FURROWFOOT |
That's 3.0247, not 3.0. #sigfigged |
Correct, but it was provided in the same format as all previous results I've supplied in such comparisons.
GameMaster Estild
FURROWFOOT |
That's 3.0247, not 3.0. #sigfigged |
VEYTHORNE |
What if there were a second creature in the room to pull up any creature hit by the tremor? That could increase the number of casts. |
VEYTHORNE |
I would also point out that spiritualists don't require a knock-down be used prior to every single cast. In the example you posted, every 8 uses you would need to recast 909, so the calculated casts per kill would increase. That's an additional 1250 casts. |
MEKK1 |
So the average is 4 casts not 3. So it is 3s vs 0s. |
Drumpel |
I find the self cast version of 909 to be very useful in 1v1 or 1v2+ situations where 909 works on the creatures. |
Keith/Brinret/Eronderl |
Keith is correct |
-Wyrom, APM |
Keith is correct. |
-GameMaster Estild |
As the corridor snakes through the solid stone of the mountain, it grows more confined and chaotic. Large boulders are heaped to either side, protruding into the walkway here and there in stubborn feints. The walls are pocked and rough, giving little evidence of any pretense at conformity. You also see an Illoke mystic. |
Obvious exits: northeast, southeast |
>incant 909 |
Your hands glow with power as you invoke the phrase for Tremors... |
Your spell is ready. |
You gesture. |
Faint ripples in the floor form beneath you for a moment. |
Cast Roundtime 3 Seconds. |
(Forcing stance down to guarded) |
> |
An Illoke mystic summons the wrath of his god as he gestures at you! |
A massive stone hand appears in the air before you! |
The huge fist clutches at you, but you avoid its crushing grasp! |
An Illoke mystic looks weakened! |
> |
An Illoke mystic invokes the power of his god. |
>tap |
You tap your orase runestaff on the floor, unleashing a roiling wave of elemental power! |
The ground begins to shake violently, making it hard to stand. |
>incant 410 |
You trace a simple rune while intoning the mystical phrase for Elemental Wave... |
Your spell is ready. |
You gesture at an Illoke mystic. |
A wave of dark ethereal ripples moves outward from you. |
An Illoke mystic is buffeted by the dark ethereal waves and is knocked to the ground. |
Cast Roundtime 3 Seconds. |
>tap |
You tap your orase runestaff on the floor, unleashing a roiling wave of elemental power! |
The ground begins to shake violently, making it hard to stand. |
LADYFLEUR |
It's fairly unreliable, and there are a lot of creatures that can't knock down as you move to capped hunting also. |
LADYFLEUR |
The Wiki says the EBP is only reduced if they knock down or if they're already prone and would otherwise have failed the knock down roll. Does this affect creatures that would never knock down (flying, already lying on their bellies)? Specifically asking about war griffins and rift crawlers |
LADYFLEUR |
So only Ithzir champions are actually capped/post-cap and not immune? |
LADYFLEUR |
Aren't sentries immune, too? |
LADYFLEUR |
Why are elementals in the Confluence immune, but not elementals in Nelemar? Are all elementals not the same? |
LADYFLEUR |
I thought we don't balance around pay areas. |
LADYFLEUR |
I've never claimed an inability to hunt bandits. They are hands down the easiest and quickest hunting around. |
LADYFLEUR |
Part of the power ceiling I'm looking for is the ability to hunt these same post-cap/capped creatures in the above capped hunting grounds that the other pures can. Warding spells don't have to have a third boost to address any EBP issues (there are none), so this is part of the tedium I'm talking about. It's also ineffective on many creatures that players actually hunt or want to hunt, as you pointed out above. |
LADYFLEUR |
Regardless of whether a creature is already prone or not, is it correct that the way we'll know it's affected is the bouncing along the ground line? |