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Re: Divine Radiance 02/15/2006 10:16 PM CST
I'd remove blackfire from your WM list, because it's practically nonexistent and, by all accounts, way more trouble than it's worth.

And I'd add enchanting to your MM list.




Marksman Ahmir Nam'al

[pi]
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Re: Divine Radiance 02/16/2006 06:55 AM CST
i was actually thinking a lot of what flavius said, and the thing i alawys go back to is this:

Total Warmie spells: 41
Total Moonie spells: 45
Total Cleric spells: 31 (with 3 in the works).

im all for every guild to get developed. i just hope that since the clerics got some love recently that no one makes the mistake that were anywhere near where the other magic prime guilds are.

mostly my opinion. i love all guilds. honest.

Verbal
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Re: Divine Radiance 02/16/2006 07:02 AM CST
>>Additional Cleric features: communes

You could possibly add infusion to this list. Yeah it's only good on a couple spells but it is an additional feature

Strangeguard Prayermaster
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Re: Divine Radiance 02/16/2006 03:49 PM CST
Then there is the special abilities like Pathways for warrior mages and the rise from the ashes thing Clerics can earn later that must be taken into account for these professions. Just reading the thread and thought I'd remind folks of those abilities, they are rather nice and do count. I love the glyphs and smite of my paladin for instance and get a lot more use of them than I do say my thief's Khri's or even my warrior mages pathways.

Jim


"There is no help for our kind. We walk a lonely road."

"Paladins. There ought to be a bounty on them."
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Re: Divine Radiance 02/16/2006 03:53 PM CST
self raise is a clerical spell more than an ability.
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Re: Divine Radiance 02/16/2006 04:21 PM CST
Yes. Murrala's Flames is more like a spell. Infusion is an ability, but it's not an entire system of abilities like communes, familiars, etc. so I didn't list it. I did miss moonie enchanting. So that's three systems for Warmies, two for moonies, one for Clerics. As well as a disprepancy of about 12 spells. Warrior mages need a release, but that's definitely why I think some of the GMs who might be helping QC pathways or a familiar rewrite need to be working on Cleric and Thief abilities instead.

Malkien the Barbarian has already been to the moon: that's why there are no signs of life there.
Apis the Cleric's tears cure cancer. Too bad he has never cried.

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Re: Divine Radiance 02/17/2006 12:44 PM CST
Regardless of it being a spell or ability, it's a damn useful ability to have. Just like the auto bond/ward ability of paladin's is damn useful. Neither are small benefits in my book of survival.

Jim


"There is no help for our kind. We walk a lonely road."

"Paladins. There ought to be a bounty on them."
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Re: Divine Radiance 02/17/2006 08:29 PM CST
I guess I never considered pathways an ability. When they weakened our TM spells, we were given pathway damage to compensate. I really haven't found a good use for the others aside from damage. Power seems to be weaker than damage by itself, and quick isn't exactly used because TM spells go to full prep when you start targeting them... and ease I think has been fixed so it doesn't work on non TM spells? Well it shouldn't if it still does. I WILL consider pathways an ability once the rest are out, until then it's an unnecessary handicap. :begs for his old LB back:

Bleh, and one thing I wanted to add, was many of the WM spells are just similar incarnations in a different element-type. I guess it sucks that Simu doesn't do round robin development of guilds. You know, all GMs working on 1 guild for 3 months, get them a few releases and then move on.

1). Since all GMs are working on it, there is less chance for game imbalance.

2). No Awesome GM who releases like 50 things at once and makes one guild "better" than the rest.

3). Guilds like Bards and Necros who are hard up for GMs might FINALLY get something - because it's all part of the "plan". If all the GMs worked on a guild for 3 months like they did for the festival, some awesome stuff could happen ;)





http://www.drplat.com - The DragonRealms Platinum Community Website. Be sure to vote DragonRealms as your #1 MUD!
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Re: Divine Radiance 02/18/2006 02:13 AM CST
>>quick isn't exactly used because TM spells go to full prep when you start targeting them...

Not sure where this comment is coming from. The Pathway of Quickness speeds up your targeting time, not the prep time of targeted spells.

Just to clarify.


- GM Wythor

The plain and simple truth is that the truth is rarely plain and never simple.
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Re: Divine Radiance 02/18/2006 02:32 PM CST
Did that change at some point a while ago? For some reason I remember using it to speed up the rate at which I cast all my benefical spells (SW, SuF, YS). Perhaps it was a bug back, and I just got in the habit of associating it with spell prepation speed increases. Geesh. Now I feel silly.




http://www.drplat.com - The DragonRealms Platinum Community Website. Be sure to vote DragonRealms as your #1 MUD!
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