Heroes of Hammerwatch II

Heroes of Hammerwatch II

NSR - Wizard - Boosted
21 Comments
Zura 5 Jul @ 2:00pm 
Sorry for the spam. I look forward to it. Thank you for your time and consideration. :GunfireRebornhandsup:
ValoriousRaph  [author] 3 Jul @ 11:50pm 
Sure, like I commented on the other thread, I can look at this. No need to spam messages, though. I will point out that multiple head *was* impossible before patch 12 (I'm pretty sure), when the devs followed my example.

You make a good point on requiring too many casts and not enough MM and Fireball. I should be able to look at this some point in the next 3 days.
Zura 1 Jul @ 5:34am 
As for my suggestions to legitimately BOOST the Conjure Hydras skill, it is very simple as the vanilla skill is already really good. Increase spawned duration time and make it so when you cast it again it does not split the heads and just summons another 3/4/5 heads. Thanks again. :steamthumbsup:
Zura 1 Jul @ 5:28am 
Until this is fixed I will be playing Necromancer which is very broken and op af cause of the other mods I downloaded that were not meant to played with custom classes. Specifically speaking of the "Stats Boost" mod.
Zura 1 Jul @ 5:09am 
To emphasize my point I just went in game without any mods to double check and fact check myself. Also, googled the official wiki and youtube to make sure I was correct and I am indeed correct. Non-upgraded the first cast is 3 heads, second cast is 3 heads, but turns the first cast of 3 heads into 2. This means you can have two placements of Conjure Hydras spawned. Pataco - "Hey! is it possible to remove the hydra limit allowing for more than one hydra spawned? Conjuration could really use the love <3" Once again, this guy never played Conjuration Wizard.
Zura 1 Jul @ 5:01am 
By the way, I am 100% certain that guy (Pataco) never used the Conjure Hydras skill. If they did, they would know you can indeed cast it twice. The second cast just takes half from the first. So first cast (Upgraded) - 5 heads, second cast - 3 heads, but the first placement becomes 2 heads. Very easy to understand why extra placements are useless if you actually play Conjuration Wizard and actually use Conjure Hydras.
Zura 1 Jul @ 4:52am 
Also, to the guy who thought nerfing the heads would be a good idea is a hypocrite because the name of this mod is "wizard - BOOSTED" not wizard - nerfed. The +2/+4 placements is not a boost, but a nerf. Even in vanilla if you can cast it twice, the heads will just split in half. This is definitely the most useless change out of all the skills over every class. Please change it back to the vanilla skill orb. Would be very much appreciated. Thank you for your time and consideration.
Zura 1 Jul @ 4:52am 
I just read the previous messages on this thread and like you said, "but you probably won't get them all out without lots of cooldown reduction, even with the lowered cooldown" The skill is meant to used once then spam missiles and fireball. Having extra placements is not useful because by the time the cooldown is over, all the mobs are dead. It might be usefull in boss fights but having 5 heads in one is still better than having 2 heads twice. Being able to place it 4 times will never happen unless you literally do not use your other skills. So once again please add more heads instead of more placements. Thanks.
Zura 1 Jul @ 4:41am 
Please change the Wizard's Conjure Hydras skill back to the original "You conjure additional hydra heads with each cast" instead of additional hydra placements. The extra placements are useless. If you think otherwise then make it so its +1 placement AND +2 heads instead. However, adding more heads is still way better. This change would be much appreciated. Please and thank you. :ss13ok:
Pataco 8 Apr @ 9:02pm 
youre the best! :D
ValoriousRaph  [author] 7 Apr @ 4:46pm 
Done! I reworked Blastwave into adding Ice damage as well. It's not *pure* Ice, which will improve damage and maybe make it more competitive to Magic Missile.
Pataco 6 Apr @ 11:50pm 
is it possible to add an ice fireball upgrade? id love to have an ice burst spell to spam while going ice wizard with the hydras :] ty again for the great work!!
Pataco 6 Apr @ 11:43pm 
awesome!!! thank you man ive been feeling this is what it needed big time. youre entirely correct on nerfing the heads cause i definitely could see the dmg getting outta control. cant wait to test it!!:steamhappy:
ValoriousRaph  [author] 6 Apr @ 4:24pm 
Ok, I'm happy with what I figured out. It places 2 heads and can be placed twice with no orbs, for a total of 4 heads (up from 3 in vanilla). Each skill orb adds a limit of +2 placements, but you probably won't get them all out without lots of cooldown reduction, even with the lowered cooldown. This should be a significant buff to conjuration wizards, so let me know if it's overtuned.
ValoriousRaph  [author] 6 Apr @ 4:06pm 
@Pataco, I looked into it, and it was surprisingly easier than I thought. Before I publish it, what do you think is fair? How many heads vs how many placements? Currently, it is at 3 heads, 1 placement without upgrades (I'm putting the more placements on upgrades, or maybe 2 placements, 2 heads to start with?).
ValoriousRaph  [author] 6 Apr @ 5:41am 
I can look into this tomorrow. I must admit, I haven't played conjuration wizard, so I only made basic adjustments.
Pataco 4 Apr @ 9:58pm 
Hey! is it possible to remove the hydra limit allowing for more than one hydra spawned? Conjuration could really use the love <3
ValoriousRaph  [author] 2 Apr @ 7:07pm 
I don't have any plans to change masses from vanilla, no. Just buffs and tweaks to what's there.
沃德达基Ⅷ 8===D 2 Apr @ 12:38am 
Do you have plans to create an enhanced mod similar to the first generation mage:steamthumbsup:
ValoriousRaph  [author] 28 Mar @ 2:22pm 
Done!
John1117 28 Mar @ 12:35am 
do you have plans on making an all-in-one version of your boosted classes?