't think "quick, let me methodically put everything in the room into RT, or at least 2 things, because by the time I cast at the third the first will move again." No, no, I think "Ewave suckas!" |
Ewave is ok, but it's not always reliable. Take Krag Dwellers for example, they flat out ignore it. They wouldn't ignore that 7s of RT from 711.
3. Call wind is even better if you can get vortexes, those can keep a critter busy for a minute, and of course, the best "disabler" is death or dismemberment. Then there is sleep too. You know, 501. |
Call wind is one of those useless spells IMO. It rarely hits, so I never use it. I would much prefer a warding spell where it's pretty much guaranteed by overtraining spells.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:11 PM CDT
Bards, because of spellsong hindrance, are often left 1 AsG lower than rangers (head protection left off). They get gypped by spell hindrance the same way wizards and sorcerers do vs clerics and empaths. |
If they lost mana because of that spell hindrance I would agree with you, but spell hindrance means nothing when it costs nothing. Just keep recasting the spell until success. (I assume you mean bard circle, as they're most likely casting 400's in a sanctuary.)
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:12 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:18 PM CDT
ERYKK2 |
How does the RT compare to the spiritual spells? |
210: |
30s +1s per warding failure |
140 Endroll = 70s |
214: |
13s + warding failure |
140 Endroll = 53s |
Pretty well considering neither 210 or 214 cause roundtime. If you'd prefer 519 to silence or bind the target instead of roundtime, I'm sure we can work that out.
GameMaster Estild
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:28 PM CDT
Pretty well considering neither 210 or 214 cause roundtime. If you'd prefer 519 to silence or bind the target instead of roundtime, I'm sure we can work that out. |
GameMaster Estild |
What's the difference between being stuck in RT or being unable to take any actions? (214)
Don't they have the same effect in the end? (To prevent action)
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:35 PM CDT
ERYKK2 |
What's the difference between being stuck in RT or being unable to take any actions? (214) |
Don't they have the same effect in the end? (To prevent action) |
The number of creatures which are immune or outright break Bind on their next action. It's impossible for creatures to do that with roundtime.
GameMaster Estild
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 05:42 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 06:46 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 06:46 PM CDT
Erykk again....
>How does the RT compare to the spiritual spells?
>210:
>30s +1s per warding failure
>140 Endroll = 70s
>214:
>13s + warding failure
>140 Endroll = 53s
Ermagerd! You've divined the sacred truth that those spells cause more RT than immolation! Obviously immolation is weaksauceohmygosh!
Just to be sure though, now that you've analyzed which one causes more RT, before we jump to conclusions why don't you analyze which one causes more damage.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 06:49 PM CDT
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 08:51 PM CDT
Also doesn't bind have a huge penalty to DS, like the complete annihilation of parry/evade/block DS? I know when I'm bound, my DS goes in the crapper.
Wouldn't be a bad thing to have for us poor AS/DS casters, jus sayin.
Although I would be more inclined to put that on 512 rather than 519.
Re: HSN: ELR - Elemental Barrier (430) Updated! on 09/10/2015 09:20 PM CDT
I agree with this. It's nice to have a NIR who will actually have a conversation about things, without being "snarky"
I appreciate the sentiment, but realistically I just mark it up to time. As a dev GM it's not a matter of if, but when, a balance issue will put me at odds with some portion of the player base. While I hope to be able to avoid such situations, or at least to handle them gracefully when they do occur, I'm a realist. I'm fully aware that tempers flare and tides turn.
Take Estild for example. Loved by millions, adored by all! Then he broke the news of nerfing the big 3 at Simucon and has been dodging torches and pitchforks every since.
Deep down, I think we all want the same thing. A challenging, interesting, and fun game that keeps you coming back for more. We won't always agree (sometimes heatedly) on how we get there, and that's ok.
As long as everyone remembers at the end of the day that if you don't kick my dog, I won't set your hair on fire... probably.
Actually that reminds me of an idea I had for some hair dye.
Viduus
I appreciate the sentiment, but realistically I just mark it up to time. As a dev GM it's not a matter of if, but when, a balance issue will put me at odds with some portion of the player base. While I hope to be able to avoid such situations, or at least to handle them gracefully when they do occur, I'm a realist. I'm fully aware that tempers flare and tides turn.
Take Estild for example. Loved by millions, adored by all! Then he broke the news of nerfing the big 3 at Simucon and has been dodging torches and pitchforks every since.
Deep down, I think we all want the same thing. A challenging, interesting, and fun game that keeps you coming back for more. We won't always agree (sometimes heatedly) on how we get there, and that's ok.
As long as everyone remembers at the end of the day that if you don't kick my dog, I won't set your hair on fire... probably.
Actually that reminds me of an idea I had for some hair dye.
Viduus