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Reload this Page Compiled List of Issues, Concerns, and Suggestions.
 
Old 4th August 2009, 15:00     carney1 is offline   #41
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couldn't care less there's no reason to use it in raids/pvp anyways hehe
Old 12th October 2009, 02:21     Anekhsu is offline   #42
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Quote:
Originally Posted by carney1 View Post
couldn't care less there's no reason to use it in raids/pvp anyways hehe
This!

I vote replacing it with something useful. Like a cyanide pill!
Old 23rd October 2009, 18:24     Sabana is offline   #43
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Quote:
Originally Posted by apocalypseth View Post
[Suggestion]: make the SW buff bar movebal
I have just dinged 50 on my first caster and i went to try out spellweavng. But it looks like it has a few flaws. The above one seems to be the most annoying, in that i cant move the hotbar to a position on my screen that i am comfortable with.

The other problem, which aint so bad as can read up on the buffs is that they dont stay on screen long enough to see what they do, tehy come on then as soon as mouse over them they may dissapeaer before the tooltip comes up so leaving you wondering what does this power do.

If could drag the buttons to a normall hotbar or at least be able to move them to some where more practical be a good thing.
Old 9th November 2009, 21:16     MarchRisker is offline   #44
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[ISSUE]

Feated Hellfire Stream should have a cooldown of 2 seconds according to the description at the spell.
However, I experience a cooldown of 3 seconds what disables me to use it after each Fires of Gehenna.
Fix the cooldowntime or the description plz.
Old 9th November 2009, 21:23     -Mith- is offline   #45
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Dark Templar Cimmerian

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Quote:
Originally Posted by MarchRisker View Post
[ISSUE]

Feated Hellfire Stream should have a cooldown of 2 seconds according to the description at the spell.
However, I experience a cooldown of 3 seconds what disables me to use it after each Fires of Gehenna.
Fix the cooldowntime or the description plz.
Did you feat into Combustion? If so it adds another second to the cooldown of Hellfire Stream.
Old 21st November 2009, 09:48     Avende is offline   #46
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Well, I tried to play a demonologist just recently, and what can I tell:

1) Lack of inner logic in current state of this class. The demon-specific feats and elemental-damage feats are wildly mixed, and this makes nearly impossible to properly focus on one of the possible variants of character development.

2) Wrong conception of spell-list. This follows plainly from previous point. The spells available to any Demonologist should include the very basics - specifically, shield spell, various protection spells, and, possibly, buff spells.

But ANY attack spells the demonologist should receive from it's feat trees (and, as I can see a bit further, this should be so for any caster class-cpecific spells, such as healing, damage and CC, and the melee class-specific combos and abilities).

I would not say anything about spellweaving now, cause I haven't tried it yet. I'll try it and see.

So, what can I tell, as it said, on sight about the Demo as it should look IMHO...

1) Diabolist vs Elementalist, not Havoc vs. Conflagration. This means that one feat tree, specifically Diabolist, contains the summon-related feats and additional buffs for both the demon and the Demonologist himself, and another feat tree, Elementalist, contains featable fire and lightning attack and CC spells and, possibly, buffs for those spells.

And it should be noted, that summoning a demon not comes by default to all - it is given to the character by the first Diaboolist feat.

This will allow the plain and simple choice of tactics as well as the inner logics of character advancement.

2) Spell advancement through the feats, not through the spell ranks. This means wholly another basic mechanics of spell advancement.

When you take the spell through feat, you advance it by taking featpoints in it - the increases on damage, range etc. and decreases on cooldown and casting time can be tied to taking the additional featpoints, and this looks simple enough. Just take what and how much you need, and no more.

For default-available spell such as shield, it takes slightly different look - instead of both taking and advancing with a featpoint investment, it just advances with a featpoints invested. The difference is that it is not taken with feat.

3) Demon companion is a "personal tank", not "walking diminutive buff". In short, the power level of demon minion should be increased very heavily. It is a whole branch of class' combat tactics, not mere fluff trinket, useless in any situation other than roleplay.
Old 21st November 2009, 12:38     -Shink- is offline   #47
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Quote:
Originally Posted by Avende View Post
Well, I tried to play a demonologist just recently, and what can I tell:

1) Lack of inner logic in current state of this class. The demon-specific feats and elemental-damage feats are wildly mixed, and this makes nearly impossible to properly focus on one of the possible variants of character development.

2) Wrong conception of spell-list. This follows plainly from previous point. The spells available to any Demonologist should include the very basics - specifically, shield spell, various protection spells, and, possibly, buff spells.

But ANY attack spells the demonologist should receive from it's feat trees (and, as I can see a bit further, this should be so for any caster class-cpecific spells, such as healing, damage and CC, and the melee class-specific combos and abilities).

I would not say anything about spellweaving now, cause I haven't tried it yet. I'll try it and see.

So, what can I tell, as it said, on sight about the Demo as it should look IMHO...

1) Diabolist vs Elementalist, not Havoc vs. Conflagration. This means that one feat tree, specifically Diabolist, contains the summon-related feats and additional buffs for both the demon and the Demonologist himself, and another feat tree, Elementalist, contains featable fire and lightning attack and CC spells and, possibly, buffs for those spells.

And it should be noted, that summoning a demon not comes by default to all - it is given to the character by the first Diaboolist feat.

This will allow the plain and simple choice of tactics as well as the inner logics of character advancement.

2) Spell advancement through the feats, not through the spell ranks. This means wholly another basic mechanics of spell advancement.

When you take the spell through feat, you advance it by taking featpoints in it - the increases on damage, range etc. and decreases on cooldown and casting time can be tied to taking the additional featpoints, and this looks simple enough. Just take what and how much you need, and no more.

For default-available spell such as shield, it takes slightly different look - instead of both taking and advancing with a featpoint investment, it just advances with a featpoints invested. The difference is that it is not taken with feat.

3) Demon companion is a "personal tank", not "walking diminutive buff". In short, the power level of demon minion should be increased very heavily. It is a whole branch of class' combat tactics, not mere fluff trinket, useless in any situation other than roleplay.
I agree that the class needs more depth and in that a Pet buff tree vs a heavily direct damage tree option would make sense.However there are certain synergies in both trees at the moment and you can use hybrid builds according to the occasion.It is not such heavily Conflagration vs Havoc as you suggest.

What i would like to see first is broken feats and bugged stuff since release of the game fixed.A demo revamp would be nice to balance the class and make it more interesting but i believe there are other classes needing it more at the moment.

Oh,and the demo companion is FAR from useless.
Old 24th November 2009, 13:15     stopmeifucan is offline   #48
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Quote:
Originally Posted by Avende View Post
Well, I tried to play a demonologist just recently, and what can I tell:

1) Lack of inner logic in current state of this class. The demon-specific feats and elemental-damage feats are wildly mixed, and this makes nearly impossible to properly focus on one of the possible variants of character development.

2) Wrong conception of spell-list. This follows plainly from previous point. The spells available to any Demonologist should include the very basics - specifically, shield spell, various protection spells, and, possibly, buff spells.

But ANY attack spells the demonologist should receive from it's feat trees (and, as I can see a bit further, this should be so for any caster class-cpecific spells, such as healing, damage and CC, and the melee class-specific combos and abilities).

I would not say anything about spellweaving now, cause I haven't tried it yet. I'll try it and see.

So, what can I tell, as it said, on sight about the Demo as it should look IMHO...

1) Diabolist vs Elementalist, not Havoc vs. Conflagration. This means that one feat tree, specifically Diabolist, contains the summon-related feats and additional buffs for both the demon and the Demonologist himself, and another feat tree, Elementalist, contains featable fire and lightning attack and CC spells and, possibly, buffs for those spells.

And it should be noted, that summoning a demon not comes by default to all - it is given to the character by the first Diaboolist feat.

This will allow the plain and simple choice of tactics as well as the inner logics of character advancement.

2) Spell advancement through the feats, not through the spell ranks. This means wholly another basic mechanics of spell advancement.

When you take the spell through feat, you advance it by taking featpoints in it - the increases on damage, range etc. and decreases on cooldown and casting time can be tied to taking the additional featpoints, and this looks simple enough. Just take what and how much you need, and no more.

For default-available spell such as shield, it takes slightly different look - instead of both taking and advancing with a featpoint investment, it just advances with a featpoints invested. The difference is that it is not taken with feat.

3) Demon companion is a "personal tank", not "walking diminutive buff". In short, the power level of demon minion should be increased very heavily. It is a whole branch of class' combat tactics, not mere fluff trinket, useless in any situation other than roleplay.
I do like your ideas, I agree, I'm tired of building hybrids as the rest of us but I hardly think funcom will revamp the demo even though it really needs debuff and some fixes. I can't tell for sure if demo advocate doing nothing, as you can see there been some job done already but funcom still did nothing. Considering that I guess there be no changes to demo, at least not this year for sure, who knows maybe we never get the revamp.
Old 5th April 2010, 20:45     stopmeifucan is offline   #49
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shockblast, inferno, chaotic blast is not criting anymore if used with hand of doom in sw, stealth nerf again? ^^
Old 3rd August 2010, 23:25     New-Devil is offline   #50
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original Spanish text. Translated with google

As the classes are structured in AOC, both in principle and its revisions, has tried to give a unique approach to them. Step with the demon we find that the typical caster of many other MMO. Let's start with the talents.

Now there are rays branch and the branch fire. Going for some of them to achieve maximum potential is to stop using many of the powers of the character. A fire demon did not use their attacks and reverse ray. For this question (as was done with the browser that was bow and crossbow) deveria branches have a radical change. This is my idea.

A branch dedicated to survival, where potenciaramos shields, barriers with new skills, feats to increase the scope of our spells, increase our regenaracion of life and its maximum, our running speed, stuns, crowd control, and most importantly , skills that will improve our pet, allowing you to gain aggro and tank, the greater the life and defense, etc..

The second branch dedicated to DPS, we ran out of survival options and without the pet tanking (ie would stay like this now, as buffo just) but would increase the damage of our spells, provide new colddown reduce our regeneration mana, etc.

Apaarte of this, we will make the Demon in a unique class of caster separated from the rest of other games. We see that the Necromancer has a wide variety of pets, or that the Herald is a magician who transforms mele. They are different and original. Now let's see what we do with the demon.

We implemented some powers called (for example) "Contracts." It is assumed that we are magicians who deal with demons and we have sold our souls for our amazing powers not? Here is how to put that into the game.

Would exist a number of contracts (such as top of the browser) that we gain at different levels. Each contract refers to a particular demon (in the lore of Conan is, and if not pull Howard Lovecraft and include them in Hyboria).
This would give you a particular comic, for example The Lord of Hell a meliorate to fire damage, The Lord of Lust probability stunning blow, and so on.
The ability lasts for 1 minute. And piling with each death or fatality done. Each cell will give us buffo or increased or new skills (such as the Lord of Hell the second battery would give us more fire damage, the third one spell of fire without mana cost, things like that). And of course every death returns to reset the counter in 60 seconds.

In the Lore, means to activate a contract at that point we are making sacrifices to the devil, and this will benefit us with his approval as long as we keep sending them buffs souls. If we change the contract or was just in time to start again.

In this way we give more meaning to the character of the Demonologist and expand their game strategies. And above all, away from your typical caster.
 

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