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  Click here to go to the first Dev post in this thread.   Thread: 2014-05-19 Content Update (148101)

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    Nice

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    I was just wondering if it would be ok if all staffs can auto target like the rifles can.

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    Cool

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    I was about to buy an elixir and then the timer started just as I hit the button, canceling the purchase

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    Spacetime Studios Dev Carapace's Avatar
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    it's quite a large damage boost in terms of the Ker'shal changes. If originally you can only do 1 attack every 1.6 seconds, that means with a .75 charge time players can cast a little over two shadow balls in the same amount of time as before, in addition to shooting backwards which allows better kiting. compared to the previous version the same amount of time will yield about 150% damage over the previous charged abilty of the Ker'shal Scepter, with an improved slow chance to boot.
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    Senior Member falmear's Avatar
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    Quote Originally Posted by Carapace View Post
    it's quite a large damage boost in terms of the Ker'shal changes. If originally you can only do 1 attack every 1.6 seconds, that means with a .75 charge time players can cast a little over two shadow balls in the same amount of time as before, in addition to shooting backwards which allows better kiting. compared to the previous version the same amount of time will yield about 150% damage over the previous charged abilty of the Ker'shal Scepter, with an improved slow chance to boot.
    Yes if you are a mathematician this sounds good. But you can do even more damage by using a normal attack because you can spam this way faster. The auto targeting & reduced charging time is the only good thing in this change. Everything else made it worse in my opinion.
    Last edited by falmear; 05-19-2014 at 05:28 PM.

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    Guardian of Alterra JaytB's Avatar
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    Thanks for listening to the community by buffing the Ker'shal scepter a bit. I'll have to test it out before making any further statements though.


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    Nice, now using it in clashes after fireball doesn't sound like a very bad idea anymore.

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    I'm sorry but the bad proc is still bad. Instead of fixing the proc change it to something useful please. I've said this multiple times but what would one more time hurt.
    1. Remove Shadowflare.
    2. Replace Shadowflare with a chance on cast of Frosbolt, Fireball, or Lightning to duplicate that spell. Like a 10% chance.

    There we go problem fixed and a Mage with Kershal is actually something to be feared just like a maul or hook toon.

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    I like the change, but I agree it is not a huge bump, but useful nonetheless. Before nobody was using shadowflare at all, so you can't really compare and say that by using shadowflare you are causing way more damage than using shadowflare before. Nobody was using it before.

    If you are after pure damage, then I agree that using the regular attack is much better. The whole idea of shadowflare is the debuff it offers, so in clashes it is very useful now to use it as your lead attack after you put up your shield.

    I do have one question: Is the 33% chance to slow applied per enemy, or as a whole? If I cast it into a group of 4 enemies and it hits them all with its AoE, are they either all slowed or none? Or is the chance to slow applied separate for each of them, so on average I will slow 1 enemy if I cast it into a group of 3?

    Either way it would now make sense to use this as a lead attack, and then follow with your other attack skills followed by regular non-charged kershal attack. Same goes with using it in PvE. Get the debuff first, then use your damage skills. I do wish that it was an armor debuff instead of a speed debuff. As sorcerers, our biggest problems in PvP is causing enough damage to warriors to defeat them. What we really need is an armor debuff. Warriors are already slow, so slowing them down does not really help us very much.

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    Senior Member falmear's Avatar
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    Quote Originally Posted by Energizeric View Post
    Either way it would now make sense to use this as a lead attack, and then follow with your other attack skills followed by regular non-charged kershal attack. Same goes with using it in PvE. Get the debuff first, then use your damage skills. I do wish that it was an armor debuff instead of a speed debuff. As sorcerers, our biggest problems in PvP is causing enough damage to warriors to defeat them. What we really need is an armor debuff. Warriors are already slow, so slowing them down does not really help us very much.
    Why would you lead with an attack that does now 50% less damage then a normal auto attack? That has 66% chance to do nothing and 86% chance of doing nothing. Both rolls are independent of each other so you can get one, both or none. Abaddon's passive attack has a chance to reduce crit by 10% and its only mythic pet and its free. No mana cost! And how can the chance to reduce crit be any lower then 14%? Also from my testing the snare effect is barely noticeable. The only thing that is good is now it auto targets on charged attack. So if you are in a boss fight where you would get 1 hit killed, you can use the charged attack. That's about the only benefit I see. Everything else just go in and spam your auto attack you'll do more damage. If we had a higher chance of anything happening then I would say it maybe worth it but I'd get a few more hits in with my auto attack then waste my time doing less damage.

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    Glad the Kershal got some much needed attention. Now how about the "Arcane" pet with Dearies Arcane plus minimal damage? Changing his non existent stun to Slags panic which actually works in Tindren would be a great start!

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    Quote Originally Posted by FluffNStuff View Post
    Glad the Kershal got some much needed attention. Now how about the "Arcane" pet with Dearies Arcane plus minimal damage? Changing his non existent stun to Slags panic which actually works in Tindren would be a great start!
    +1 !!!

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    time to buff the maul!
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    I agree the charge time is nice and the auto aim is useful. The procs, however, are still a joke and the shadowflare now does less damage. Kershal is starting to equal Kerplunk. If I wanted to make things slower, ice and time do a wonderful job at this. I don't need a staff to "maybe" do it too. I'm sure this could have been a really good change for us mages, but again, seriously disappointed.

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    Quote Originally Posted by Carapace View Post
    it's quite a large damage boost in terms of the Ker'shal changes. If originally you can only do 1 attack every 1.6 seconds, that means with a .75 charge time players can cast a little over two shadow balls in the same amount of time as before, in addition to shooting backwards which allows better kiting. compared to the previous version the same amount of time will yield about 150% damage over the previous charged abilty of the Ker'shal Scepter, with an improved slow chance to boot.
    This is obviously a Pve buff. Compared to the maul, this is a nerf since shadow flare does less damage now. Procs should be on all staff attacks.

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    I am simply amazed the Shadowflare damage can actually be further reduced.

    Might as well just remove the damage component in this spell totally and make it a 100% debuff spell just like Curse but increasing the slow %, reduce crit % and maybe some armor reduction %?

    What about some changes to the +10 mana proc?

    Please consider.
    Last edited by Rean; 05-19-2014 at 10:34 PM.

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    Forum Adept faefaefae's Avatar
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    Thank you for listening to players.

    I will try the new charged attack first and then give my feedback.

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    Please, this has been suggested MANY times. Why can't you guys just get rid of Shadowflare?

    We've heard feedback in PvE and in clashes, now hear some 1v1 perspectives. Basically, you would want the most damage output you can achieve. Why the H, E, double toothpick would you need to use Shadowflare? It gives way less damage than a regular, non-charged staff attack, and Frost does a 500% better job of slowing the opponent. Against a warrior, you wouldn't need crit reduction since most of them have a small amount anyways, and for rogues, you have Fireball's 25% chance to reduce hit chance. It's a 14% chance to reduce crit... You'd die from the rogue even before you have a chance to reduce crit... Fully equipped rogues with Expedition Bows can one combo 4k hp mages on their shields! Imagine the chaos once mythic bows arrive.

    After getting rid of it, buff the proc. I'm sure 95% of other mages would rather have the proc buffed than Shadowflare, since most mages are still not going to use it. Get rid of the +10 mana regen. I don't care if anything is replaced with it, just get rid of it. It's absolutely nothing. Nothing's probably going to change your mind anymore, since obviously, simply reducing charge time of Shadowflare took 6 months.. All I'm trying to do is make the arcane scepter live up to its "arcane" name.
    Last edited by Instanthumor; 05-19-2014 at 10:54 PM.

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    OK I've tried it. Shadow flare rocks in pve. Pvp wise... Use a broom stick. It might be better.

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