ToME: the Tales of Maj'Eyal

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 Post subject: Re: Mesmer class addon
PostPosted: Wed Aug 05, 2015 5:12 am 
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Yeek

Joined: Wed Dec 05, 2012 11:55 am
Posts: 12
Hi I'm getting errors every time I use decoy. Would there be any possibility of updating this addon for the latest version? Thank you.


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 Post subject: Re: Mesmer class addon
PostPosted: Wed Sep 16, 2015 1:00 pm 
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Cornac

Joined: Wed Sep 16, 2015 12:56 pm
Posts: 43
Even with I Can Carry The World setting my fatigue to zero, my spell cooldowns still end up twice as long most of the time. Hopefully this gets fixed soon.


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 Post subject: Re: Mesmer class addon
PostPosted: Thu Mar 03, 2016 3:29 am 
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Wayist

Joined: Thu Apr 04, 2013 7:34 pm
Posts: 26
Well, the dev who does this doesnt seem to have been around in ages. Any chance HousePet could be convinced to revive it? Its just a really unique playstyle and I miss it so.


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 Post subject: Re: Mesmer class addon
PostPosted: Fri Mar 25, 2016 2:01 am 
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Wyrmic

Joined: Tue Feb 15, 2011 12:01 am
Posts: 282
The addon actually worked beautifully for me, but I didn't get very far with it (I made the rather poor choice of a Shalore Mesmer which, despite my Con investments, was one-shotted by a mage's Earthen Missiles.)

It was the only addon I had turned on - I don't know if using the Mesmer addon alone helps any.

In any case, I <3 this class and would love to see more updates. I'll post some in-depth feedback later, but for now I'd like to suggest a departure from the GW2 template with some new abilities that allow movement of the illusions. With so many static clones, I felt a bit too much like a fortress-building class. The coolest fortress-building character class I've ever played, mind you, but that feeling was definitely there.

The general "schema" of the class works so well, that I'd love to see additional GW2 classes converted to ToME!


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 Post subject: Re: Mesmer class addon
PostPosted: Thu Apr 07, 2016 1:12 pm 
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Wyrmic

Joined: Tue Feb 15, 2011 12:01 am
Posts: 282
Just an update, if you're getting errors when you create clones, that's a bug that only appears in debug mode (when you have the "cheat" setting set to true).

Set "cheat" back to false and you'll should be able to play without Lua errors!

The fatigue thing is a bug caused by not using a getter function (the combatFatigue function). In terms of how the code functions, I Can Carry the World overrides the player's now-hidden fatigue value, it doesn't set it to 0.

If the developer ever comes back, that can be fixed by changing one line of code. For now, you just can't really rely on I Can Carry the World for this class. Good luck and happy mesmering!


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 Post subject: Re: Mesmer class addon
PostPosted: Thu Jan 05, 2017 4:19 pm 
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Joined: Thu Jan 05, 2017 4:14 pm
Posts: 1
Weimer, I like the fluidity of your Mesmer class so much I added some custom sounds to most of your skills for myself, to add more flavor when I use it. Though this distraction was meant for my own game only, if you are interested in what I've been up to, allow me to send you a copy of your modified files. I hope to see more quality addons from you. This and the Stoic class are definitely my favorites in Tome.


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 Post subject: Re: Mesmer class addon
PostPosted: Thu Jul 12, 2018 3:22 am 
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Wayist

Joined: Thu Jul 12, 2018 1:43 am
Posts: 16
Sorry for necrobumping, but I love this addon :D

Few bug reports:
1. Vortex beams give 0% mesmeric overload (i have a workaround for this, for problems below, idk)
2. Vortex, Chaos Storm, and Mirror Blade don't share % of maximum mesmeric overload like Winds of Chaos to Mirror Blade. (Try casting 1/5 mirror blade with 5/5 investment winds of chaos, the max overload would be 50% instead of 10%)

Few findings:
1. Drem is wonderful for this! Double casting Vortex and Chaos Storm for the lulz.
2. It can actually go antimagic for greatsword+shortsword build, losing access to staff isn't a huge bummer, but losing access to mantras.. quite a price.
3. Ogre with Shantiz is another wonderful choice.

Questions:
1. Does weapon's damage modifier (120% str from GS, 100% mag from staff, etc) affects the damage of the spells?
2. Has anyone tried the range amplifier prodigy with GS build? Sound feasible to me.


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