Fury of da Green/Energy of Vaul stat effectiveness

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urukrage
Posts: 1

Fury of da Green/Energy of Vaul stat effectiveness

Post#1 » Thu Jun 12, 2025 8:41 am

I feel like FodG and EoV have been left out of the awesome lifestealing update that happened recently. While all other base heals on lifestealing are now damage stat based, these two have remained willpower based. This means that you either have to stat willpower and int or one half of the spell being kinda useless, something the spell was already dealing with.
But with how the class mechanic has been updated means you're no longer incentivized to constantly be using healing spells as a int-based shaman/AM or using dps spells as a will-based shaman/AM, leaving these spells in an awkward spot where it is either your only spell you'd want int for or your only spell you'd want willpower for and falling off the farther you get in your RR.

If there is some reason not to take this spell along in the update, I'd like to know, but as it stand now, I'd be happy if the base damage and/or healing was nerfed to have both be affected by int or even willpower so I can build around the spell rather than taking it in spite of it being sub-optimal because I just like it.

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BluIzLucky
Posts: 780

Re: Fury of da Green/Energy of Vaul stat effectiveness

Post#2 » Thu Jun 12, 2025 8:56 pm

It's a tooltip bug, it does scale of int.

Hope you find a way that it's less awkward, there's a AM hybrid guide in the HE section if you need a starting point :)
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

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Fey
Posts: 923

Re: Fury of da Green/Energy of Vaul stat effectiveness

Post#3 » Thu Jun 12, 2025 11:11 pm

These particular abilities were over performing for quite some time, on a pair of very capable classes. Fodg/Eov should only be viable in DPS spec.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan

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Sinisterror
Posts: 1101

Re: Fury of da Green/Energy of Vaul stat effectiveness

Post#4 » Thu Jun 12, 2025 11:16 pm

Makes no sense that fodg should only work for dps spec? If anything change Fodg/Eov to 9pts instead of 13pts ability so you can spec all your healing needs as rr50 and dont need rr70 to get the " basic tools "

If someone has issue with this ability i can only imagine this as a reason, it can heal too many people because 24cap?
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Fey
Posts: 923

Re: Fury of da Green/Energy of Vaul stat effectiveness

Post#5 » Thu Jun 12, 2025 11:26 pm

I find the implementation of life tap that Mythic took with the original game puzzling. Unless I'm remembering wrong it always was, and always has been terrible. Compare that to DaoC their previous game. Lifetap spells were various and numerous, and in some cases quite potent. Just an afterthought.

I've often wanted to use balance essence in my rotation for example. It's never been worth it.

Fodg/Eov is entirely too strong for a 9 point ability. You already have silence and heal debuff in this positions anyway. Both very good options.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan

shoelessHN
Posts: 313

Re: Fury of da Green/Energy of Vaul stat effectiveness

Post#6 » Fri Jun 13, 2025 4:10 am

urukrage wrote: Thu Jun 12, 2025 8:41 am I feel like FodG and EoV have been left out of the awesome lifestealing update that happened recently. While all other base heals on lifestealing are now damage stat based, these two have remained willpower based. This means that you either have to stat willpower and int or one half of the spell being kinda useless, something the spell was already dealing with.
But with how the class mechanic has been updated means you're no longer incentivized to constantly be using healing spells as a int-based shaman/AM or using dps spells as a will-based shaman/AM, leaving these spells in an awkward spot where it is either your only spell you'd want int for or your only spell you'd want willpower for and falling off the farther you get in your RR.

If there is some reason not to take this spell along in the update, I'd like to know, but as it stand now, I'd be happy if the base damage and/or healing was nerfed to have both be affected by int or even willpower so I can build around the spell rather than taking it in spite of it being sub-optimal because I just like it.
It's a broken garbage ability now.

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