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Old July 15th, 2008, 10:54 AM     kravendao is offline   #1
kravendao
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Post Compiled List of Current Issues, Bugs, and Complaints.

This is a revised list of current bugs, issues and complaints with the demonologist class, this list should be updated daily, last update: August 27th 2008

Much of the information here has been brought over from the original bug thread in attempt to keep it alive and updated, thanks to the original author Tirade for
the original compilation.
Please keep on topic and do not use this thread to flame other users or their posts, if people disagree with submitted information I will note that as well.

Demonologist Bug List

I will stick with the original criteria for classification:

Confirmed = Bug has been posted and is tested/confirmed by more than 3 people.
Unconfirmed = Bug is posted but has not been confirmed or there are conflicting reports.
Mixed = Bug is posted and confirmed but does not occur for everyone or can not be intentionally reproduced.


1. Stats, Skills and General Bugs

* Confirmed - Spell Damage / Mana Cost not scaling properly:

Shockblast rank 1: Mana cost 180, spell damage 170-372, range 20yards, area 8yards.
Shockblast rank 2: Mana cost 300, spell damage 168-368, range 20yards, area 8yards.

This is not just shockblast, but many of our spells

* Confirmed- Occasionally mobs directly in front of you, even actually meleeing you, are not within "line of sight"

* Confirmed- AOE spells do not properly go on cooldown if qued mid-cast.

* Confirmed- INT is described as increasing our resistances to fire, electricity and cold however it is currently not providing any increase to resistances.

* Confirmed- Self damage taken from the Pact line of spells actually increases from buffs (Tome, Skelos, UH etc.), they do not seem to be increasing from +magic items any longer.

* Confirmed- Attack Rating for Demonologist is currently higher than our Magic Rating, even with +MR items. By default our Magic Rating should be much higher than our Attack Rating and much higher than hybrid casters. Our MR is purposely lowered so that our buffs can bring it up to an equal level, however its no longer a buff at that point. Its like doubling the price of something and then advertising it as buy 1 get 1 free.

* Confirmed- When in combat, pets stay engaged on target even after called off, told to follow, guard etc etc.

* Confirmed- Demonic War buff is removed while zoning into another instance.

* Confirmed- Targeting reticule for AoE's is often very bad, this is particularly bad in dungeons/instances/tight spaces. Often times an AOE spell will hit further out than the target area and cause unintended aggro.

* Confirmed- AOE target reticle is often underneath the floor so you cant really tell where you are placing it.

* Confirmed- When our pet gets healed, it keeps the healer in combat after the fight is over and the pet must be dismissed after the fight if someone needs to be ressed, this also prevents stealthing for the entire group.

* Confirmed- The belt and boots from the Demonologist Tier 1 armor set has the exact same stats as the Assassin set.

* Confirmed- Spellweaving will put you into a bugged state sometimes when canceled where you seem to be spell weaving (stamina still reducing) but no new windows and no animation, also you cannot use potions in this state but can move around.

* The tooltip on rapid recharge is misleading, it should state that it increases the cooldown for all Ranks of the Shock spell, not "for all shock spells".

2. Feats

* Mixed - Demon Heart of Chatha - The stun/fear resist portion of this feat is not working correctly. (Testing as recently as July 12th did show this to be working)

* Mixed - Malefic Chant does not work with havok spells.

* Confirmed- Crimson Shield Feat is currently not working as advertised. It gives a minor HP buff instead of increasing the absorb of our shield. The extra absorb would affect each hit where as the extra HP only affects the first hit. This makes the feat worthless in its current form.

* Mixed - Mirrored Iron feat works the same whether you invest 1 point or 3.

* Confirmed- Thunderclap feat works the same whether you have 1 point or 5.

* Confirmed- Storm Chains Feats (Copper & Charged) – Additional damage or pulse damage added to Storm Chains is increasing the chance of the root breaking, thus defeating the entire purpose of the root.

* Confirmed- Living Thunderstorm uses the same pet window as your Demon. This can cause problems and Living Thunderstorm needs its own pet-type window when summoned to have better control over it.

* Confirmed- Consume Flames does not continue to provide mana after casting the spell, it immediately ends the lingering damage effect on the target, thus ending the mana regeneration.

* Confirmed- Devouring Flames becomes useless if you have points in Consume Flames.

* Confirmed- Greater Flames works as intended however, if you queue up a second FoG after the first, the double casting time from Greater Flames is applied to the queued spell, but you do not get the damage bonus.

* Confirmed- Unholy Hate only lasts for 6 seconds thus only giving you time to cast 1-2 spells.

* Mixed - The tooltips don't update when you have Set's Chosen and putting 4 or 6 points into it both seem to only be a 40% reduction.

* Confirmed- Lingering Flames is not scaling properly, 5/5 is not giving +250% increase to incinerate.

* Confirmed- Blessing of Ahmer has no affect on the damage of IOA.

* Confirmed- Unleashed power does not update the tooltips with increased range nor does the Targeting reticles get any larger.

3. Spells

* Confirmed- Protection of Set's Rune takes a hit when you parry, or player/NPC misses. This depletes the rune effect unnaturally fast; as it shouldn't be absorbing damage you aren't taking.

* Confirmed- Abaddoron Warrior (Rank 4) - According to the tooltip this spell procs a buff that increases Magic Rating. There is no observed change on the character attributes panel while the buff is active (see above regarding Magic Rating not working).

* Confirmed- All Fire and Lightning based DD spells do 90% reduced damage when Diabolic Insight or Infernal Knowledge is not active or has expired.
Quote:
Combat Log (edited out all of the extra spam)
[14:08:08] Your Fires of Gehenna (Rank 5) hits Little Maker for 43 fire damage.
[14:08:10] Your Fires of Gehenna (Rank 5) hits Little Maker for 43 fire damage.
[14:08:13] Your Fires of Gehenna (Rank 5) hits Little Maker for 40 fire damage.
[14:08:15] Your Fires of Gehenna (Rank 5) hits Little Maker for 24 fire damage.
[14:08:17] Your Fires of Gehenna (Rank 5) hits Little Maker for 39 fire damage.
[14:08:20] You gain Infernal Knowledge
[14:08:22] Your Fires of Gehenna (Rank 5) hits Little Maker for 835 fire damage
~It appears this may be intentional, and is only true in PVE, Damage is unaffected in PVP.

* Confirmed- Inferno of Amher (Rank 4) - Ranks 1-3 have a two second casting time however rank 4 has a four second casting time.

* Confirmed - When casting Thunderclap, if the player takes melee damage the channeling bar randomly disappears and the lightning graphics also disappear, but the actual spell is still being channeled and the damage and knockback will still occur for the full length of time.

* Confirmed- Agonizing jolts spell channels but the last part of the channel doesn't do damage.

* Confirmed- The Demon Guardians Demonic health buff is reporting two health buffs (i.e. 153 and 55 at level 60) with the lower value being applied to the caster and the higher value being applied to the party. Is this working as intended?

* Confirmed- Possession Spell - When the NPC gets possessed and becomes your pet, it just runs to you and stands there instead of attacking your enemies like the description indicates.

* Mixed - Since the 6/26 patch GOH fails almost everytime you cast it on a mob unless you already have hate built up.

* Confirmed - Hands of the underworld - Since most of us have our damage reflect shield on and this spell is PBAOE, as soon as you root and a mob hits you it instantly breaks the root (Or if you have a dot on them), making this skill only really useful for the speed buff. Some have suggested this be reworked into a PBAOE speed buff for your group and have the root removed or make the root more useful by having it not break on contact.

* Confirmed - The damage from Let them burn is not ramping up correctly.

Last edited by kravendao; August 27th, 2008 at 09:41 AM..
Old July 15th, 2008, 10:55 AM     kravendao is offline   #2
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* Unconfirmed - Gates of Hell sometimes does not show the target taking any damage for the duration of the spell. Either from the spell itself or any damage given by you casting on him while rooted.

* Confirmed - If a target is immune to root or moves out of range Gates of hell will still cast and still go on cooldown, with no affect.

* Confirmed - Bloody Pact With Set - This spell Scales poorly, gaining only about 15 damage over 10 levels.

* Confirmed - Bloody pact with set - This spell actually causes more damage to the user than can ever be made-up for by sustained dpsing through the spells duration, resulting in a net loss of survivability-to-dps making the spell nearly useless for Havok spec.

* Unconfirmed - Pact of Dread feat is messed up, the tooltip says it will increase the next 5 crits from you AND your pet. However even though your pet gets the buff icon, its crits don't increase in dmg, nor does it make the 5x counter go down when it crits.

4. Conflicting/Misleading information regarding the Demonologist role or class description.

Taken from the Age of Conan’s Community Website:

Quote:
The demonologist is the mightiest of sorcerers, wielding the power of hell and earth and capable of conjuring pillars of flame or titanic storms of electricity.

So great is their occult knowledge they can bargain a servant of hell into doing their bidding, a guardian daemon of warped beauty and terrible might.

Demonologists concentrate solely on sorcery and the potency of their spells is unmatched, as capable of eliminating a single enemy in a hellish inferno as destroying enemy lines with forks of lightning. They

can sacrifice their own life-force in return for more occult power and they are most potent when they can devote their spell energies solely to attack.
* Demonologists are not the strongest casters in Single target nuking as you might be led to believe by the description.

* Demonologists lack the utility to be more viable in some/most situations when compared to other casting classes. The lack of dependable crowd control, worthwhile group buffs, or some other desirable

addition to a group often makes us "Just another DPSer" to bring along, instead a desired class that fulfills a purpose.

* Demonologist Pets do not exhibit the advertised "terrible might" and instead are providing yet another buff that must be recast when you die/zone. Pet damage is non-existent and players have been lead

to believe that Demonologists are a pet class when indeed they are not. To add fuel to the fire the pet buffs are pretty much useless and buggy pet control makes them more of a hindrance then a help.

* The lack of working/worthwhile feats make choosing feats a very one-sided choice. The higher tier feats in both trees are severely lacking and give us nothing to look forward to as we progress.

* No clear role defined for Demonologists. Maybes its the intent of the Devs to have all casters do roughly the same damage or have roughly the same CC. If that's the case then what specific role does

the Demonologist fill that can't just as easily be filled by another casting class with more utility?


5. Not enough information is provided to effectively calculate/determine how a skill/ability affects our class.

* Does INT add to Magic Rating/Damage? How much does it add per point of INT?

* How is magic damage scaled with each level?

* Stun and Fear resists are not displayed so how do we know how much our buffs are doing?

* How is mana scaled with each level? Does the amount of mana per INT also scale with each level?

* How are spell damage modifiers calculated? Are they added to the end of the spell or at the beginning?

* If melee types are affected by STR,DEX and CON, then are the other stats beneficial for casters? What effect does WIS have on casters?



6. General Complaints, Gripes and Requests


* Demonologists have too many buffs that are required to be recast every time we die. Some of these buffs are required just to get "normal" spell damage/Survivability.

* When you die you now recieve a silence debuff from the shield of the risen, forcing Demonologists who are reliant of buffs to make themselves vulnerable to attack before being
able to prepare for battle/self buff.

* Pets must be resummoned when changing zones and must be dismissed many times in instances due to in-combat bugs.

* Request the ability to choosethe demons name, or change the size of the demon (beyond the limits of the shrink spell). Pets should stand slightly behind us when we are idle so that they don't interfere with targeting, looting and gathering.

* When using our Hide ability our pet does not hide along with us, essentially giving away our position and negating the point of hiding.


* Horrible caster itemization results in most 60+ caster using level 30-50 items or items meant for another class. There are less than 5 level 60+ quest rewards meant for casters. 90% of all high level

cloth rewards/drops are for Assassins.

* Many have suggested that Demonologists should be able to Portal/Gate themselves and/or party members to different zones. At the very least we would like to be able to summon people.

* Pets can die due to bad pathing or terrain changes (i.e. Drowning and Falling).

* Gear that adds stamina is currently a negative thing for casters as the stamina drop while sprinting is a fixed % and aside from spell weaving or sprinting we have little use for stamina.

* Demonologists are currently using the Necro Spellweaving affects and not the one shown by Funcom when they announced spellweaving.

* Our feats lack proper descriptions and the lack of information regarding how the feats work or are applied makes it very difficult to plan your character.

* Spell animations are lacking or missing for a number of spells.

* We need buff timers/countdowns that display without having to mouse over them.

* Protection of Set nerfs the damage from DOT based or fast hitting/low damage attacks, hurting those classes specifically while leaving us competely vulnerable to high damage
single shot attacks. It has been suggested that our shield be changed to a blanket amount of absorption total instead of a certain amount per hit. The shield could then refresh after a given
time in or out of combat TBD.

* With so many classes having immunity/Remove skills to CC and CC of their own as well it is extremely difficult to consider a Demonologists limited CC capabilities into our overall survivability.
We either need more reliable CC or some other mechanism of survivability to increase the Damage to survivability ratio.

* Due to the cast time vs benefit, flamebody actually reduces your overall DPS (As opposed to just casting a FOG right off) and is generally only useful for fighting firebased classes

* Too many buffs, people complain about needing to hit upards of 5 hotkeys for temporary buffs in addition to our standard line of buffs just get our damage up to par

* Most of our damage increasing buffs drain our HP (Some to the point of guaranteed death) While we are already one of the lowest HP classes and do not equate out, bloody pact in many cases will actually
do more damage to a Demonologist than the damage increase it provides over the duration.

* Lack of Fatalities, We basically have 2 fatalities depending on Conflag or Havok, we need more Variety.

* The demo pets that use electric spells, use the fire casting graphic and fire fatality, even though there are identical spell effects that are blueish instead of firey that npcs use for their electric spells. Its a minor thing but its annoying as hell when there is an obvious and easy way to fix it.

* Where is the "next generation" Combat for Demonologists? We sit there and smash one-button like any other MMOS, Spellweaving is useless 90% of the time (See the linked spellweaving guide) It would be great to see some kind of combo system for mages, or a way to intertwine our each spell we cast after the first to achieve some end results (I.e. mobile spell weaving/comboing) Even if this made us no more powerful at all it would bring alot to the table for Demos which currently spam one or two spells for 80 levels.

* INT is a very weak stat, currently adding somewhere around .7 damage per point and less than 3 mana.

* We have sometimes severe Line of sight issues now with ground targeting, often being able to target right in front of us, the targeting circle also shows green even when you dont have line of sight compounding the issue.

* The additional 25% range does not seem to be applying correctly to most spells, it doesn't seem to take into account the bombardment feat from the havok line either.

7. Links

Feat Calculator

Demonologist FAQ

The Demonologist's Grimoire

Vipralisk's Guide to Spellweaving

Rustifarion's Conflagration Compendium 2.0

Last edited by kravendao; August 27th, 2008 at 09:43 AM..
Old July 15th, 2008, 10:56 AM     kravendao is offline   #3
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Reserved for future use.

Last edited by kravendao; July 15th, 2008 at 11:08 AM..
Old July 15th, 2008, 10:56 AM     Hawke is offline   #4
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Hey Krav... before you get to working.. Tirade has logged on today... might want to see if he is going to continue with it.
Old July 15th, 2008, 11:46 AM     Hawke is offline   #5
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Or not LOL
Old July 15th, 2008, 11:47 AM     kravendao is offline   #6
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I did PM him, no response yet, we'll see what happens
Old July 15th, 2008, 11:49 AM     Rinlahn is offline   #7
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STickied this. Good work.
Old July 15th, 2008, 11:50 AM     Hawke is offline   #8
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Quote:
Originally Posted by kravendao View Post
I did PM him, no response yet, we'll see what happens
I PM'd Tirade as well.. but nadda yet.

oh well, looks like you got the ball. I'll update the FAQ.
Old July 15th, 2008, 11:52 AM     kravendao is offline   #9
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Some of this info may be old, I tried to revise as much as I could to reflect the most recent patch and new things that have been noted, please let me know if you guys see anything that I missed.
Old July 15th, 2008, 01:37 PM     Largor is offline   #10
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* players directly in front of you not considered in LoS sometimes

* damage buffs still increasing the amount of damage you take when using pacts(have not tested since Thursday because I'm assuming Funcom hasn't paid attention to it)

Don't have video of so I cannot confirm these, looking for others to give input:

* Hands of Underworld should have the root removed and only be a speed boost. As using this after getting jumped causes the enemy to get root immune, making most of the conflag CCs useless.

Just my opinion:
Conflag tree has too many CCs sharing the same immunity cooldown compared to Havoc. Conflag = 1 immunity cooldown for 3 spells + 1 immunity cooldowns for 1 spell. Havoc = 4 immunity cooldowns for 4 spells.
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