GrivneKelmorian said:yeah.. the run over! :<
bad roo!
tho i hope the hibbies will stop stealthzerging now when they got str relics ;D
Maleg said:The casting part isn't necessary, it's one of the most frustrating bugs in the game. Until Mythic fix this I can never see them trying to balance / fix Animists where they really need it.
Boggy said:Double-checked this with the Animist TL. Shrooms DO NOT CAST THROUGH WALLS. It is as I said, they start to cast on someone who comes into LoS and always finish the cast they start.
Xxcalibur said:Little resume :
20 CET - RR start with 90 hibs - getting fast eras and towers
22 CET - Hibs moving to surs and start getting towers
24 CET- Hibs get surs
01:30 CET- thats the best moment of the night, albs come to surs with +12fg while hibs were moving to beno , only 4 fg hibs get inside > albs get surs and hibs hold in the top of the stairs during 30 minutes till we decided to rush the albs with ml8 banelord + moc on dorga +twf , the there was the major wipe i saw in my life in daoc and get again surs.
04 CET- Hibs regrp and head beno, albs holded very nice there, this time there was more hibs than albs. Very nice defending there by PE
05 CET -Mile Gates are open , 50 hibs in the BG, no new about mids, they keep trying to get berk- First try to pass the mile gates, albs wipe hibs with mg camping skills ( loads of casters on top , traps etc..)
05:30 CET- Hibs decided new tactic in mile gates, some dudes will ps and then we avoid traps and bombs, we rushed by the left , some albs were asleep on the right Battlement we passed them and headed fast to get relic and move it at speed 1+sprint to Caer Eras from the rk ... That was the fault of albs , the best rr chars in alb were in retaking surs while we did the second attemp on the mile gate. Rk holder get a boat to hib and the relic raid end at 06 CET .
/Victory
Boggy said:Double-checked this with the Animist TL. Shrooms DO NOT CAST THROUGH WALLS. It is as I said, they start to cast on someone who comes into LoS and always finish the cast they start.
willowywicca said:so in other words you're saying, "They DO NOT CAST THROUGH WALLS, except when they start and then DO CAST THROUGH WALLS".
Mojo said:Yes but seems to be same for anything, archers, caster whatever, they start to cast you run for cover and get hit anyway.
So yes shrooms do it, but so do you, me and everyone else.
willowywicca said:so in other words you're saying, "They DO NOT CAST THROUGH WALLS, except when they start and then DO CAST THROUGH WALLS". Seriously, the problem is that even if you get out of los of them they still will always finish casting on you (unless they die first, and killing the animist doesn't kill them either). I can still remember the time saitoh mezzed a rooter shroom that was casting at me at AMG in OF, when I was almost to mmg it finished casting and I was rooted there, about 2/3 of a zone away.. No spells should have inifinite range and no los checks (after the initial start casting checks), they should all have a final check when the casting time is finished to ensure that the target is still in range and in view.. animist pets do not do this, and that's part of the problem with them.
Edlina said:Would you prefer mythic changing shrooms cast time to 1 - 1.5 seconds then like normal spells? If you think that's better I suggest you campaing for it, only makes shrooms better if you ask me...
Fact is, a fire wizard can probably cast 2 aoe spells faster than the shrooms can cast 1 spell thus killing the stack (if stacked) shrooms before they even get off 1 spell... and if 2 fire wizards ever dreamed of assisting it'd be a walk in the park to both get an aoe spell off before the shrooms finished their 3 seconds cast time...
willowywicca said:fire wizz can only do that if not interupted by something else (yeah, that's "likely"). if he QC's he gets one spell off only a tiny amount of time before the shrooms hit him. as for improving their cast speed.. I would say there is no valid reason why they should have a faster casting speed than other pets, animists already have the fastest casting DD in game (2.5s lifetap)
Boggy said:Think you're misrepresenting the argument a bit.
Mine are static and have a 1000 range. Anyone can stand 1200 away and nuke them with no danger to themselves. Even in range the cast time is 1 sec slower than qc and MUCH slower than your typical ToA'd caster.
This compares to your pet, who chain stuns people through walls and is mobile.
Bit frustrating to me that you complain about my pets when they have very few applications and win me very few fights, whereas your pet is powerful in all sorts of situations.
If shrooms had a second LoS check my pets would go from being only useful sometimes to being completely pointless.
If you want to see how much use a shroom would be against another nuker, kill your pet, encumber yourself, take off all buffs and equipment, let a runie nearsight you then use a level 40DD to try to kill him while he tries to kill you.
willowywicca said:Caba pet shouldn't be able to attack through walls either, I have never stated it should be. And chain stunning is fixed in 1.72(I think it was), because, it simply shouldn't be there.
I'd be interested to see a caster who can't start 1200 distance from a caba pet and not nuke it down before it's able to threaten them, or atleast have it very low on life and after a qc CC easily kill it.
Also, you have 15 immobile pets, while I have 1 mobile pet. Your pets will automatically target on their own from 1000 distance while you can be doing other things, mine will only automatically attack enemies if they get into about 300 units range, the only people who get that close being melee types who can easily ignore the pet and kill me. Which also kills off my pet, yours remain after your death.
willowywicca said:Caba pet shouldn't be able to attack through walls either, I have never stated it should be. And chain stunning is fixed in 1.72(I think it was), because, it simply shouldn't be there.
I'd be interested to see a caster who can't start 1200 distance from a caba pet and not nuke it down before it's able to threaten them, or atleast have it very low on life and after a qc CC easily kill it.
Also, you have 15 immobile pets, while I have 1 mobile pet. Your pets will automatically target on their own from 1000 distance while you can be doing other things, mine will only automatically attack enemies if they get into about 300 units range, the only people who get that close being melee types who can easily ignore the pet and kill me. Which also kills off my pet, yours remain after your death.
Also, the mobility factor results in pets being much easier to kill.. after you charge up round a corner unless I'm careful my pet will follow you back down to your friends when you hide out of los and will pretty much die instantly. Your shrooms will stay put and not get needlessly killed requiring you to spend 40% power summoning a new one and rebuffing it (or maybe a bit less if you have lots of int cap, aug acuity and ethereal bond, power% and power cap to increase your pow pool).
Mobile pets are however superior in most open field encounters, but NF has very few of those, almost everything is centered around keeps, towers and bridges.
As for that whole "get naked unbuffed encumbered and nearsighted crap" that would serve absolutely no purpose whatsoever. That would show me what it would like if I were a single shroom. However animists are *not* a single shroom. they are up to 15 shrooms *and* many other caster abilities too.
Lejemorder said:cabalist pet still chain stun, mythic changed it back 1 week after.
Boggy said:Chain stunning might get fixed, but the stunning through walls does not.
It doesn't matter whether I have 1 or 16 pets up. If you stand out of range, none of them can hurt you.
My pet will NOT automatically target you. It will automatically pick a random target. It could just as eaily target a keep guard or your pet and get aggro on me as target the Caba about to kill me. You can tell your target to come attack me then nuke me down from out of my pet range. I know you can because you've done it plenty of time.
You you say there's no open field - which is untrue anyway - but my pets are not useful in tower battles particularly either. In tower defense I have to place them in plain sight at points close to the tower, making them easy to avoid/nuke. In tower offense there are very few places I can cast them where the shrooms can actually target the enemy (they don't target above head height).
I've been quite sympathetic to people with legitimate complaints about shrooms. I would not like to take them on inside a keep. I also think any LoS bug (making them impossible for someone to attack) should be fixed as soon as possible. But to have to listen to someone who kills me on a regular basis try to pretend that shrooms are some kind of uber pet is silly.
Shrooms are useful sometimes, but most times they are not.
Lejemorder said:cabalist pet still chain stun, mythic changed it back 1 week after.
and u cant just ignore an amber pet, as they will most likely chain stun, making the cabalist abel to lifetab em.
KOOKen said:<some image>
willowywicca said:Don't read the thread then?
willowywicca said:Firstly about "You can tell your [pet] to come attack me then nuke me down from out of my pet range". Telling pets to attack has a fixed 1500 range, while my DDing range can reach up to 1650 with 10% range bonus, if you stand 500 units behind your shrooms from me, I cannot send my pet to attack you without getting shrooms casting on me, if you stand 650 units behind I cannot nuke you without shrooms attacking me. Also, again I must remind you, you can nuke me back too, your lifetap (and bombers if you spec that way) have the same range as my lifetaps/DoTs.
Similarily to it not mattering whether you have 1 or 15 pets up and cannot attack me if I stay out of range, similarily *all* pets have a max range before they can be sent to attack (1500 for the attack command, slightly further if they are automatically moving to defend you in defensive mode when you are attacked). The only difference is whether they chase you after you move out of range. If you have 15 shrooms up, you will hit 15 times after someone moves into range. If someone moves in range of my pet, they can kill it before it reaches them (if they are alert and notice it coming in advance) or have a long amount of time to CC it. even if their QC is down they can QC again before it hits them 15 times since base attack speed on pets is 4 seconds, modified by buffs, but it doesn't get below 2 seconds.
Whether I kill you or not on a regular basis has absolutely no bearing on this discussion. It can be put down to the simple fact that I have much more RvR experience as a caster than you (Note: I am not saying you're bad player, or that I'm a better player, merely that I have more practice).