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I've been wondering the same thing. I felt like I could tell the difference between Travel Domain 1 and Travel Domain 2, but my brain could easily be fooling itself. The one that gives a very noticeable short term boost to speed is a Wizard spell that's cast with a staff. It has a 'burst centered on self' area of effect, and a nifty 'zappy' sound effect, and I've completely forgotten its name.
If we don't hear from GW, maybe we need to organize some races between people using various Speed buffs.

Doc || Allegiant Gemstone Co. |

I've been wondering the same thing. I felt like I could tell the difference between Travel Domain 1 and Travel Domain 2, but my brain could easily be fooling itself. The one that gives a very noticeable short term boost to speed is a Wizard spell that's cast with a staff. It has a 'burst centered on self' area of effect, and a nifty 'zappy' sound effect, and I've completely forgotten its name.
If we don't hear from GW, maybe we need to organize some races between people using various Speed buffs.
Energetic field, also level 1 spell Speed, and cleric agile feet.
I'm mainly concerned with passive speed boosts at the moment though.

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So... it turns out that I left a % symbol off Archer and Travel Domain and that may mean their speed boosts never did anything. Or they may assume the percentage; it's hard to be sure. Either way, it's fixed in the next patch.
All the armor feats with a speed boost should be exactly the same boost at the same level.
Travel has a significantly higher boost than the armor feats, but will not currently stack with them (only the higher bonus will apply). There's a feature request that's not been done yet to use the channels on passive feats so they will stack.

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Are you sure they don't stack? There's currently a bug with Encumbrance bonuses where they don't seem to get cleaned up properly when you unslot the feat granting them. But the per keyword bonus is the exception in that it should (under the current implementation) stack with the effects on most passive feats (in the same way that you get bonus HP for Toughness and from your keyword bonus on your armor feat).

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By "cleaned up properly" do you mean showing on the inventory screen? Because that was the measure I was going by... the inventory bar changes when I slot or unslot armor feats, or Strong Back when I don't have an Enc. armor feat slotted, but Strong Back does not change the bar when I have an Enc. feat slotted.
Now I'm fiddling around with it a bit... if I slot the Freeholder feat that matches my armor, my Enc. goes down. Then if I slot an armor feat that doesn't match keywords, my Enc. goes back up. But if I go from slotting Guide to slotting Scholar, that also starts with the Clothing keyword, the Enc. stays at Guide level. That must be the bug you're referring to. Later when I'm by a bank I actually have enough stuff in I'm going to fill up my enc. to just at maximum to test how it affects movement to see if it's a visual or mechanical problem.

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Are you sure they don't stack? There's currently a bug with Encumbrance bonuses where they don't seem to get cleaned up properly when you unslot the feat granting them. But the per keyword bonus is the exception in that it should (under the current implementation) stack with the effects on most passive feats (in the same way that you get bonus HP for Toughness and from your keyword bonus on your armor feat).
When I wear a robe and slot Guide (with Strongback already slotted) for a two keyword match (organic and clothing) - I got a very slight improvement in encumbrance.
So it does stack though the improvement is rather unimpressive if you already have encumbrance skills trained up.
As far as the OT - there are also spells like speed (which gives you hasted for 2 rounds).

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Good to hear the Travel Domain speed boost is going to be fixed, I clocked it and it indeed did nothing.
Agile Feet on the other hand does give a nice, noticable speed-boost.
Does the speed bonus from this Orison stack with the Travel Domain speed boost(i.e. do passive and active speedboosts stack)?

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Yep, buffs should stack with passives (currently and in the future).
Quickened and Hasted will not stack, however (they're the lesser and greater versions of the same buff and on the same channel). So Agile Feet is only useful if you've been hit with Energetic Field so far as Agile Feet's Quickened is likely to still be on you after Energetic Field's Hasted wears off.

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Hasted is significantly faster than Agile Feet, and is awesome, especially if you're a staff user anyway. I miss the spell it took up on my bar, but the increased mobility and attack and defense buffs it confers actually seem to be really useful in combat. It has my recommendation. (Note: Agile Feet also gives you attack and defense buffs, to a lesser degree I believe)

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I did notice that there seems to be an anti spam CD that can proc? I was hitting Agile Feet on my porter when running things back and forth between 2 settlements and after a while I got hit with a CD of several minutes on the spell.
People have noticed that effect on several cantrips and orisons, but especially on Minor Cure.
Note for those unfamiliar: CD = Cool Down, a side effect that makes you wait a while before triggering a desired effect again. In some cases, like Implements, the cool down is deliberate and obvious (a shrinking bar across the Implement area). In the case of cantrips and orisons, we're not sure whether it's deliberate, or a glitch.

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I did notice that there seems to be an anti spam CD that can proc? I was hitting Agile Feet on my porter when running things back and forth between 2 settlements and after a while I got hit with a CD of several minutes on the spell.
I believe this is a bug that's triggered when you cast, for example, Energetic Field while transferring to another hex.

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Yes, had that same thing happen to me with Agile Feet. This only happened when I spammed it really fast(constantly), not when I took some time between casts(but still recast it before the 10 second buff ran out). Or so it seemed. So that could be consistent with your observation, Nihimon.
I am also wondering about some of the Expendables for the Trophy IMplement, namely Augment, a level 2 Self Heal for 350 points.
Can it be interrupted by moving/running? I seem to have a hard time getting it off then. I seem to do the animation, I see yellow sparkles but no heal.
It does have a casting time, and once you have used it succesfully, it will grey out untill you are out of combat, so can only be used once during combat.

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Jakaal wrote:I did notice that there seems to be an anti spam CD that can proc? I was hitting Agile Feet on my porter when running things back and forth between 2 settlements and after a while I got hit with a CD of several minutes on the spell.I believe this is a bug that's triggered when you cast, for example, Energetic Field while transferring to another hex.
Warning - once this bug is ineffect, you are actually half dc'd. Sometimes the spell APPEARS to come back, and it APPEARS that you can cast other spells, when you press buttons the pretty glowy shows up, but the spells have no hp effect on either yourself for cures or enemies for damage.
Once this happens you need to relog to resync your character.

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I can confirm the Energetic Field bug when casting it as you switch hexes. I think that is also the source of the 'HP Stops Regening' bug. Relogging fixes both problems.
It may be "a" source, but is not "the" source, as my character did no such thing. I was running flat-out, with no buffs of any kind.

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I just looted the Spell: Speed and noticed it gives 2 rounds of Hasted.
The Cantrip Energetic Fields also gives 2 rounds of hasted, Burst to self and 2 rounds of Dodging. Aren't supposed Spells to be more powerful then Cantrips, because of the Power cost?
Good question.
Some things I notice:
Energetic Field can be Interrupted, and Provokes Opportunity. Speed has neither of those drawbacks.
I'm perplexed by the descriptions in the spreadsheet, though.
Energetic Field - Burst to Self, Hasted (2 Rounds) to Self, Dodging (2 Rounds) to Self. In reality, Energetic Field behaves like those "to Self" entries are actually "to All".
Also, Energetic Field claims to apply Stationary, but this is not accurate.
Perhaps the spreadsheet needs to be updated by Stephen?

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Yeah, Energetic Field was wrong a couple patches ago and I don't think I've fixed it in the wiki data yet. It's to All now.
Speed takes 1.1 seconds to activate (instead of 2.3) and does not provoke Opportunity. Remember that things that take twice as long to cast are more than twice as good due to the interruption chance. First level spells also aren't significantly better than cantrips, but a cantrip version of Speed would probably only be able to support a single round of Hasted for its speed and cost.
You also, as noted, have to be careful with Energetic Field not to buff all the opposition too.
And... AoEs are probably way underpriced for how good they are (that's one of the things I'm looking at this week).

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I can confirm the Energetic Field bug when casting it as you switch hexes. I think that is also the source of the 'HP Stops Regening' bug. Relogging fixes both problems.
I've done a lot of experimenting with this and it seems that it is not when casting the spell, but having the buff active while crossing a hex. A party member had this cast on them then crossed a hex and was affected by the bug.

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Yeah, Energetic Field was wrong a couple patches ago and I don't think I've fixed it in the wiki data yet. It's to All now.
Speed takes 1.1 seconds to activate (instead of 2.3) and does not provoke Opportunity. Remember that things that take twice as long to cast are more than twice as good due to the interruption chance. First level spells also aren't significantly better than cantrips, but a cantrip version of Speed would probably only be able to support a single round of Hasted for its speed and cost.
You also, as noted, have to be careful with Energetic Field not to buff all the opposition too.
And... AoEs are probably way underpriced for how good they are (that's one of the things I'm looking at this week).
Thanks Stephen.
The not provoking opportunity is a boon from the Spell indeed, but the AOE from Energetic Fields actually sounds better then Self only if used correctly, since your allies can be buffed too. At least in a lot of situations.
I am not so sure about how beneficial the shorter cast time of Speed is: if the difference would essentially make casting Speed uninterruptable, versus Energetic Fields being *very* interruptable, I would say yes: but given the actual casting times of both(short), I do not feel that the extra buffs from EF are warranted.
A casting time of 4-5 seconds, yes. But at those short cast times I feel not much advantage is had with Speed. I may be wrong.
Then take into account that Speed actually costs you power that you could use for something more useful (before having to go to a camp or Inn,or ask a cleric for a buff),and I do not think I will ever be using Speed over EF.
Is a longer casting time always considered to be such a huge drawback, that it warrants such a boost in power and utility?
I hope you guys have a way to monitor how often a certain ability is used in the game. I fear that Speed is not going to be used much. They are at least both skills from the same profession, so the call for nerfs or boosts will not nearly be so loud. :)

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Thannon Forsworn <RBL> wrote:I can confirm the Energetic Field bug when casting it as you switch hexes. I think that is also the source of the 'HP Stops Regening' bug. Relogging fixes both problems.I've done a lot of experimenting with this and it seems that it is not when casting the spell, but having the buff active while crossing a hex. A party member had this cast on them then crossed a hex and was affected by the bug.
I agree, I specifically did not cast a spell from log in until crossing a hex. I received the bug, but I couldn't cast any thing, not just energetic field. This is quite annoying.
My 2% speed from armor feature and energetic field do stack nicely. But not agile feet and energetic field.

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Stephen Cheney wrote:Yeah, Energetic Field was wrong a couple patches ago and I don't think I've fixed it in the wiki data yet. It's to All now.
Speed takes 1.1 seconds to activate (instead of 2.3) and does not provoke Opportunity. Remember that things that take twice as long to cast are more than twice as good due to the interruption chance. First level spells also aren't significantly better than cantrips, but a cantrip version of Speed would probably only be able to support a single round of Hasted for its speed and cost.
You also, as noted, have to be careful with Energetic Field not to buff all the opposition too.
And... AoEs are probably way underpriced for how good they are (that's one of the things I'm looking at this week).
Thanks Stephen.
The not provoking opportunity is a boon from the Spell indeed, but the AOE from Energetic Fields actually sounds better then Self only if used correctly, since your allies can be buffed too. At least in a lot of situations.
I am not so sure about how beneficial the shorter cast time of Speed is: if the difference would essentially make casting Speed uninterruptable, versus Energetic Fields being *very* interruptable, I would say yes: but given the actual casting times of both(short), I do not feel that the extra buffs from EF are warranted.
A casting time of 4-5 seconds, yes. But at those short cast times I feel not much advantage is had with Speed. I may be wrong.
Then take into account that Speed actually costs you power that you could use for something more useful (before having to go to a camp or Inn,or ask a cleric for a buff),and I do not think I will ever be using Speed over EF.
Is a longer casting time always considered to be such a huge drawback, that it warrants such a boost in power and utility?
I hope you guys have a way to monitor how often a certain ability is used in the game. I fear that Speed is not going to be used much. They are at least both skills from the same profession, so the call for nerfs or...
Energetic Field is useful in combat, Speed is not. Speed also costs Power so you will run out sooner than later. To make up for this, Speed should last a whole lot longer. Energetic Field is fine as is, Speed just needs buffed in some way. Any buff gained through an implement, because it uses Power, should have a longer duration than any Cantrip or Orison.
The one interesting thing Speed has going for it, it is on an implement. So someone can be kitted out as a Rogue but have a Spellbook with Speed and get that boost without ever having to use a Staff like you do for Energetic Field.

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Tyncale wrote:...Stephen Cheney wrote:Yeah, Energetic Field was wrong a couple patches ago and I don't think I've fixed it in the wiki data yet. It's to All now.
Speed takes 1.1 seconds to activate (instead of 2.3) and does not provoke Opportunity. Remember that things that take twice as long to cast are more than twice as good due to the interruption chance. First level spells also aren't significantly better than cantrips, but a cantrip version of Speed would probably only be able to support a single round of Hasted for its speed and cost.
You also, as noted, have to be careful with Energetic Field not to buff all the opposition too.
And... AoEs are probably way underpriced for how good they are (that's one of the things I'm looking at this week).
Thanks Stephen.
The not provoking opportunity is a boon from the Spell indeed, but the AOE from Energetic Fields actually sounds better then Self only if used correctly, since your allies can be buffed too. At least in a lot of situations.
I am not so sure about how beneficial the shorter cast time of Speed is: if the difference would essentially make casting Speed uninterruptable, versus Energetic Fields being *very* interruptable, I would say yes: but given the actual casting times of both(short), I do not feel that the extra buffs from EF are warranted.
A casting time of 4-5 seconds, yes. But at those short cast times I feel not much advantage is had with Speed. I may be wrong.
Then take into account that Speed actually costs you power that you could use for something more useful (before having to go to a camp or Inn,or ask a cleric for a buff),and I do not think I will ever be using Speed over EF.
Is a longer casting time always considered to be such a huge drawback, that it warrants such a boost in power and utility?
I hope you guys have a way to monitor how often a certain ability is used in the game. I fear that Speed is not going to be used much. They are at least both skills from the same profession,
Speed does tend to chew power if you try and use it to travel. I suspect it will run out of power for most players within a single hex of travel.

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And... AoEs are probably way underpriced for how good they are (that's one of the things I'm looking at this week).
Possibly - HOWEVER - those AoE spells are the only things that make a staff remotely useful versus a Longbow Exploit as a ranged weapon.
Be careful, as if you just nerf staff AoE range attacks and leave the Longbow Exploits overpowered you will end up with only one ranged weapon in game.

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Energetic Field is useful in combat, Speed is not. Speed also costs Power so you will run out sooner than later. To make up for this, Speed should last a whole lot longer. Energetic Field is fine as is, Speed just needs buffed in some way. Any buff gained through an implement, because it uses Power, should have a longer duration than any Cantrip or Orison.
I totally agree with this, it seems like *the* way to make Speed useful in its own right. A more "lasting" effect as reward for a more "lasting" depletion of an important resource, i.e. Power.

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Since Speed is also an Attack buff and Reflex buff, I can see how Stephen does not really want this to become a Travel spell. This is probably what Travel Domain and horses are meant for.
If the duration becomes too long, then I can see all players taking along a level 1 Spellbook and 1 level of Arcane Proficiency, and just swapping to this spell if they intend to run for a long time. The power cost will be even less of a problem then, since only travel is intended.
That would take away from the exclusivity of Travel Domain and horses.
I see your conundrum, Stephen. Thanks for putting your finger on a tender spot, Schedim. :)
Even so, Speed needs some boost!

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I just tested Speed against Energetic Field, and the Opportunity is only for the two seconds that you are casting Energetic Field: after that it disappears. Both with Speed and EF, once you start moving, you get Opportunity so both spells make you equally vulnerable then. So the "no Opportunity" from Speed is only a boon when you do not even move: not sure what the use of Speedy movement is when movement still gets penalized.
And then another bug with EF: it is supposed to give you a 15 Attackbuff, and so it does for the Base Attack Bonus, however it gives you a whopping +44 buff to all the other Attacks and bonusses(getting my level 1 Wizard to 52!). Speed works correct and only gives 15 to BABs and others (not even sure if the others should get a boost though).
I am getting less and less enchanted with Speed. Honestly do not see myself using this over EF ever. Though I am sure the huge buff is a bug.
I wonder if there are Wizards exploiting this....

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Since Speed is also an Attack buff and Reflex buff, I can see how Stephen does not really want this to become a Travel spell. This is probably what Travel Domain and horses are meant for.
Does that imply that travel domain will not work until there are horses? It certainly is working less well than these armor and wizard spells.

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And then another bug with EF: it is supposed to give you a 15 Attackbuff, and so it does for the Base Attack Bonus, however it gives you a whopping +44 buff to all the other Attacks and bonusses(getting my level 1 Wizard to 52!). Speed works correct and only gives 15 to BABs and others (not even sure if the others should get a boost though).
There are more different effects than that.
Speed
Power Cost: 10
Keywords: Electric
Cooldown: 0
Damage Factor: 0
Range: Melee
Effects: Hasted (2 rounds) to Self
Restrictions: Beneficial
Energetic Field
Stamina Cost: 43
Keywords: Arcane, Energizing, Expansive, Masterwork, Invigorating, Extraplanar, Artifact
Cooldown: 1.3
Damage Factor: 0
Range: Melee
Effects: Burst to Self, Hasted (2 rounds) to All, Dodging (2 rounds) to All, Riposting (2 rounds) to All, Striking (2 rounds) to All
Restrictions: Provokes Opportunity, Beneficial
So my guess is the Dodging, Riposting and Striking bonuses are what you are seeing as well.