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#101
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![]() i played a ranger to 40 something back in classic (live). It was a lot of fun actually, I was dual wielding. All the fun utility spells that I wanted, at 39 you get sow too, which is finally nice to no longer beg for.
Never played a paladin, can't comment. They seem fun though.
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Lizarus - 16 necro
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#102
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![]() Quote:
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#103
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Last edited by Graym; 09-26-2011 at 06:51 PM..
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#104
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![]() it is if your an earth elemental pet is on you and you're a pure melee. Or if you get sup stunned ;p
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#105
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![]() Since people seem to be surprised that the interrupt was so high, I actually went and found an archive of a developer chat discussing interrupts here.
http://www.thesteelwarrior.org/forum...p/t-14831.html Relevant developer responses: Quote:
If I get hit by a normal swing and movement takes place I have to make 2 channeling checks one for the hit and one for the movement it generates? Developer Response: Quote:
I also have another question each hit generates a channeling check so if a mob quads on me and hits me 4 times. I know make 4 channeling check vs each hit and a channeling check vs the movement they generated? So my chance of passing any one check is 90%, but the chance of passing all 4 is what 64% or something. Going to be hard to channel spell if 2 or 3 mobs hit you that for sure. Developer Response: Quote:
I also trust Prathun's description of movement interrupts; I'm surprised, though, because it's inconsistent with my anecdotal experience of a more probabilistic thing. That is, he says it's "X distance = interrupt," whereas my experience has seemed... softer. You move a little, maybe you get interrupted, maybe not. You move a lot, odds are, interrupt. You run in a big circle and come right back, and if you're close enough, you just might channel. How big is X distance, anyway? Developer Response: Quote:
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Last edited by Graym; 09-26-2011 at 11:47 PM..
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#106
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![]() Funny, I remember on live that you could start a cast in a corner, run all over the place and it would cast just fine when you returned to the corner with no message of regaining concentration.
In b4 no. | ||
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#107
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![]() Quote:
On very rare occasion I saw it done on the live PVP servers but the interrupt rate was still ridiculously high, high enough that it wasn't worth trying it. Usually when casters tried it, it was for a spell like Gate as they were trying to get out just before dying. | |||
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#108
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![]() It all has to do with the /loc you're at when you start and finish the cast. That's why you can get off a spell even if you run around while actually casting it, as long as you finish it in the exact same spot you started. When in a corner, that's pretty easy because you're guaranteed to be in the same spot. You can start casting CH in a corner, frolick around like a French person for nine seconds, and then squeeze back into the corner just before the spell finishes. It'll always work, assuming you do it right. Anyone with a bit of smarts will just go and stand in that corner so you can't get back to the same loc to finish the cast, of course.
You could theoretically do it without a corner, but the odds of hitting the exact same loc by sheer aim are pretty much nil. You can occasionally get close enough that it allows a channeling check, but it's not consistent enough to be worth trying in any serious situation. You can also cast certain very fast spells like Yaulp while running at base speed, because the spell is so fast that you don't run far enough during its cast to guarantee failure. It just gives you a really difficult channeling check instead. What you can easily do to counter melee pushback is take a tap-step towards the attacker. With a bit of practice and attentiveness, you can usually negate most of the push and get an easier channeling check. | ||
Last edited by Bockscar; 09-27-2011 at 01:05 AM..
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#109
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![]() Quote:
1) PVP has additional channeling checks from the hits / damage and the damage by itself can cause interrupts. 2) A caster using Levitate, which a lot of casters do in PVP, increases the odds of an interrupt from additional movement. 3) Standing in the corner and trying to channel spells through melee is not a viable PVP strategy so we can assume 99.9% of PVP will involve a random location where it is hard to find the exact spot and not simply a corner as in your test situation. 4) The interrupt rate also increases with higher level spells. The higher the level of the spell, the more likely it will be interrupted. Quote:
It simply makes far more sense, if you are getting hit early on in your cast, to cancel the cast and run away so you can try to lose the melee chasing you long enough to get the cast off without getting hit. Why risk your health in order to have a low chance at channeling a spell? It's a losing strategy. The whole point was simply to show how interrupts are calculated which helps to explain why Rangers had such high interrupt rates. It wasn't just the hits / damage, but the additional interruption caused by constantly moving your opponent during their cast. | ||||
Last edited by Graym; 09-27-2011 at 02:25 AM..
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#110
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![]() Kick was only ever a bash for warriors. Rangers kick didn't interrupt for shit.
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