Xest wrote:Sorry if I took your post the wrong way but a request for boosts in the same post as saying something isn't as good as it used to be because of DI when DI effects everyone equally suggest that you're calling for unwarranted boosts.
No problem on the misunderstanding, but also I would ask you to consider my comments in the context of the discussion we were having - about roaming RvR. I've not actually asked at any point for "boosts" to the animist class. I would be quite happy if any changes that improved our roaming capabilities went hand-in-hand with ones that made us not as powerful in sieges.
Personally, I honestly think - without hyperbole, though with some cynicism - that Mythic regret ever having made an animist class and will never do anything to increase any of our abilities, no matter how convincing the argument. They just want to animists to go away.
It's ironic, really, because you could easily satisfy a lot of serious animists by making the changes some have asked for and at the same time make it palatable to limit or remove shrooming from the game, thus addressing almost all mid/alb concerns.
If it was down to me, animist get a root that interrupts, probably not wisp-based, and our lifetap would be improved slightly. At the same time, the shroom cap would be reduced to 5 (or even lower, perhaps 3) shrooms, and they would insta-cast with possibly a reduced interval between casting (maybe moved from 3 sec to 2 or 2.5).
Hit code would become less of a problem. Server performance issues (any remaining) would be reduced in most situations. The whole "single LoS check" issue would be resolved. And animists would be more willing and able to participate in group roaming RvR, giving them a viable option other than shroom spamming.
I'd also change GTs so that if you haven't set one, it casts at your feet instead not casting. This is such an obvious change, I don't know why it has not been done already.
BTW, your comments about the value of wisp backloading are incorrect. The value is not only that pathing makes them sometimes land together. The values is that effect is not applied at time of casting. For example, at the right range and cast speed, you can get 3 arb DD wisps into the air before the first lands. This has several potential benefits. Most commonly, it allows you to con debuff and start lifetapping as the first wisp lands, give the recipient a simultaneous high-delve nuke, an LT and a con debuff, and on the next 2 spells a simultaneous (almost) nuke+LT. It doesn't double the damage output, but it it is near and it gives you 6 chances to crit instead of 3. Less commonly (because it requires another person's involvement) you have the ability to cast 3 nukes on a CC target before CC is broken, reducing the target's ability to react. Other scenarios include such things as putting AoE nukes on a target who is running back to his friends, so he carries them back to the crowd for you. One crazy scenario, due to Mythic's ridiculous pathing decisions for wisps, is casting on targets below a wall you are on or above you on a wall you are under - if the gate is broken so the wisps can reliably pass, the effective path length is thousands of units, even though the target is still in range of the spell. This enables the ani to stack sometimes their whole power bar of nukes before the first lands.