weave changes

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Kara
Posts: 47
Joined: Thu Jan 27, 2011 11:39 am

weave changes

Post by Kara »

[quote]In order to cut down on confusion and cluster many of the damage weaves have been removed since there were multiple weave types for each damage tier. Now there are two damage weaves for each damage tier and there are three damage tiers.

This is subject to change and more tweaks may occur.[/quote]

After doing some research I found the only damage weaves we now have access to are:
[quote]Call Lightning (Cost: 1), (0%), (not learned)
Ice Shards (Cost: 1), (0%), (not learned)
Earthquake (Cost: 1), (0%), (not learned)
Air Scythe (Cost: 1), (0%), (not learned)
Create Fire (Cost: 1), (0%), (not learned)
Flame Strike (Cost: 1), (0%), (not learned)
Immolate (Cost: 1), (0%), (not learned)[/quote]


I may be the only one who believes this but I think this change was unneeded. All of the weaves as they were had a niche to fit depending on what you were practicing. For example if you wanted to have tornado and save some practices you could get call lightning. If you wanted to practice shield then rend was the way to save practices. I preferred to have fireball for some moderate damage so I would use immolate myself. You had the option to choose which weave to use depending on the situation. In general air weaves were better for saving sps, while fire were the best for higher damage with the rest sitting somewhere in between.

Now I am a bit low on sleep so maybe im just rambling, ill check back tomorrow when im awake.
June
Posts: 8
Joined: Thu Apr 21, 2011 7:52 am

Re: weave changes

Post by June »

these changes are bullshit considering pretty much every channie practiced rend since it was the highest dmg weave for the 3rd tier.. taking it out was a mistake
Nyoga
Posts: 633
Joined: Sun Oct 31, 2004 1:23 am

Re: weave changes

Post by Nyoga »

Pretty stupid and unnecessary. This change was very poorly thought out.

I agree we need to make changes, but this was retarded. Leave it to Fogel's pretty boy to do it.
Gaius
Posts: 39
Joined: Wed Nov 16, 2011 1:05 am

Re: weave changes

Post by Gaius »

I understand the annoyance of having to figure out the new system and the optimal practice setups, but I'm of the opinion that 5 damage tiers with 21 damage weaves is unnecessary. If you guys want to have an air and fire damage option for each of the 3 tiers in order to optimize for damage or spell point costs then that's something I can understand. I find calling it stupid before trying it out and looking for new ways to save practices or optimize practice setups that will still give advantages over those who just practice the weaves without thought to be lazy and unhelpful. If any of you wish to give input on how to make it better within the new setup then I'm willing to make the changes. I'm not willing to have an over abundance of weaves that is off-putting to those who don't have experience playing channelers and as a result don't play the class. As of now there aren't any active pkers who play channelers with any regularity and I think part of that is the time it takes to figure out what to practice. I wish to make it easy to get to the point to pk, but not easy to be good at pk. That's the underlying philosophy I'm going with and I hope you can understand where I'm coming from.
Nyoga
Posts: 633
Joined: Sun Oct 31, 2004 1:23 am

Re: weave changes

Post by Nyoga »

No. It doesn't work like this.

I just saw a lot of "I" in that post, Gaius. I think we should just go ahead and change everything on the mud to the way you want it, then everything will be perfect, right?
Kyrana
Posts: 578
Joined: Tue Dec 08, 2009 3:01 am

Re: weave changes

Post by Kyrana »

The line of thought you are on is actually a good one, i've corrected a few newbie channies who prac things that are simply a wast of time to prac and showed them the ultimate setup. But as somone who has a channie you should known the most used weaves and kept them at least. Yes it was good not to just have one line up of weaves and still keep a selection for each major element but you took out the main one used.

I used to prac these weaves-

Offensive: create fire(quick, and usefull for a finisher)
Fireball (medium timer with tier 2 dmg. Usefull for decent damage and quick enough to beat a bash timer)
Rend (highest damage weave available, but longest timer)

Defensive: Quicksand (perfect against bashers who are landing a great %, able to sit them long enough for a rend)
tornado (a very usefull weave against numbers, if you are getting ganked just pop this short timed weave to get them off you and to split them up)

Status: agility (more DB)
Strength (more strength)
Santuary (take less damage)
weaken/crippe/chill (decreases enemy stats causing their skills to not work to their full potential aka bash etc)
Poison (dmg trolloc moves and their move regen)

then you have the normal create food/water, locate life/object, gate, cure critic, which every channie should have.

I havn't looked at all my new options yet but from what i see i can use rend anymore or fireball and has tornado been taken out aswell?
Kara
Posts: 47
Joined: Thu Jan 27, 2011 11:39 am

Re: weave changes

Post by Kara »

Another often used weave that was removed is Thunderclap. I feel that that weave was important for fighting multiple channelers. Also the deafen effect given by thunderclap also gave a small advantage in PK. perhaps removing earthquake and bringing thunderclap back with a weave timer slightly longer to make it match create fire with slightly more damage or less sp cost.

Another Idea would be to have four Damage tears of each Air and Fire would be better, with Rend being changed to a 5th and higher tier by itself with a damage boost and high sp costs and a longer timer but also changing pracs so it requires 10 spirit, fire, and air.
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