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View Full Version : Spell cystal/sphere..whatever


scelus
July 10th, 2006, 01:52 PM
I'm not sure how many people use these, or if I'm the only one who has had an issue trying to use them.

I start by breaking crystal number 1, in the process -30 mana
I break number 2, in the process -30 mana
Number 3 seems to fail..-30 mana, but number 3 then allows an imprint. -30 mana

I go to charge this newly imprinted sphere, and I do not have enough mana. (even at full regen) I get another shaman to give mana, while I go to charge. I can't control my magical power, and it bombs. -100 mana. I finally get some natural mana back, and it bombs..-100 mana. I finally give up with less than 100 mana and 100k down the toilet.

I was attempting to put a level 2 exclude on it for a someone who was getting a breather for a mobm.

Can we make these spells/skills work better, and maybe just raise the price on the crystals/spheres whatever they're called? No way someone is gonna abuse it and load up on these. This process took me like an hour, and I have nothing but a long wait for mana regen, and an empty mish account to show for it.

Why do we need it? Higher level mobms often require dispel magic or exclude to accomplish. Sure, that's half the fun of a mobm, but who with halfway decent ac is going to explore in some zones, or bother with mobmasteries with breathers.

Thank you for your time.

Solaron
July 10th, 2006, 02:04 PM
I'd agree. Perhaps remove the blank ones and make it easier to recharge random ones or remove the random ones that pop and make it easier to imprint. Raising the price would offset the new ease of use.

Avarice
July 14th, 2006, 11:30 AM
Sorry but i've had some of this happen to me as well and I think its perfectly fine the way it is. It takes patience to make a useable sphere and I think thats a good idea since spheres are so powerful if used correctly. Something tells me the Imprint skill isn't practiced enough if you're failing that often, but like most skills the more you use it the better it gets. Rather than fiddle with it, why not check and see if you even practiced it to max or used the imprint skill before? I've made several spheres in the last few days and if anything it seems to me that A. blank spheres are too cheap for what they offer and B. with a little patience you can basically stock up on hugely awesome items.

Dundrave
August 5th, 2006, 08:02 PM
Again, This proposed idea would not benifit the game. The code works. IF you dont like that you fail, don't waste your mana, for some it adds variety. A TFC that is diverse, more and different types of items, is more fun then one that is less diverse. Leave this code well alone, it is great as is. IF anything, diversifiy it further. Add different spells to the random ones, etc.
Dundrave

Belsambar
August 12th, 2006, 08:27 PM
I'm with Dundrave and Avarice. It's not broke, don't touch it. Spheres are pretty damn awesome now, and if you're not patient enough to make them properly, well, then don't. We did well without them before, now it's just more variety.

As far as why you failed...well...it's a level 25's spell. You're only 5 levels learned into it, rather than, say, cloak of protection, which you have 30 levels into. Pick an easier spell till you've pracc'd it up, or accept that you will need to regen. I played with give mana and +mana eq till I got a 10 charge level 1 dispel magic sphere done. I was left at 5 mana naturally. And it really doesn't take that long for it to come back.

Pol
August 15th, 2006, 09:17 PM
Not sure what the rationale behind this is, but please change it.

When you create a sphere, it has an expiration date! I created a sphere yesterday that had a NUA for 2796. Yes, that's a while in the future (I think) but given the expense of buying the sphere and potential for failure in creating them (I had blown up 4 others before getting a good imprint on this one - 120k spent on practicing..heh) not to mention the potential for failure in using them, adding expiration seems a bit too steep a limitation.

Sometimes you get a sphere to hedge against a certain situation, or to plan a particular event or expedition. Given the time lag between creating them, getting them to the right people, getting those people on line, then commencing with the event, you run the risk of the items expiring.

I can understand somewhat trying to limit hoarding of the items, but given that they're 4-5kg each, consumable, have the potential for failure, and are really no different than wands, fetishes, staves, scrolls or relics in terms of convenience of use, I can't see how they could be *that* unbalancing.

As always, consideration of this is greatly appreciated. :)

Pol O'Song

Tynian
October 11th, 2006, 08:48 PM
Not sure what the rationale behind this is, but please change it.

When you create a sphere, it has an expiration date!

I thought I answered this, but apparently I just thought about responding.

You weren't doing it right.

Tynian
October 11th, 2006, 08:59 PM
Spheres are finicky. The idea was that they would allow even non-casters casting ability, which is why they're kind of difficult.