Spell Icon Multichromatic Assault  

Description

1: Decrease Hitpoints by 2164.

Details   Raw Spell Data, Lucy Spell View

Mana: 490 Skill: Evocation
Casting Time: 3 Recast Time: 4.5
Fizzle Time: 1.5 Resist: Chromatic [Lowest]
Range: 200 Location: Any
Time of Day: Any Push Back: 1
Fizzle Adj: 104 Deletable: No
Reflectable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Target Type: Single Spell Type: Detrimental
Source: Live 04/09

Messages

Cast on you: A blast of multicolored lights tears at your mind.
Cast on other: Soandso 's mind is torn by a blast of multicolored lights.

Game Description

Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between 2164 and @1 damage.

Items with this effect

Quick Facts

Scroll:
Spell: Multichromatic Assault

ClassLevel
ENC78

Expansion:
Secrets of Faydwer

Duration:
Instant
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Enough of this!
# Nov 29 2007 at 2:53 AM Rating: Decent
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402 posts
Well, my fellow Enchanters. At last, it looks we got our own expansion. This new stuff Sony has come up for us has made us some hot property, especially with a Learner's Aura that can confer an XP bonus for our groups. Also, Beguiler's Directed Banishment makes our lives easier like you wouldn't believe. If you don't have that yet, GET IT! It allows you to knockback your foes which will then be rooted and then blurred. So, they forget all about you.

There is one pet peeve of mine that I would love Sony to fix for us, and I hope I encourage my fellow Enchanters to add their voices via /petition and /feedback.

I'm referring to the ridiculously lengthy cast and recovery times of our nukes. It makes no sense for the most mentally acute of all classes to have sluggish nukes. Look at it this way. Say you're on a mount and have just cast your nuke on your groups mob and an add happens to wander in. You have to wait for your slow-casting nuke to fire, then for spell recovery before you can mezz the add. You're looking at close to 10 seconds before that mezz actually lands. Your tank could be pulped by then and your group is probably screaming "MEZZ THAT ADD YOU MORON!" at you. You can't duck to interrupt the nuke to cast the mezz, because you're on a mount. And simply moving on your mount will allow the cast timer to run it's course.

Our nukes and DoTs should be efficient. We don't have time to waste when the lives of our party depend on us this way. Even if the nukes do less damage this way. The spell Dementia was revamped this way, lesser damage, lesser mana cost but a much better cast and spell recovery time. They even added a one second stun to it. It's a terrific nuke and all our nukes should be that way.

Let Sony know that slow nukes do not become the most mentally aware of all classes.
Enough of this!
# Dec 17 2007 at 12:29 PM Rating: Decent
First off our nukes have no recovery time other than what it takes for your entire spell gem set to recover. Second of all, on a mount while casting and an add wanders in... all u need do is get off your mount to interrupt... it isn't that difficult. And lastly, I don't agree with the fact that if our nukes receive a faster cast time that the damage of them should be reduced. In fact, we should receive a shorter cast time and INCREASED damage. I would say around 3k base damage for rank 2, and 3 sec casting time before spell focus would work wonderfully. Maybe even 4 secs but any more than that and its not much of a gain.
Enough of this!
# Jan 13 2008 at 4:18 PM Rating: Decent
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402 posts
fatbass wrote:
First off our nukes have no recovery time other than what it takes for your entire spell gem set to recover. Second of all, on a mount while casting and an add wanders in... all u need do is get off your mount to interrupt... it isn't that difficult. And lastly, I don't agree with the fact that if our nukes receive a faster cast time that the damage of them should be reduced. In fact, we should receive a shorter cast time and INCREASED damage. I would say around 3k base damage for rank 2, and 3 sec casting time before spell focus would work wonderfully. Maybe even 4 secs but any more than that and its not much of a gain.


Fat chance they're going to increase our cast time and our damage. Do you even have the faintest idea how much that would upset game balance? When I charm kite, I can take on yellow and red cons, just by charmimg a mob, giving it my haste, throwing up Mana Recursion, and throwing on the DoTs and the nukes. The mob goes down, and my charmed pet is usually a pretty easy kill after that. To increase the damage and cast time of our nukes would grossly upset game balance in our favor (and if you don't believe that, then you just don't know how to charm kite).

Our nuke and DoT DPS are fine as they are. I'm not interested in seeing the charmed pet DPS nerfed (AGAIN!) to keep game balance up.

This expansion has given Enchanters an independence they never saw before. You need to see what's out there.
Enough of this!
# Feb 08 2008 at 3:02 AM Rating: Decent
You think increasing the cast time on our nukes is game breaking, but giving enchanters an instant cast mezz spell isn't? Ok then.
Enough of this!
# Feb 11 2008 at 1:30 AM Rating: Decent
**
402 posts
Quote:
You think increasing the cast time on our nukes is game breaking, but giving enchanters an instant cast mezz spell isn't? Ok then.


Uh, yeah. Don't you? (By the way, who said "instant"? Not I, I can assure you.)

Like I said, look at it this way. Wizzies have one role in groups: nuke. So, as they level up, their nukes become faster, with greater resist modifiers. Makes sense, doesn't it?

Enchanters' have a few roles but one is crowd control. So, as they level up their mezzes...stay the same? Yep. Still that same 2.5 second cast time, and the resist modifiers are negligible. Make sense to you? So, we do finally get a mezz with a decent resist modifier and a faster cast time...but it's separate from conventional mezzes and it has a huge recovery time. Does that make sense to you? I don't see Wizzie nukes having that problem.

We also charm, but still with that 5 second cast time, and still with a joke of a resist modifier.

We're also often the group's slower. No complaints there. We do get faster spells, although the resist modifier isn't much.

Edited, Feb 11th 2008 1:46am by ChanterTime
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