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Old 02-28-2008, 05:15 PM   #1
Patchouli
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But after mb ->mm(1.3s) -> fb1(1.3s) -> mm(1.3s) magic blast has cooled, and fb1 -> mm(1.3s) -> mb(2.3s) -> mm(1.3s), firebolt has also cooled, so it's still continuous that way without cooldown empowerments. (I think) (The time listed is how long each spell took to discharge when I timed it previously)

Granted I have a very low opinion of magic blast so that might just be it, I try and avoid using the thing like the plague due to that discharge time which never did significant damage for me even with a 5 damage empowerment to be worth the 2.3 seconds compared to magic missile 1's damage / 1.3 seconds

And yeah, I have 15 second cooldown spells in use, but I have other things that I'm throwing during that so it's still constant fire over the 15 seconds, although the second half of it is slightly clumsier than the first half

(But I do like mage discussion!)
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Old 02-28-2008, 05:24 PM   #2
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Patch- your way works fine and probably does more dmg. But you're spending a helluva lot more SP doing it.
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Old 02-28-2008, 05:29 PM   #3
Patchouli
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Agreed about SP usage, but I always ran out of hp stones rather than mana stones so I didn't really consider it a problem, also I'm not trying to say anyone's way is bad or anything like that, I'm just interested in the (friendly?) discussion about it all, because I find it interesting (I'm aware of the irony of me not playing fiesta and finding fiesta mage discussion interesting )

I need to go to sleep now though, so I'll check in on it in the morning if it's still going?

And uhh... sorry for derailing your thread... somewhat.

Last edited by Patchouli; 02-28-2008 at 05:33 PM..
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Old 02-28-2008, 05:33 PM   #4
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Yeah yeah, i didn't mean to sound unfriendly. I'm just trying to figure out how to best use fire and ice.
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Old 02-28-2008, 06:08 PM   #5
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Old 02-28-2008, 08:50 PM   #6
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Ice blast at level 1 seems to be about the same as maxed ice bolt, but in my opinion you can see a notable difference once you hit level 59 to get ice blast level 2 (both in damage and the slow). Plus it looks cooler =P

Anyway, everyone's entitled to their own spell sequence. My 'golden rule' for spell sequence is to start out with ice blast level 2, then cast MM1 every other spell and FB1 every 3 spells making it look something like:

ice blast (2) => MM1 => FB1 => MM1 => ___ => MM1 => FB1 => MM1 => ____ => etc

where "____" can be lightning bolt (max), magic burst, or magic blast (immediate casts). This way you are doing the most damage possible w/o any lag time/wait time for spells to cd. plz note that i am only level 59 at the moment (or back to 58 after BR quest removal) so i have no experience with fear/nova/inferno yet and are thus not included.

So basically I'm doing the same sequence that Patch does, however I find magic blast to be more of an "immediate cast" spell rather than a spell that has cast time, thus is included as one of the "___" spells. The reason for this is because unlike fire/ice/lightning blast (i'll explain more below), you can "animation cancel" magic blast and treat it like you would casting magic missile/fire/ice/lightning bolts. By "animation cancel" I mean you could take out the lag time it takes to cast by simply telling your character to do something else (like take a step away from the mob) in the time you are casting. By telling your character to process another action that's not another spell (like walk), you can ignore the "second half" of the spell animation (where the mage jumps in the air shooting that blinding blast) and cast another spell immediately. Please note you can't just tell the mage to cast another spell after magic blast to "animation cancel" because the spell you are casting after magic blast won't trigger until after the entire animation of magic blast is done (you are not cancelling anything).

Another example of "animation cancel" is using lifetap. Lifetap is also considered a spell that has cast time. But like magic blast, you can tell your mage to do something else almost-immediately after you cast lifetap. Most noticeable way to see this in my opinion is going into your mushroom house to rest the moment you cast it. You'll see that the animation is still finishing up but you're already in the house.

Ice/fire/lightning blast is something I haven't been able to "animation cancel" with (and thus are not used in my 'golden rule sequence'), but I believe the reason for that is because all the animation happens in the beginning, and by the time you want to "animation cancel" you have already gone through the entire cast time and there's "nothing left to cancel." For magic blast, there is no animation in the beginning, so you could abuse that and tell your mage to do something else to "animation cancel" and allow you to use up that time to cast another spell.

I know this is hard to explain in words, especially cause of my bad English, but this is how I see things. Of course, I am not saying this is how the game works and could just be me since I have bad graphics card on computer. Mix my ghetto computer with lag on server and I could easily be mistaken that the 0.7 cast time for magic blast looks like immediate cast. If someone could try this out and confirm with me that would be great ^^

In terms of HP/SP cost, I agree with Patch in that SP consumption is not a problem while soloing because you will be using up a lot, if not all, or your HP stones before you even get close to running low on SP stones (of course this is as a lvl 59 mage w/o fear). The only time I watch my SP consumption is if I am duoing with a cleric in which case I do not waste SP casting ice blast and just stand still spamming immediate-cast spells (and lifetap if the cleric doesn't mind).

Hope this helped more than it did causing chaos and confusion >.<
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Old 02-29-2008, 02:41 AM   #7
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Interesting, I could not get magic blast to animation cancel, but I could get lifetap, fireball, ice nova and inferno to, I would usually do it by tapping "W" and it's quite noticable to me how jittery I look in some of Falcomists videos.

I also noticed whenever I tried to cast magic burst during the "ignored" cooldowns it would play the animation for me and everyone around me but the skill wouldn't go into cooldown and it would actually do no damage (and I could cast it again straight after)
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