Vengeance

Vengeance => public => Topic started by: Axecleaver on Jul 10, 2002, 03:48 PM

Title: GT AoE relief
Post by: Axecleaver on Jul 10, 2002, 03:48 PM
Up on CamelotHerald now, these changes were patched to live this afternoon (supposedly)...

"Ground targetted area effect spells (GTAE) now have a recast timer of 6 seconds "

(THANK YOU!)

This means that casters getting hit will now have a chance to retaliate (no perma-interrupt), and tanks will take 1/3 as much damage on the doors as before. Experience will tell us whether this is enough to make keep takes/defense possible again.

"Corrected an error with damage types on a few offensive spell lines that had their damage types set to "none". This most significantly affects Healer Pacification line; these have been set to the "body" damage type. Now resistence spells will actually have an effect against Healer Pacification spells"

Interesting. This suggests you need to run Body against mids and Mind/spirit against hibs. Body also protects against melee stuns and skald DDs. Previously it was thought that spirit resists were used for all antimezz.

"The realm ability Bunker of Faith should properly affect the entire group now. "

About time, this realm ability should increase the survivability of a group in an all-out melee/zerg effort. Probably pretty sweet at single-group keep siege efforts too.

Is this the Albion fix we've been waiting for?

Title: GT AoE relief
Post by: Lifesbane on Jul 10, 2002, 11:17 PM
i think its definetly a start
Title: GT AoE relief
Post by: Rosslyn on Jul 11, 2002, 09:01 AM
What bugs me is that two of the GT AoE'ers can still team up to cast one every three seconds.  If they do, it'll still screw over most casters.  Three of them teaming properly should still be able to hold a keep, but maybe that's not really a bad thing.  I guess it gives infiltrators something to do.  :)
Title: GT AoE relief
Post by: Axecleaver on Jul 11, 2002, 11:11 AM
We got a taste of this at Benowyc last night. Biggest problem at Benowyc was the GTAoE hit me twice every cast, for about 120-150 each shot. Verri did her best to keep up, and flog and I were chanting heals, so take 90 away from that 250 or so damage every 6s. Still rough to handle. If they fix the double-hit problem this might not be so bad.

I think it's possible to coordinate like you say, Ross, and if that happens there's still no way to fight back. Go away and come back again next weekend, relic raid over. Which is a damn shame.

Title: GT AoE relief
Post by: Rosslyn on Jul 11, 2002, 01:34 PM
Please tell me that at least those spells don't damage the siege gear.  That would suck.
Title: GT AoE relief
Post by: Axecleaver on Jul 11, 2002, 03:51 PM
Tear them to pieces. So yes, you've got to keep your eye on the ram health. Since there's a "durability" to the rams (times they can be repaired) they are lasting a lot less time now than they used to.

They had too many door repairers going, even with 2 rams we couldn't damage the door. We ended up retreating, waiting for a charge, and counterattacking, which was more fun anyway. Then we ganked reinforcements at the milegate until echoic & crew steamrolled us. That was WAY more fun.

Title: GT AoE relief
Post by: Gueuze on Jul 12, 2002, 12:22 AM
Yeah, the Mids also held Erasleigh at the time, and obviously thought we'd gone there to take that after getting stopped at Beno, so they came out behind us...well, for that, and to kill the half dozen folks that don't know the meaning of 'pull back to xroads' even after it's repeated 4728 times.

Anyway, we pulled a page out of Mid's book and killed the few that came out, including Echoic and Sweat.  Ooops, they thought they had a free ride to Eras.  Of course, on her return trip, she killed us.  But hey, they had relics and 50's.