I think all other Fire Magic AoE spells at target foe's location have a 30s recharge time.
[skill]Breath Of Fire[/skill][skill]Fire Storm[/skill][skill]Searing Heat[/skill][skill]Teinai's Heat[/skill]
Except for Savannah Heat
[skill]Savannah Heat[/skill]
So I suggest that Savannah Heat gets an extra 5s recharge time to increase its synergy with the other Fire Magic AoE spells at target foe's location, but to offset this, increase the damage done at each attribute rank by 1 or 2, resulting in 15 or 30 more damage assuming the mob stays in the AoE for the full duration.
Any other thoughts and opinions on this?
Lenghthen Savannah Heat's Recharge to 30s
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/notsigned
SH is an elite.
Oddly enough... this guy wants it the skill nerfed for... synergy. You realize that you can't cast those 5 fire skills at once right? Cast one of the other ones first, followed immidately by SH. The casting time will cause them to both be recharged around the same time.
SH is an elite.
Oddly enough... this guy wants it the skill nerfed for... synergy. You realize that you can't cast those 5 fire skills at once right? Cast one of the other ones first, followed immidately by SH. The casting time will cause them to both be recharged around the same time.
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Originally Posted by HawkofStorms
/notsigned
SH is an elite. Oddly enough... this guy wants it the skill nerfed for... synergy. You realize that you can't cast those 5 fire skills at once right? Cast one of the other ones first, followed immidately by SH. The casting time will cause them to both be recharged around the same time. |
Or, if you cast the other skill again and then SH the second time round, SH would always recharge 5s earlier than needed. I'd rather have the extra damage, because you won't be able to cast SH as soon at it's 25s recharge time is up if you want to cast it second, as you're still waiting for the other skill to recharge because you want to cast that one first.
Let's have a diagram.
SH=Savannah Heat
OS= Other Spell
**s = ** seconds waiting time
What I want = SH-OS-28s-SH-OS-28s-SH-OS-28s-SH-OS-28s-SH-OS
(Nice, concentrated firepower every 30s)
What it currently is = SH-OS-23s-SH-5s-OS-18s-SH-10s-OS-13s-SH-15s-OS
(Random spells being blasted off ineffectively by themselves. No synergy between them at all.)
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Originally Posted by HawkofStorms
/notsigned
SH is an elite. Oddly enough... this guy wants it the skill nerfed for... synergy. You realize that you can't cast those 5 fire skills at once right? Cast one of the other ones first, followed immidately by SH. The casting time will cause them to both be recharged around the same time. |
And as for the people saying that it's Elite as if that explains everything, that still doesn't mean it synergises with the other spells. If this is the only AoE at target foe's location you are using on your skillbar that's fine then, but it would be pretty stupid wasting your elite on a nuker spell if you're not even a nuker. In my humble opinion, even if it was used by itself 5s is too little to make a real difference, yet it's enough to disrupt what would otherwise be a nice clean nuking chain.
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| See the gold border around savannah heat? Not just there for decoration. |
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| Savannah heat is also elite, which none of the others are. |
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| SH is an elite. |
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Just in case you haven't figered it yet... Savannah Heat is an ELITE spell. |
Also, MithranArkanere, SH, SH and TH all only last 5s and affect all nearby foes, which already is pretty good. Coupled with a Frozen Burst or even Ice Spikes if you get a good hit would easily keep them there for the whole duration of the SH/SH/TH.
[skill]Frozen Burst[/skill][skill]Ice Spikes[/skill]
Also, for everyone shouting that I'm trying to nerf it, I'm actually trying to buff it or keep the dps the same. In every 150 seconds, assuming you cast it whenever possible and assuming they only take the first damage packet, at 0 Fire Magic (for simplicity):
My way = 5 castings times x 6/7 damage = 30/35 damage every 150s.
Current way = 6 casting times x 5 damage = 30 damage every 150s.
If they take all packets:
My way = 5 castings times x (15 x 6/7 damage) = 450/525 damage every 150s.
Current way = 6 casting times x (15 x 5 damage) = 450 damage every 150s.
But, even if you keep it equal it's not a waste of time because you can rack up some pretty impressive skill chains, like SH+SF+TH. And the difference here is that, when you've waited 26s, they recharge exactly when you finish casting the spell before it, so it's synergised.
Nothing fiddly about it. It's simple but still deadly.
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Originally Posted by MithranArkanere
Just in case you haven't figered it yet...
Savannah Heat is an ELITE spell. It could have 15 or 20 recharge and will not be imbalanced, since is awesomelly easy getting out of AoEs unless they cripple you. |
But I agree that it should just stay as 25 recharge...making it 30 just to line up with other skills is pretty stupid. Having it at 25 just means for every 5 times you cast Searing Heat, you can cast Savannah Heat 6 times.
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Originally Posted by Realm of Fiery Doom
But then the extra 5 seconds wouldn't be useful, and so I'd rather just have the extra damage.
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I always thought SH's recharge should be lower.
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Originally Posted by Realm of Fiery Doom
Let's have a diagram.
SH=Savannah Heat OS= Other Spell **s = ** seconds waiting time What I want = SH-OS-28s-SH-OS-28s-SH-OS-28s-SH-OS-28s-SH-OS (Nice, concentrated firepower every 30s) What it currently is = SH-OS-23s-SH-5s-OS-18s-SH-10s-OS-13s-SH-15s-OS (Random spells being blasted off ineffectively by themselves. No synergy between them at all.) |
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Originally Posted by Realm of Fiery Doom
But then the extra 5 seconds wouldn't be useful, and so I'd rather just have the extra damage.
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Long recharge skills are not the best concept there is anyway. It's better to have skills on a low recharge with some other means to prevent people from spamming them, like exhaustion or a high coast, as long as balance allows it. I think SH was a better skill when it had a 5 second recharge and a higher coast. God knows why no one used it back then.
Ok, I get all these people saying that I should just wait after the recharge. I'm just saying, if I'm not going to use the recharge, why can't I just get the extra damage? If it was +1 damage, then the dps would be the same, and I save 2 seconds casting time and 5 energy every 2 and a half minutes. Is this going to affect anything massively?
Also, I'm not saying the extra recharge will make it useful, I'm saying that the extra damage will keep the dps the same whilst making the recharge time synchronise with the others, which makes it useful. So, for example, I can cast SavannahH and BoF every 30s at around the same time for as long as I want, without having to either cast SH earlier, then wait 3s, then cast BoF, then have a 8s lag between the two spells the nice time, then 13s, and so on, or casting it every 30s, wasting the extra recharge time which could have been converted into more damage.
But holymasamune, everytime you cast SH 6 times, I can get the same damage with only 5 castings. Or do you like casting it for fun?
Glountz, your idea is good as well - changing the recharge time of all DoTAoE at target foe's location to 25s would work as well, although I don't really want to affect so many spells in one go. And sorry if you think I'm trollish - it's just my style, I guess
Eskape Artist, yes, I want to up the damage as well to balance the skill out. I'm actually buffing this skill ever so slightly, saving you 2s of casting time and 5 energy every 2 and a half minutes.
ShadowsRequiem, thank you for showing how much you care about other people by taking the "IT'S NOT ABOUT ME SO I DON'T CARE" approach. It's working reeaaally well with me. Not. But then I suppose you don't care about me anyway, only about things that affect YOU.
Thomas.knbk, yes I know I don't have to cast on recharge but them I'm just wasting the earlier recharge time, which might have well been turned into more damage. It's not the extra recharge time that's useful, it's the fact that it synchronises the recharge times and allows one to cast those spells in a spike without having to waste any of the recharge time that's useful. The dps is still the same; it's the synchronisation that matters. Thanks for saying that my bar is bad if it's packed with DoTAoE spells, but that's your opinion and not mine. Also, in MY opinion which you don't really have to bother reading anyway, I prefer skills with a moderately long recharge time; they're usually fairly powerful and can be used when you encounter enemies, and you can pick up drops and walk to the next group of enemies during the recharge time, so you get lots of damage when you need it, and none at all when you don't need it.
Also, I'm not saying the extra recharge will make it useful, I'm saying that the extra damage will keep the dps the same whilst making the recharge time synchronise with the others, which makes it useful. So, for example, I can cast SavannahH and BoF every 30s at around the same time for as long as I want, without having to either cast SH earlier, then wait 3s, then cast BoF, then have a 8s lag between the two spells the nice time, then 13s, and so on, or casting it every 30s, wasting the extra recharge time which could have been converted into more damage.
But holymasamune, everytime you cast SH 6 times, I can get the same damage with only 5 castings. Or do you like casting it for fun?
Glountz, your idea is good as well - changing the recharge time of all DoTAoE at target foe's location to 25s would work as well, although I don't really want to affect so many spells in one go. And sorry if you think I'm trollish - it's just my style, I guess

Eskape Artist, yes, I want to up the damage as well to balance the skill out. I'm actually buffing this skill ever so slightly, saving you 2s of casting time and 5 energy every 2 and a half minutes.
ShadowsRequiem, thank you for showing how much you care about other people by taking the "IT'S NOT ABOUT ME SO I DON'T CARE" approach. It's working reeaaally well with me. Not. But then I suppose you don't care about me anyway, only about things that affect YOU.
Thomas.knbk, yes I know I don't have to cast on recharge but them I'm just wasting the earlier recharge time, which might have well been turned into more damage. It's not the extra recharge time that's useful, it's the fact that it synchronises the recharge times and allows one to cast those spells in a spike without having to waste any of the recharge time that's useful. The dps is still the same; it's the synchronisation that matters. Thanks for saying that my bar is bad if it's packed with DoTAoE spells, but that's your opinion and not mine. Also, in MY opinion which you don't really have to bother reading anyway, I prefer skills with a moderately long recharge time; they're usually fairly powerful and can be used when you encounter enemies, and you can pick up drops and walk to the next group of enemies during the recharge time, so you get lots of damage when you need it, and none at all when you don't need it.

