ardith wrote:
For a solo player to manage to wreck a necromancer's wraith army (let's not kid ourselves here, that's what this discussion is about), it requires near inhuman levels of reaction.
-there's lag on order
-there's lag on retreat
-tribunal NPCs walk away when they see an outlaw
Holy word casts really fast. Sure a walk in holy word is cool and all, but I've botched so many of these they're not funny. Even having max charisma, holy word casts so fast that it's easy to screw up the timing. If you're not a mercenary you can even forget about this as you will have to either flee and screw your group formation, or quaff recall.
That's funny, on my very first character I joined the Peacekeepers and with about 5 minutes of practice I had the walk in holy word down to a science. In fact I recall walk-in holy wording Destrivai and some warlock repeatedly when they attacked Exile one time. Walk-in holy words are an absolute cinch now that bounty NPCs enter into the equation and lock PCs down in rooms.
A) Bring the NPC into your group.
B) Order the NPC to cast holy word.
C) Walk into the room with the people you want to holy word.
This is not difficult. It is also impossible to react to even if you have superhuman reflexes. The only thing that should ever prevent some from being able to do this is having bad charisma, but now that you can enchant stat mods that shouldn't be an issue anymore. It's also worthy of noting that if you do happen to have abysmal charisma you can always order a warder to fly the sentinel on the way to the enemy group, which will slow his casting time and give you all the time in the world you need.
Nerfing all moving casting is not something that is necessary in my opinion, but I can think of two very powerful room affect spells that should not be able to be cast while moving: Final strike, and holy word.