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Thread: Fortifying the Foritfy Spell

  1. #1
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    Default Fortifying the Foritfy Spell

    I think the Spell: fortify Tech could be really good tech, if it was changed. Currently Tier V version works 55% of the time, lasts 15 seconds and can give 110% base armor, maybe it be good if the time was increased duration for maybe 1 minute or more so it be a useful tech on all tiers, but 1 minute at minimum to make a difference in battle. I think it only needs a major duration change to make this useless tech useful. Also the 55% chance and low chances for other tiers balances it out.
    Last edited by Spyrioyo; August 17th, 2015 at 07:28 AM.

  2. #2

    Default Re: Fortifying the Foritfy Spell

    I will have to agree on this, while I have definately benefited from the fortify tech in certain fights, a raise in chance and/or duration (I'd prefer duration over chance personally) would make it a lot more beneficial.

    The reason why I'd prefer duration over chance is mostly because of the spells it can be put on currently, as far as I know, fortify can only go on spells that, well, fortify you by increasing stats. These are usually spells you cast before combat, and not during, making the 15 seconds period a very short time in which you should initiate, or you'd "waste" the fortify buff so to speak. Especially if it procs on one of your earlier spells while buffing up.

    another possible way to go around the usefullnes of fortify would be allowing it to be put on certain healing spells, personally I'd say making it possible to go on HoT spells (heal over time) could make it more usefull, but not too overpowered that you could keep proccing it. This should not need any of the chance/duration increases then as well.

  3. #3
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    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by meepsa View Post
    I will have to agree on this, while I have definately benefited from the fortify tech in certain fights, a raise in chance and/or duration (I'd prefer duration over chance personally) would make it a lot more beneficial.

    The reason why I'd prefer duration over chance is mostly because of the spells it can be put on currently, as far as I know, fortify can only go on spells that, well, fortify you by increasing stats. These are usually spells you cast before combat, and not during, making the 15 seconds period a very short time in which you should initiate, or you'd "waste" the fortify buff so to speak. Especially if it procs on one of your earlier spells while buffing up.

    another possible way to go around the usefullnes of fortify would be allowing it to be put on certain healing spells, personally I'd say making it possible to go on HoT spells (heal over time) could make it more usefull, but not too overpowered that you could keep proccing it. This should not need any of the chance/duration increases then as well.
    I agree with duration, it wouldn't be useful in healing spells even with the short duration, I'm more thinking this as using it as battle. Plus its not allowed to be used in any healing spells after checking. So I have to say the duration need a major boost. 15 seconds doesn't cut it. The tech needs and overall this is just not for tier V but tier I-IV too. All tiers grant 110% armor base and 15 second duration. Maybe even different durations per tier with tier 5 the longest and tier 1 the shortest, maybe a minor increase in chance wouldn't hurt. As long as done in a balanced way.
    Last edited by Spyrioyo; August 17th, 2015 at 12:22 PM.

  4. #4

    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by ZyrimShadowheart View Post
    I agree with duration, it wouldn't be useful in healing spells even with the short duration, I'm more thinking this as using it as battle. Plus its not allowed to be used in any healing spells after checking. So I have to say the duration need a major boost. 15 seconds doesn't cut it. The tech needs and overall this is just not for tier V but tier I-IV too.
    ah sorry, I might've worded it a bit weird in my original post, what I meant was:

    I'm aware you cannot currently put fortify on healing spells, if we were to change this to be able to put them on those (not all, but certain healing spells, heals over time seem a good candidate) the 15 second time would not be as bad as it could proc in the middle of combat without having to cast a spell you really shouldn't be using in combat. (ie. Raise strenght/Surge of dexterity/True grit).

    However, the more I think about it, the more I can understand this tech not being available to healing spells, as it could lead to people repeatedly healing themselves untill they get fortify. While it would be a nice idea it could be counted as slightly overpowered. (it IS a 110% increase at Tier V after all).

    That being said, I still highly support a duration increase in it's current state. And yeah, across all tiers.

  5. #5
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    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by meepsa View Post
    ah sorry, I might've worded it a bit weird in my original post, what I meant was:

    I'm aware you cannot currently put fortify on healing spells, if we were to change this to be able to put them on those (not all, but certain healing spells, heals over time seem a good candidate) the 15 second time would not be as bad as it could proc in the middle of combat without having to cast a spell you really shouldn't be using in combat. (ie. Raise strenght/Surge of dexterity/True grit).

    However, the more I think about it, the more I can understand this tech not being available to healing spells, as it could lead to people repeatedly healing themselves untill they get fortify. While it would be a nice idea it could be counted as slightly overpowered. (it IS a 110% increase at Tier V after all).

    That being said, I still highly support a duration increase in it's current state. And yeah, across all tiers.
    It's actually 110% increase across all tiers meepsa, I just checked. That's why I'm going for duration change, and if chance is also increase or decrease only by 5% or stay the same. But still even with the 110% increase across all tiers with only 15 sec duration its all but useless, even if you keep casting.

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    Default Re: Fortifying the Foritfy Spell

    A huge reason I never put fortify on any spell is the ridiculously short duration. In most situations, the buff fades before I even get to the mob I'm after or before I kill the first mob since I tend to buff a safe distance away before combat and buffing while already in combat is something I almost never do. Honestly, if the duration was upped to 1 minute, I probably still wouldn't use it- that might last the duration of one fight and I don't really want to buff after every kill. I also don't use it because it conflicts with some other buffs that boost armor... definitely gonna take a 30 minute buff over a 15 second one especially when they essentially do the same thing.

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  7. #7

    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by ZyrimShadowheart View Post
    It's actually 110% increase across all tiers meepsa, I just checked. That's why I'm going for duration change, and if chance is also increase or decrease only by 5% or stay the same. But still even with the 110% increase across all tiers with only 15 sec duration its all but useless, even if you keep casting.
    aah okay then, my main point really was that most fights (for a dragon atleast, I never got far into playing bipeds) tend to last between 20 seconds to a minute on average (not counting epics/bosses) so if the devs wouldn't be willing to up the duration, perhaps making it more viable to proc in combat could be a thing.

    but yeah, dropping that idea as it does seem a bit off, fully supporting what you're suggesting though! ^^

  8. #8

    Default Re: Fortifying the Foritfy Spell

    A Fortify on HoTs and heals would be very useful and would make a lot more sense.


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    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by Salwirk View Post
    A Fortify on HoTs and heals would be very useful and would make a lot more sense.
    Hmm interesting, yeah but duration will be still a big problem and how to balance it for battle, with HoTs and heals, maybe even create a new tech for with heals.

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    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by Machaeon View Post
    A huge reason I never put fortify on any spell is the ridiculously short duration. In most situations, the buff fades before I even get to the mob I'm after or before I kill the first mob since I tend to buff a safe distance away before combat and buffing while already in combat is something I almost never do. Honestly, if the duration was upped to 1 minute, I probably still wouldn't use it- that might last the duration of one fight and I don't really want to buff after every kill. I also don't use it because it conflicts with some other buffs that boost armor... definitely gonna take a 30 minute buff over a 15 second one especially when they essentially do the same thing.
    That's my same reasoning, its a good tech but the duration literally kills, I say more than minute now thanks to your input maybe 5 mins or longer. Cause we need to factor in people buff away from mobs. I only reapply some buffs in battle when fighting an epic boss.

  11. #11

    Default Re: Fortifying the Foritfy Spell

    Thoughts about completely changing this to work on heal spells instead of buffs? Same % chance, but duration in the 1-3 min range?

    It does seem like this spell tech likely wouldn't be used very often due to that fact, you're only going to cast this every 15 or 30 minutes (depending on buff timer). Not likely to cast these during battle, unless you wasn't paying attention and decided to cast it, while battling. Otherwise, most would wait until battle is done.

    Another idea might be increase the % chance to 100% across all tiers, but adjust the duration (on buffs) for the tier.


    These are spells with 'buff' keyword, that Fortify currently can be added to:

    Arcane Refusal I
    Arcane Refusal II
    Arcane Refusal III
    Arcane Refusal IV
    Arcane Refusal V
    Arcane Refusal VI
    Blight Resistance I
    Blight Resistance II
    Blight Resistance III
    Blight Resistance IV
    Blight Resistance V
    Blight Ward I
    Blight Ward II
    Blight Ward III
    Blight Ward IV
    Blight Ward V
    Blight Ward VI
    Countercheck Primal I
    Countercheck Primal II
    Countercheck Primal III
    Countercheck Primal IV
    Countercheck Primal V
    Countercheck Primal VI
    Energy Attack I
    Energy Attack II
    Energy Attack III
    Energy Attack IV
    Energy Attack V
    Energy Attack VI
    Energy Resistance I
    Energy Resistance II
    Energy Resistance III
    Energy Resistance IV
    Energy Resistance V
    Energy Resistance VI
    Energy Ward I
    Energy Ward II
    Energy Ward III
    Energy Ward IV
    Energy Ward V
    Energy Ward VI
    Enhance Armor I
    Enhance Armor II
    Enhance Armor III
    Enhance Armor IV
    Enhance Armor V
    Enhance Armor VI
    Enhance Dexterity I
    Enhance Dexterity II
    Enhance Dexterity III
    Enhance Dexterity IV
    Enhance Dexterity V
    Enhance Dexterity VI
    Enhance Focus I
    Enhance Focus II
    Enhance Focus III
    Enhance Focus IV
    Enhance Focus V
    Enhance Focus VI
    Enhance Health I
    Enhance Health II
    Enhance Health III
    Enhance Health IV
    Enhance Health V
    Enhance Health VI
    Enhance Power I
    Enhance Power II
    Enhance Power III
    Enhance Power IV
    Enhance Power V
    Enhance Power VI
    Enhance Strength I
    Enhance Strength II
    Enhance Strength III
    Enhance Strength IV
    Enhance Strength V
    Enhance Strength VI
    Flame Attack I
    Flame Attack II
    Flame Attack III
    Flame Attack IV
    Flame Attack V
    Flame Attack VI
    Flame Resistance I
    Flame Resistance II
    Flame Resistance III
    Flame Resistance IV
    Flame Resistance V
    Flame Resistance VI
    Flame Ward I
    Flame Ward II
    Flame Ward III
    Flame Ward IV
    Flame Ward V
    Flame Ward VI
    Ice Attack I
    Ice Attack II
    Ice Attack III
    Ice Attack IV
    Ice Attack V
    Ice Attack VI
    Ice Resistance I
    Ice Resistance II
    Ice Resistance III
    Ice Resistance IV
    Ice Resistance V
    Ice Resistance VI
    Ice Ward I
    Ice Ward II
    Ice Ward III
    Ice Ward IV
    Ice Ward V
    Ice Ward VI
    Ignore Mysticism I
    Ignore Mysticism II
    Ignore Mysticism III
    Ignore Mysticism IV
    Ignore Mysticism V
    Ignore Mysticism VI
    Nature Resistance I
    Nature Resistance II
    Nature Resistance III
    Nature Resistance IV
    Nature Resistance V
    Nature Resistance VI
    Nature Ward I
    Nature Ward II
    Nature Ward III
    Nature Ward IV
    Nature Ward V
    Nature Ward VI
    Primal Attack I
    Primal Attack II
    Primal Attack III
    Primal Attack IV
    Primal Attack V
    Primal Boon
    Promote Intellect I
    Promote Intellect II
    Promote Intellect III
    Promote Intellect IV
    Promote Intellect V
    Promote Vitality I
    Promote Vitality II
    Promote Vitality III
    Promote Vitality IV
    Promote Vitality V
    Promote Vitality VI
    Raise Armor I
    Raise Armor II
    Raise Armor III
    Raise Armor IV
    Raise Armor V
    Raise Armor VI
    Raise Dexterity I
    Raise Dexterity II
    Raise Dexterity III
    Raise Dexterity IV
    Raise Dexterity V
    Raise Dexterity VI
    Raise Focus I
    Raise Focus II
    Raise Focus III
    Raise Focus IV
    Raise Focus V
    Raise Focus VI
    Raise Health I
    Raise Health II
    Raise Health III
    Raise Health IV
    Raise Health V
    Raise Health VI
    Raise Power I
    Raise Power II
    Raise Power III
    Raise Power IV
    Raise Power V
    Raise Power VI
    Raise Strength I
    Raise Strength II
    Raise Strength III
    Raise Strength IV
    Raise Strength V
    Raise Strength VI
    Soul Shield I
    Soul Shield II
    Soul Shield III
    Soul Shield IV
    Soul Shield V
    Soul Shield VI
    Spirit Resistance I
    Spirit Resistance II
    Spirit Resistance III
    Spirit Resistance IV
    Spirit Resistance V
    Spirit Resistance VI
    Spirit Ward I
    Spirit Ward II
    Spirit Ward III
    Spirit Ward IV
    Spirit Ward V
    Spirit Ward VI
    Surge of Armor I
    Surge of Armor II
    Surge of Armor III
    Surge of Armor IV
    Surge of Armor V
    Surge of Armor VI
    Surge of Dexterity I
    Surge of Dexterity II
    Surge of Dexterity III
    Surge of Dexterity IV
    Surge of Dexterity V
    Surge of Dexterity VI
    Surge of Focus I
    Surge of Focus II
    Surge of Focus III
    Surge of Focus IV
    Surge of Focus V
    Surge of Focus VI
    Surge of Health I
    Surge of Health II
    Surge of Health III
    Surge of Health IV
    Surge of Health V
    Surge of Health VI
    Surge of Power I
    Surge of Power II
    Surge of Power III
    Surge of Power IV
    Surge of Power V
    Surge of Power VI
    Surge of Strength I
    Surge of Strength II
    Surge of Strength III
    Surge of Strength IV
    Surge of Strength V
    Surge of Strength VI
    Swift Feet I
    Swift Feet II
    Swift Feet III
    Swift Feet IV
    Swift Feet V
    Swift Feet VI
    True Grit I
    True Grit II
    True Grit III
    True Grit IV
    True Grit V
    True Grit VI
    Ulaven's Experimental Fire Shield

    These are spells with 'heal' keyword that could be used instead:

    Greater Heal I
    Greater Heal II
    Greater Heal III
    Greater Heal IV
    Greater Heal V
    Heal I
    Heal II
    Heal III
    Heal IV
    Heal V
    Lesser Heal I
    Lesser Heal II
    Lesser Heal III
    Lesser Heal IV
    Lesser Heal V
    Minor Heal I
    Minor Heal II
    Minor Heal III
    Minor Heal IV
    Minor Heal V
    Superior Heal I
    Superior Heal II
    Superior Heal III
    Superior Heal IV
    Superior Heal V
    Breeze I
    Breeze II
    Breeze III
    Breeze IV
    Breeze V
    Breeze VI
    Cure Poison
    Greater Cure Poison
    Greater Primal Cure Poison
    Group Health I
    Group Health II
    Group Health III
    Group Health IV
    Group Health V
    Group Health VI
    Group Lesser Cure Poison
    Group Major Cure Poison
    Group Superior Cure Poison
    Health I
    Health II
    Health III
    Health IV
    Health V
    Health VI
    Improved Revitalize I
    Improved Revitalize II
    Improved Revitalize III
    Improved Revitalize IV
    Improved Revitalize V
    Improved Revitalize VI
    Lesser Cure Poison
    Lesser Primal Cure Poison
    Major Cure Poison
    Major Health I
    Major Health II
    Major Health III
    Major Health IV
    Major Health V
    Major Health VI
    Major Primal Cure Poison
    Minor Cure Poison
    Minor Health I
    Minor Health II
    Minor Health III
    Minor Health IV
    Minor Health V
    Minor Health VI
    Minor Primal Cure Poison
    Neo Revitalize V
    Novice Breeze I
    Novice Health I
    Novice Revitalize I
    Primal Cure Poison
    Primal Health I
    Primal Health II
    Primal Health III
    Primal Health IV
    Primal Health V
    Quickening Breeze I
    Quickening Breeze II
    Quickening Breeze III
    Quickening Breeze IV
    Quickening Breeze V
    Quickening Breeze VI
    Regrowth I
    Regrowth II
    Regrowth III
    Regrowth IV
    Regrowth V
    Regrowth VI
    Rejuvenating Breeze I
    Rejuvenating Breeze II
    Rejuvenating Breeze III
    Rejuvenating Breeze IV
    Rejuvenating Breeze V
    Rejuvenating Breeze VI
    Revitalize I
    Revitalize II
    Revitalize III
    Revitalize IV
    Revitalize V
    Revitalize VI
    Superior Cure Poison
    Superior Primal Cure Poison
    Last edited by Cegaiel; August 17th, 2015 at 10:25 PM.
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  12. #12

    Default Re: Fortifying the Foritfy Spell

    @Cega

    While I don't play a biped often, it does feel like fortify would be better applied to a healing spell, where it would get more use during combat than a buff (which aren't used often if at all during a fight). Giving more base armor after a heal would make more sense from a spellcaster's perspective as well; it's like saying "here, I'm keeping you alive with a heal, so stay alive a little longer with more armor while I cover somebody else."

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  13. #13
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    Default Re: Fortifying the Foritfy Spell

    Quote Originally Posted by Cegaiel View Post
    Thoughts about completely changing this to work on heal spells instead of buffs? Same % chance, but duration in the 1-3 min range?

    It does seem like this spell tech likely wouldn't be used very often due to that fact, you're only going to cast this every 15 or 30 minutes (depending on buff timer). Not likely to cast these during battle, unless you wasn't paying attention and decided to cast it, while battling. Otherwise, most would wait until battle is done.

    Another idea might be increase the % chance to 100% across all tiers, but adjust the duration (on buffs) for the tier.


    These are spells with 'buff' keyword, that Fortify currently can be added to:

    Arcane Refusal I
    Arcane Refusal II
    Arcane Refusal III
    Arcane Refusal IV
    Arcane Refusal V
    Arcane Refusal VI
    Blight Resistance I
    Blight Resistance II
    Blight Resistance III
    Blight Resistance IV
    Blight Resistance V
    Blight Ward I
    Blight Ward II
    Blight Ward III
    Blight Ward IV
    Blight Ward V
    Blight Ward VI
    Countercheck Primal I
    Countercheck Primal II
    Countercheck Primal III
    Countercheck Primal IV
    Countercheck Primal V
    Countercheck Primal VI
    Energy Attack I
    Energy Attack II
    Energy Attack III
    Energy Attack IV
    Energy Attack V
    Energy Attack VI
    Energy Resistance I
    Energy Resistance II
    Energy Resistance III
    Energy Resistance IV
    Energy Resistance V
    Energy Resistance VI
    Energy Ward I
    Energy Ward II
    Energy Ward III
    Energy Ward IV
    Energy Ward V
    Energy Ward VI
    Enhance Armor I
    Enhance Armor II
    Enhance Armor III
    Enhance Armor IV
    Enhance Armor V
    Enhance Armor VI
    Enhance Dexterity I
    Enhance Dexterity II
    Enhance Dexterity III
    Enhance Dexterity IV
    Enhance Dexterity V
    Enhance Dexterity VI
    Enhance Focus I
    Enhance Focus II
    Enhance Focus III
    Enhance Focus IV
    Enhance Focus V
    Enhance Focus VI
    Enhance Health I
    Enhance Health II
    Enhance Health III
    Enhance Health IV
    Enhance Health V
    Enhance Health VI
    Enhance Power I
    Enhance Power II
    Enhance Power III
    Enhance Power IV
    Enhance Power V
    Enhance Power VI
    Enhance Strength I
    Enhance Strength II
    Enhance Strength III
    Enhance Strength IV
    Enhance Strength V
    Enhance Strength VI
    Flame Attack I
    Flame Attack II
    Flame Attack III
    Flame Attack IV
    Flame Attack V
    Flame Attack VI
    Flame Resistance I
    Flame Resistance II
    Flame Resistance III
    Flame Resistance IV
    Flame Resistance V
    Flame Resistance VI
    Flame Ward I
    Flame Ward II
    Flame Ward III
    Flame Ward IV
    Flame Ward V
    Flame Ward VI
    Ice Attack I
    Ice Attack II
    Ice Attack III
    Ice Attack IV
    Ice Attack V
    Ice Attack VI
    Ice Resistance I
    Ice Resistance II
    Ice Resistance III
    Ice Resistance IV
    Ice Resistance V
    Ice Resistance VI
    Ice Ward I
    Ice Ward II
    Ice Ward III
    Ice Ward IV
    Ice Ward V
    Ice Ward VI
    Ignore Mysticism I
    Ignore Mysticism II
    Ignore Mysticism III
    Ignore Mysticism IV
    Ignore Mysticism V
    Ignore Mysticism VI
    Nature Resistance I
    Nature Resistance II
    Nature Resistance III
    Nature Resistance IV
    Nature Resistance V
    Nature Resistance VI
    Nature Ward I
    Nature Ward II
    Nature Ward III
    Nature Ward IV
    Nature Ward V
    Nature Ward VI
    Primal Attack I
    Primal Attack II
    Primal Attack III
    Primal Attack IV
    Primal Attack V
    Primal Boon
    Promote Intellect I
    Promote Intellect II
    Promote Intellect III
    Promote Intellect IV
    Promote Intellect V
    Promote Vitality I
    Promote Vitality II
    Promote Vitality III
    Promote Vitality IV
    Promote Vitality V
    Promote Vitality VI
    Raise Armor I
    Raise Armor II
    Raise Armor III
    Raise Armor IV
    Raise Armor V
    Raise Armor VI
    Raise Dexterity I
    Raise Dexterity II
    Raise Dexterity III
    Raise Dexterity IV
    Raise Dexterity V
    Raise Dexterity VI
    Raise Focus I
    Raise Focus II
    Raise Focus III
    Raise Focus IV
    Raise Focus V
    Raise Focus VI
    Raise Health I
    Raise Health II
    Raise Health III
    Raise Health IV
    Raise Health V
    Raise Health VI
    Raise Power I
    Raise Power II
    Raise Power III
    Raise Power IV
    Raise Power V
    Raise Power VI
    Raise Strength I
    Raise Strength II
    Raise Strength III
    Raise Strength IV
    Raise Strength V
    Raise Strength VI
    Soul Shield I
    Soul Shield II
    Soul Shield III
    Soul Shield IV
    Soul Shield V
    Soul Shield VI
    Spirit Resistance I
    Spirit Resistance II
    Spirit Resistance III
    Spirit Resistance IV
    Spirit Resistance V
    Spirit Resistance VI
    Spirit Ward I
    Spirit Ward II
    Spirit Ward III
    Spirit Ward IV
    Spirit Ward V
    Spirit Ward VI
    Surge of Armor I
    Surge of Armor II
    Surge of Armor III
    Surge of Armor IV
    Surge of Armor V
    Surge of Armor VI
    Surge of Dexterity I
    Surge of Dexterity II
    Surge of Dexterity III
    Surge of Dexterity IV
    Surge of Dexterity V
    Surge of Dexterity VI
    Surge of Focus I
    Surge of Focus II
    Surge of Focus III
    Surge of Focus IV
    Surge of Focus V
    Surge of Focus VI
    Surge of Health I
    Surge of Health II
    Surge of Health III
    Surge of Health IV
    Surge of Health V
    Surge of Health VI
    Surge of Power I
    Surge of Power II
    Surge of Power III
    Surge of Power IV
    Surge of Power V
    Surge of Power VI
    Surge of Strength I
    Surge of Strength II
    Surge of Strength III
    Surge of Strength IV
    Surge of Strength V
    Surge of Strength VI
    Swift Feet I
    Swift Feet II
    Swift Feet III
    Swift Feet IV
    Swift Feet V
    Swift Feet VI
    True Grit I
    True Grit II
    True Grit III
    True Grit IV
    True Grit V
    True Grit VI
    Ulaven's Experimental Fire Shield

    These are spells with 'heal' keyword that could be used instead:

    Greater Heal I
    Greater Heal II
    Greater Heal III
    Greater Heal IV
    Greater Heal V
    Heal I
    Heal II
    Heal III
    Heal IV
    Heal V
    Lesser Heal I
    Lesser Heal II
    Lesser Heal III
    Lesser Heal IV
    Lesser Heal V
    Minor Heal I
    Minor Heal II
    Minor Heal III
    Minor Heal IV
    Minor Heal V
    Superior Heal I
    Superior Heal II
    Superior Heal III
    Superior Heal IV
    Superior Heal V
    Breeze I
    Breeze II
    Breeze III
    Breeze IV
    Breeze V
    Breeze VI
    Cure Poison
    Greater Cure Poison
    Greater Primal Cure Poison
    Group Health I
    Group Health II
    Group Health III
    Group Health IV
    Group Health V
    Group Health VI
    Group Lesser Cure Poison
    Group Major Cure Poison
    Group Superior Cure Poison
    Health I
    Health II
    Health III
    Health IV
    Health V
    Health VI
    Improved Revitalize I
    Improved Revitalize II
    Improved Revitalize III
    Improved Revitalize IV
    Improved Revitalize V
    Improved Revitalize VI
    Lesser Cure Poison
    Lesser Primal Cure Poison
    Major Cure Poison
    Major Health I
    Major Health II
    Major Health III
    Major Health IV
    Major Health V
    Major Health VI
    Major Primal Cure Poison
    Minor Cure Poison
    Minor Health I
    Minor Health II
    Minor Health III
    Minor Health IV
    Minor Health V
    Minor Health VI
    Minor Primal Cure Poison
    Neo Revitalize V
    Novice Breeze I
    Novice Health I
    Novice Revitalize I
    Primal Cure Poison
    Primal Health I
    Primal Health II
    Primal Health III
    Primal Health IV
    Primal Health V
    Quickening Breeze I
    Quickening Breeze II
    Quickening Breeze III
    Quickening Breeze IV
    Quickening Breeze V
    Quickening Breeze VI
    Regrowth I
    Regrowth II
    Regrowth III
    Regrowth IV
    Regrowth V
    Regrowth VI
    Rejuvenating Breeze I
    Rejuvenating Breeze II
    Rejuvenating Breeze III
    Rejuvenating Breeze IV
    Rejuvenating Breeze V
    Rejuvenating Breeze VI
    Revitalize I
    Revitalize II
    Revitalize III
    Revitalize IV
    Revitalize V
    Revitalize VI
    Superior Cure Poison
    Superior Primal Cure Poison
    Cega I think duration increase but different per tier and same chance would be good, cause I notice the lower the tier the more it misses, but it usually doesn't get applied.

  14. #14

    Default Re: Fortifying the Foritfy Spell

    Things to remember about the current Fortify: Doesn't stack with other armor buffs. And can overwrite a better buff. So the absolute first order of business would be to make it stack with everything. 0 conflicts. As it is, Fortify V will overwrite enhance armor 3, which gives more armor than Fortifies' 15 second buff. So if I have fortify on my spells, I risk removing someones' armor buffs. I think (Fortify V) also overwrites all t4 armor buffs, but only fails to land/overwrite if the toon has t5 armor buffs on (pretty sure). Setting it for 0 conflicts at least will fix this horrible aspect of it.

    It only buffs base, or innate armor. That means its useful only when cast on a dragon or a sslisk. It does 0 for the other races except remove their beneficial buffs. (it tries to land, first removing good armor buffs, then fails to actually land since they don't have innate armor. If it does land, it doesn't actually buff their armor).

    While allowing it to be placed on healing spells sounds nice, the only ones where it would be useful are the dragon hots. (I'm fine with that). And placing it on a biped healing spell would never be done, because it only buffs certain races, and you would have to take cleanse or recycle or heal increase off the spell. Not really a good tradeoff as those techs are pretty much a must and give benefit to all races. But since hots do not benefit from heal increase or potency, being able to use it on those would be a good idea, even on the biped hots like Regrowth. It wouldn't always be useful, but at least it occasionally might be.

    The majority of a dragon's buff spells (which can take fortify right now) are at least spells used by dragons. If it changes to go on biped heals, would also prefer if it could still be applied to dragon buffs (or whatever it can be applied to currently).

    To make a change that allows it to be applied to biped spells really be worth it, it should buff in some different way, without requiring base armor.


    Since all that might be a lot of work, I would say just make it so that it
    1) doesn't overwrite anything, except lower or same tiers of itself, and
    2) can be applied to hots like the breezes, regrowth, etc.
    oh and
    3) lengthen its' duration, and
    4) perhaps increase its armor boosting amount. Since it only boosts the base armor (which is what, 640 max for an ancient dragon, giving +96 armor (i.e. not much)


    If you totally change the way it buffs, and just make it a set amount per tier, then applying to all heals including bipeds makes sense. Otherwise not worth the effort.
    Last edited by Guaran; August 17th, 2015 at 11:27 PM.

  15. #15

    Default Re: Fortifying the Foritfy Spell

    Or you could just drop the armor aspect of it altogether and make it add extra ticks or duration to buffs or HoTs...just a thought.

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