PDA

View Full Version : extend enchantments - needs a rethink?


Bravo
29-07-2006, 22:21
Enchantment spell: For 5..17..21 seconds enchantments cast on you last 100% longer.

Great, but also:

Lose all enchantments when you cast it, and lose all enchantments when it ends. This is in mysticism so can only be used (realistically) by a dervish primary. Since you lose all enchantments when it is cast, you cannot use this with maintained enchantments (easily - you could try recasting them every 15 seconds or so), you cannot use it to 'maintain itself' so it never 'ends' and very few enchantments can I see that last much less than ~20 seconds would be useful to a primary dervish:

1. Orders - this only effects orders cast on the dervish, so you cannot have a D/N for 'prolonged orders' but you could perhaps have 5 D and a N to have prolonged orders on each dervish (I should stop here before I (re-)invent the next IWAY *sigh*)

2. Spirit bond farmer - The 8 second spirit bond will now last 16 (+20%) or roughly as long as extend enchantments, unfortunately, because you are using extend enchantments you cannot keep this up '24/7' as there will be a time when either you are refreshing spirit bond without extend enchantments and it is then stripped by re-applying it, or you cast spirit bond after extend enchantments, then either you refresh extend enchantments and lose it or you don't refresh extend enchantments and lose it.

3. Balthazar's Aura and air of enchantment - yay for longer lasting smite, just don't time extend enchantments to end/start just after applying either air or balthazar's aura.

Most enchantments that you would like to last longer with extend enchantments pretty much already do, or gain a few seconds at best, or can be renewed within their own duration anyway. So am I not giving this skill a fair go and missing something killer?

takplayer
29-07-2006, 22:28
Or, with all the Dervish enchantments that all do damage when they end you could cast Extend -> All the damage on end -> Extend Ends -> Damage Spike

Bravo
29-07-2006, 22:40
But there is an earth prayer skill mystic sandstorm that would cause the dervish to lose all enchantments, deal a damage spike of its own for 5 extra energy and allow said enchantments to be cast much sooner in battle (no ~20 second limit and they last a base time of 30 seconds)

takplayer
29-07-2006, 23:38
I can see a few good enchantments with this:
Shadow Form - more invincible time is nice
Mantra of Recall - more energy is nice too
Lyssa's Aura - lasting longer might actually make it useful
Blood Renewal - Large health gain at when it ends
Dark Fury - for multiple warriors getting addren, or a D/W
OoA - removing enchantments

Those enchantments could all benefit from a longer length.

lavenbb
30-07-2006, 00:34
I can see a few good enchantments with this:
Shadow Form - more invincible time is nice
Mantra of Recall - more energy is nice too
Lyssa's Aura - lasting longer might actually make it useful
Blood Renewal - Large health gain at when it ends
Dark Fury - for multiple warriors getting addren, or a D/W
OoA - removing enchantments

Those enchantments could all benefit from a longer length.

Problem:

Shadow Form already last as long as extend enchantments, so no benefits there.

Mantra of Recall, this one you want it to end ASAP, the longer it stays the less energy benefit over time.

Orders / Dark fury, they can already be kept continouosly by reapplying.

But then for things like Lyssa's aura I guess it works.

takplayer
30-07-2006, 00:40
Problem:

Shadow Form already last as long as extend enchantments, so no benefits there.

Mantra of Recall, this one you want it to end ASAP, the longer it stays the less energy benefit over time.

Orders / Dark fury, they can already be kept continouosly by reapplying.

But then for things like Lyssa's aura I guess it works.

Yes but if you don't put as many points into Shadow Arts, the double length helps. This allows more flexibility for builds.

And for Mantra of Recall has a 20 second recharge. In theory, you should be able to MoR -> Extend (ending MoR) -> MoR (as it finishes recharging) -> Extend Ends (ending MoR again)

The point of making Orders / Dark Fury last longer is to get their benefit without the sac. Having to sac half as much, not to mention not waste the time recasting those spells (time wasted not using those skills to their full benefit), makes them fairly useful with Extend.

I think the power in this one, as the OP originally pointed out in the first post, is with skills that have a fixed, low duration.

Bravo
30-07-2006, 01:10
Shadow form and extend enchantments scale at the same rate, so to get the same duration as a lvl 12 shadow arts using extend enchantments you would need 12 mysticism and 3 or 4 shadow arts... So by going dervish instead of assassin and swapping runes you lose effectively 6-10 attribute points.

Only a dervish would receive the benefits from the orders so you can't go d/n to extend enchantments on everyone... So the person 'using' the orders isn't the one casting it, so the person using it is responsible for getting the benefit out of it...

takplayer
30-07-2006, 01:26
Shadow form and extend enchantments scale at the same rate, so to get the same duration as a lvl 12 shadow arts using extend enchantments you would need 12 mysticism and 3 or 4 shadow arts... So by going dervish instead of assassin and swapping runes you lose effectively 6-10 attribute points.

Only a dervish would receive the benefits from the orders so you can't go d/n to extend enchantments on everyone... So the person 'using' the orders isn't the one casting it, so the person using it is responsible for getting the benefit out of it...

Yes but you should, in theory, but using both Shadow Arts and Mysticism for more than just those 2 skills. Shadow Refuge seems like it would work well with those.

And Dark Fury affects both the dervish and those around them. While Orders might not necessarily be the best for a D/N, I was just throwing out suggestions.