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Old 01-10-2012, 03:32 PM   #1
Mattdoesrock
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Default Helping ease Conju's mana problems

No matter how high your mana pool is, when you drain it ONCE... It doesn't count for anything except increased regen speed.

It doesn't matter if you have 100,000 mana, you can only refill 900 + energy borrow (if you're lucky) at a time - and that isn't enough to be able to do your job to its fullest potential.

I suggest creating a passive in the Sorcery tree, there's enough junk in there to find something easy to get rid of.

Insert-passive-name-here

For every 100 hp healed, the Conjurer regains mana.

Regained mana amount from level 1 - 5: 10, 15, 20, 25, 30.

NOTE: Self heals and Resurrections DO NOT count towards hp healed.

So as you can see, it's nothing extreme. At level 5 it effectively makes Heal Ally 5 free. For regen spells it'll add up, but will be over time.

Of course values can be adjusted etc. etc. But I feel this would help Conju's out a lot in war. Mana problems aren't major when you have enough friendly conju's, but I'm sure as most people will testify, that is a rare treat.
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Old 01-10-2012, 04:41 PM   #2
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Agreed - great idea. To help more mana costs of Heals and Dispels can be reverted back. Mana communion can be made 30 tick / 30 duration. This way it will be alot more usable in war. 10 area can be returned too.
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Old 01-10-2012, 05:25 PM   #3
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There's one thing that most people don't realize about having mana issues: You have simply casted too many spells.
Your suggestion would nullify mana's existence.

I also don't understand why conjurers are labeled as poor defenseless creatures even though a well played healer can survive and keep an army alive for hours. Either you really love to get farmed by zergs or you don't realize the huge impact a hard working conjurer does.

If you're a conjurer and want to have an easy job, don't play hard.
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Old 01-10-2012, 05:59 PM   #4
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Quote:
Originally Posted by PT_DaAr_PT View Post
There's one thing that most people don't realize about having mana issues: You have simply casted too many spells.
What do you mean too many spells? If spells need to be cast... They need to be cast. Unless you're casting Syn Bond every 3 seconds then most casts are needed, in the heat of battle.

Quote:
Originally Posted by PT_DaAr_PT View Post
Your suggestion would nullify mana's existence.
Why? A conju's job is more than just healing, and that's all you get reimbursed for. Dispells, buffs, DI, mana etc. etc. Will still drain your mana pool just as fast.

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Originally Posted by PT_DaAr_PT View Post
I also don't understand why conjurers are labeled as poor defenseless creatures even though a well played healer can survive and keep an army alive for hours. Either you really love to get farmed by zergs or you don't realize the huge impact a hard working conjurer does.
What does this have to do with this? Oo I didn't say conju's are weak; I just said that they struggle with their mana flow. This idea is meant to help give them a little boost, and a more reliable / constant flow.

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Originally Posted by PT_DaAr_PT View Post
If you're a conjurer and want to have an easy job, don't play hard.
I don't understand? You're saying to just do a half arsed job?

Anyway, if you think it's too much, it's just a suggestion. Values can be changed.
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Old 01-10-2012, 07:13 PM   #5
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I might get knocked over the head for writing this but maybe it should only be as (in)effective as the comparative passive Warlock spell, Vitality absorption.

You passively recover 2,4,6,8,10% mana for the amount you heal. It looks silly now but, if heals were not fixed and actually would scale according to your level or attributes it might be a little more interesting. It would really be is a sink-hole for power points but can be quite effective if used with Life Saviour on level 5. The gain could be 300+ mana if used on a Knight.

In any case, the loss of mana is a control on the game and really only obvious when you are really short of conjurers. That is the only problem really. In any army with adequate number of skilled /semi skilled conjurers, is it really an issue?. A far better thing would be to fix things like synergy bond so that you can't give mana to an already full player and so on. Stuff like seeing the mana levels over allies heads and such.

In any case there is Dragon's blood, energy borrow, ambitious sacrifice, mana communion and mana/ intelligence gear that can improve your stats.

Maybe some players in the army should do what I practice on a regular basis. Play as if you have no conjurer at all even if you do. In that way you will think, reserve your own mana/HP and thereby reduce pressure on your conjurers.

The game is not about the ability to have a mana/HP manufacturing plant to feed your hungry army but the whole army working as a team and that also means trying to ease the pressure off your conjurers as much as possible. I suppose nobody ever thought of that. If the army over pressures the conjurer and the army fails for it, that is not the fault of the game mechanic nor conjurer, it is failure of the army to assess the war condition and resources on your side.
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Old 01-10-2012, 08:29 PM   #6
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No, no passives, passives are boring. If I may suggest something: More healing spells! BUT! Some of them are cheaper if certain conditions are met, e.g. 50% more health if the target has less than 50% health, buff xy, etc. Or the conjurer gets mana back then.

Another idea:
Best Conjurer Ever
Cooldown: 30 seconds
Duration: 15 seconds
Mana cost: 0
The conjurer gains 100-500 mana when the buff ends naturally. 2 minutes additional cool down if the ally dies before it wears off. Can only be cast on allies with less than 25% health.

Be creative! And passives are boring.
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Old 01-10-2012, 07:44 PM   #7
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Quote:
Originally Posted by Mattdoesrock View Post
What do you mean too many spells? If spells need to be cast... They need to be cast. Unless you're casting Syn Bond every 3 seconds then most casts are needed, in the heat of battle.

Why? A conju's job is more than just healing, and that's all you get reimbursed for. Dispells, buffs, DI, mana etc. etc. Will still drain your mana pool just as fast.
When mana regeneration was increased to please complainers back in the day, it totally eliminated marksmen's mana problems(mana regenerated even while shooting with Recharged arrows on) and removed the whole challenge of playing that class. Any half brained person can(and even with the recent nerfs still can) be good just by mindlesly spamming spells without having to be too careful with their mana consumption, fortunately, cooldowns exist but they're not enough. Before that change, playing Marksman required more skill other than just taping buttons as fast as possible. Conjurers could become just like that. So much for thinking...

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Originally Posted by Mattdoesrock View Post
What does this have to do with this? Oo I didn't say conju's are weak; I just said that they struggle with their mana flow. This idea is meant to help give them a little boost, and a more reliable / constant flow.
Your way of easing is only going to remove the challenge of playing a healer(it's also not really that hard). Mana helps to restrict an army of too many players from being able to mindlessly cast everything they want. The result of weakening this already weak barrier will only cause more imbalance between big vs small group fights, because clever strategies would have no big impact compared to casting as much spells as possible. Who has the most conjurers would win, basically. Thus encouraging more farming.

Quote:
Originally Posted by Mattdoesrock View Post
I don't understand? You're saying to just do a half arsed job?
That is if you want it easy. If you want to be good then of course you'll have to work hard and think twice before doing a move in war. If it was made too easy, there would be no distinction between bad and very good players. Just look at barbarians for example, you can come up with a witty strategy to beat one class but an other barbarian who uses Beserk + UM + kick + fulmination is just as effective against all classes even though primitively thought, all because it's too easy.

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Originally Posted by Mattdoesrock View Post
Anyway, if you think it's too much, it's just a suggestion. Values can be changed.
Bois did give better values.
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Old 01-11-2012, 08:18 AM   #8
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Quote:
Originally Posted by PT_DaAr_PT View Post
There's one thing that most people don't realize about having mana issues: You have simply casted too many spells.
Your suggestion would nullify mana's existence.
Conjurers can only play by casting spells.
Imagine archers had to wait to "recharge their quiver" - outrageous.

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Old 01-11-2012, 08:33 AM   #9
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Even with 2928 mana I have problems with it... +1 for idea
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Old 01-11-2012, 12:21 PM   #10
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Like I wrote before, any improvement has to be very marginal at best. A passive like I mentioned should be just enough.

I don't believe that this game should be designed in a way for a single conjurer to support more than 6 allies without getting into serious mana troubles.

I don't really play the class but I ask. Is a conjurer is able to comfortably support 4-6 allies with a mana pool of around 2400? And when I mean 4-6 I mean players that are not suicidal and know how to play as if they have no conju support.
If that answer is yes then there is no need for mana boosts. There is a need for more conjurers. It usually ends up that a conjurer may have to support 10+ allies but the game should not have a knee jerk reaction to make a conjurer be able to comfortably support that many. In fact it should be extremely uncomfortable in order to try to maintain balance across battling armies and class diversity. As such a conjurer has to has to make on spot needs assessments.
In any case, if something like this comes to pass a new tactic will simply arise. Opponents will simply start to use mana draining spells on you and nullify any gains anyway. Imagine being a conju and living under a constant barrage of Sadistic servants, rend , energy borrow and mana burn.

What are we looking to do with the spell? Add a positive feedback loop so that the more you heal the more mana you recover? So, in the case that you have more conjurers than the other side, this same feedback loop is aggravated leading to a gradual off-balance position. End product, frustration for the army with less conjurers. Then of course the blame shifts to the conjurers on losing team. Players question ability of their conjurers and make assertions they don't know how to play. However it won't be their fault.
The reality is that this already exists with armies not even being able to make a dent on opposing armies health/personnel when the opponent has 2 or more conjurers. Imagine the situation with more mana available?

Like mentioned before with marks, I am just not sure if a conjurer should be able to access a pool of mana so much so that somehow Global cooldown and Spell cool downs become the major controlling factor. Mana consumption must remain a major limiting factor.

I know conjurers will disagree with me.
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