Things are looking quiet in Arcadia.. | Page 3 | The Legend of Mir

Things are looking quiet in Arcadia..

Taos lack aoe slow. Wiz and war both have these which allows them to kill in lures.

If buff spells was made passive and have a range like the exp spell would be handy. As it would free up a lot of f keys.

De-buffs should still be cast.

Remove single target heal and buff mass healing to give the same heal as single target.

Pets in pvp strong but weak in pve so a pve buff would help
 
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recommendation. toxic to work on both green and red and have the same effect as COP. I would go back to play tao again. And to abuse to the end .. repent in pvp .... maybe Ciz will return.
Devil vision has an effect on mobs but only on lower level ones, but it's short-effect and honestly doesn't help. 30% PDR in the shield would help
 
Taos lack aoe slow. Wiz and war both have these which allows them to kill in lures.

If buff spells was made passive and have a range like the exp spell would be handy. As it would free up a lot of f keys.

De-buffs should still be cast.

Remove single target heal and buff mass healing to give the same heal as single target.

Pets in pvp strong but weak in pve so a pve buff would help

3x3 psn cloud that greens and reds and does damage like firewall would be good I think. Lasts 30 secs.
Would also make bossing awesome. Can use that cloud for some really cool tactical kills.
 
- Passive buffs is a must
- Expiry on amulets being removed is a must
- Amulets to be made class specific is a must
- Pet buffs is a must
- Remove healing and increase mass healing is a quality shout
- DevilsVision radius increase would be good
- Holy stat beefing up all spells would be really good, every spell using holy would be nice
- Terror spell could do with some love, either ability to hit multiple targets or effect last longer

Finally, I think Holy shock, freeze and fire also need some love. I don't know what you could do but one idea I have just thought of is that instead of hitting one mob per tick, it hits multiple random targets on screen per tick up to a maximum of 8 targets or something.
 
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3x3 psn cloud that greens and reds and does damage like firewall would be good I think. Lasts 30 secs.
Would also make bossing awesome. Can use that cloud for some really cool tactical kills.
I like the ideea of a firewall made from pSn
 
- Passive buffs is a must

Most annoying thing about a utility tao is the amount of keys needed.

Most taos will probably at some point have to choose between certain spells.

Passive ac amc and enhancer frees up 3 spaces alone. Which in terms of playing a tao is huge.

And you are right about holy shock and the 2 other versions. They bring very little to a tao and could definitely be reworked into more useful spells.

I'd like holy freeze to provide an aoe slow, holy fire could act like naga Lords fire, laying down a single square of fire for x amount of seconds (obviously random squares or something last 40 seconds and a square of fire appears every 3 seconds allowing for 13 squares at any given time) the random squares make it not so op and not really like a wiz.

These are just ideas to help taos, not really fussed on new spells as I said previously rather see what we have already working before adding more.
 
Some nice ideas in this thread.

When it comes to the 3 last spells for Tao's I've just completely stopped using them in the last few months. They cause more harm than good and are a waste of a key.

It sucks having to change spell keys mid-fight, mid-boss etc.
 
Ac/amc shud defo be on one key
Fire res Ice res should defo be on one key.
Debuts need to stay on single keys.de buffs are way OP anyway.
A Taos debuff of 22% basically removes all the fire and ice resist on my kit. I’d prob make them PVE only spells to increase longevity in fights.

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I’d even say make repent work in pvp and make lower fire and ice res only work vs mobs. They way they are atm both result in fights ending fast.
 
Ac/amc shud defo be on one key
Fire res Ice res should defo be on one key.
Debuts need to stay on single keys.de buffs are way OP anyway.
A Taos debuff of 22% basically removes all the fire and ice resist on my kit. I’d prob make them PVE only spells to increase longevity in fights.

- - - Updated - - -

I’d even say make repent work in pvp and make lower fire and ice res only work vs mobs. They way they are atm both result in fights ending fast.

Or De-buffs just counter buffs. Definitely shouldn't just be pve.
 
Some nice ideas in this thread.

When it comes to the 3 last spells for Tao's I've just completely stopped using them in the last few months. They cause more harm than good and are a waste of a key.

It sucks having to change spell keys mid-fight, mid-boss etc.
Same. I never use last 3 spels. 1 - i dont have any key to assign. 2- i cant see the use of as they are
 
Ac/amc shud defo be on one key
Fire res Ice res should defo be on one key.
Debuts need to stay on single keys.de buffs are way OP anyway.
A Taos debuff of 22% basically removes all the fire and ice resist on my kit. I’d prob make them PVE only spells to increase longevity in fights.

- - - Updated - - -

I’d even say make repent work in pvp and make lower fire and ice res only work vs mobs. They way they are atm both result in fights ending fast.

I agree Repent should be allowed in PVP because stats are just becoming a joke, and I think making Repent work in PVP will help to make fights last longer (which is what you're asking for) than disabling both LowerResist spells would.

I have to switch Enlightenment, ZombieCharger and HolyShock/Freeze/Fire between the same key, and Trap Hex, Terror & Confusion on another key, so that is 8 spells occupied by 2 keys.
Putting spells like AC/AMC/UE on a single key, FireRes+IceRes on a single key and making MassHealing as or even more effective than Healing would actually free up 4 keys and make for a much more near perfect experience whilst playing tao.
 
Fair enough. Felt it needed mentioning. I still think pvp would benifit if it was pve only spell.

Maybe that and repent does need swapping around, repent in pvp was a bit mental when people would get 900 dc and shave 180 dc off it straight away, but now people are 1800 - 2000 dc they wouldn't miss 360 - 400 dc, still plenty enough to floor a tao in a couple of shots
 
Fair enough. Felt it needed mentioning. I still think pvp would benifit if it was pve only spell.

Nah it just benefits people to have a tao. That's what's good about arc atm, you generally need all 3 classes for group fights. If you don't currently have a tao then you have a slim chance of winning.
 
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