There is a few situational uses for this spell in it's current form. However, due to the high mp cost, and long casting time (36 seconds all together) Any arguement for the practical use of this spell just falls flat. In order to rectify this, the devs need to either:
A: Dramatically reduce the mp cost.
B: Dramatically increase the damage output.
While testing this spell I've noticed a few mechanics about the spell that, if tweaked, could make the spell worthwhile.
First: The AoE target radius does not move once cast on a target. For example, if I cast my AM on the mob, and the mob moves away from where I first cast it, the spell will miss. It's like I planted a mine on the ground where the mob was standing.
Second: After 30 seconds, the game will perform 5 checks to see if conditions are right to cast the spell. These conditions include "Casters distance from the target radius" and "Mobs position relative to the target radius". If both of these conditions are favorable, the spell will fire.
Third: It is impossible to use this spell in a battle regimen, because the spell doesn't actually fire until much later, after the battle regimen is initiated.
Changes I would make to these mechanics are as follows:
1: Make the target radius stick to your target. For example, if I target a mob, and the mob moves, the radius will move with the target. This opens the way for a lot of advanced tactics by way of this spell. Such as targeting a player, and then having them agro a group of mobs by running into the group and letting the spell go off. It also prevents the mob from moving away from the target radius if you cast it on a mob. Also if you are going to keep the target radius stationary, then it would be nice to have a visual indicator of where the spell is going to fire. It's very annoying when the spell fails simply because you can't find where the mob was standing 30 seconds ago.
2. Since the game performs 5 checks, why not let the spell fire 5 times if conditions remain favorable ? This alone would be enough of a damage increase to warrant use of the spell in my opinion.
3: If the spell were able to be placed at the end of a battle regimen, the damage output could be reasonable. However, due to the time delay this is impossible. So either the mechanics of battle regimen need to be changed, or the time delay needs to be removed.
By making either one of these changes the spell could become worthwhile. MP cost can be reduced manually by use of spiritbind. So the more immediate concern is that of damage output and time delay.
Also as many have voiced since beta, the animations for these spells are quite pitiful considering they are meant to be the most powerful spells for a CON.



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