OK OK.. so we will be able to drop some/all of our abilities to choose these new one when they come out. Fine and dandy.
______
Kertig Heart Magdar Bluefletch, Mechanical Lore Grand Master of M'Riss
COVERG
DR-KODIUS
Re: Status
01/05/2013 06:01 PM CST
>>But somewhere I think it got lost that barbs are the one guild that NEEDS to kill to use their abilities
That is not entirely accurate. I posted a log a short time ago showing myself keeping what was it...5 abilities up indefinately, out of combat? Granted, I had circle 100ish IF skill, but it shows that you do not need to be in combat any more than a mage needs to be in a good mana roo- oh wait... :P
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
That is not entirely accurate. I posted a log a short time ago showing myself keeping what was it...5 abilities up indefinately, out of combat? Granted, I had circle 100ish IF skill, but it shows that you do not need to be in combat any more than a mage needs to be in a good mana roo- oh wait... :P
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DR-KODIUS
Re: Status
01/05/2013 06:02 PM CST
>>Mana Torrent penalizes regen rate as well?
I didn't realize I had coded Mana Torrent up yet? Oh dear!
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
I didn't realize I had coded Mana Torrent up yet? Oh dear!
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DIMINISHEDANGEL
Re: Status
01/05/2013 06:34 PM CST
>>I didn't realize I had coded Mana Torrent up yet? Oh dear!
The documentation didn't say anything about penalizing regen rate but it is listed under said documentation, I had assumed all the abilities listed that did not explicitly say "coming later" were coded :).
Couple questions:
A) Comments on IF hits, or is that still up in the air? I am glad it was disabled, as they were broken on so many levels. If they do make some sort of return, I think the IF hit for any spell failure should go away, as passive resistance has gone away. Perhaps IF hits could be a caster perk of a specific group of spells (say debuffs?), or IF drainage could be bolted on as a perk for a single spell per casting guild, as we will only have one roar to directly penalize mana.
B) If regen rate penalization is going to be a feature of that roar, could you make it a flat % reduction, rather than a PM or Attunement debuff? Magic ranks scale very quickly, even a 90-rank debuff wouldn't do a whole lot at higher levels of skill, except perhaps mess with a mage's ability to know exactly what his casting limit is.
The documentation didn't say anything about penalizing regen rate but it is listed under said documentation, I had assumed all the abilities listed that did not explicitly say "coming later" were coded :).
Couple questions:
A) Comments on IF hits, or is that still up in the air? I am glad it was disabled, as they were broken on so many levels. If they do make some sort of return, I think the IF hit for any spell failure should go away, as passive resistance has gone away. Perhaps IF hits could be a caster perk of a specific group of spells (say debuffs?), or IF drainage could be bolted on as a perk for a single spell per casting guild, as we will only have one roar to directly penalize mana.
B) If regen rate penalization is going to be a feature of that roar, could you make it a flat % reduction, rather than a PM or Attunement debuff? Magic ranks scale very quickly, even a 90-rank debuff wouldn't do a whole lot at higher levels of skill, except perhaps mess with a mage's ability to know exactly what his casting limit is.
VEE-REX
Berserk Costs
01/05/2013 08:29 PM CST
Alright, so I did some testing. Are berserk costs at initial start-up supposed to be more than meditations? I used Meditation Fill to refill inner fire, then immediately berserked and used Meditation Power to check and see how many bars of inner fire it took. I did it five times with Cyclone, and five times with Serenity. Keep in mind it takes longer to see our Inner Fire immediately after Serenity, since it takes longer to use it. Also, my berserk didn't pulse before I saw my inner fire level.
Berserk Cyclone:
1st try - Took 10 bars of inner fire.
2nd - 10 bars of inner fire
3rd - 10 bars of inner fire
4th - 14 bars of inner fire
5th - 10 bars of inner fire
Serenity Meditation:
1st try - 9 bars of inner fire
2nd - 9 bars
3rd - 9 bars
4th - 9 bars
5th - 9 bars
Serenity is the 2nd most inner fire consuming meditation we have that I know of (I tested it versus Contemplation, Tenacity, Bastion, and Prediction) so why is Cyclone using up more inner fire at initial usage? Not to mention Cyclone's pulsing costs will reduce inner fire even more, and I'm wondering if berserk cost upon activation is working properly. I tried with Tornado, Famine, Avalanche, and all took between 7-12 bars where Serenity only takes 9. Unless more Inner Fire skill will reduce the cost of berserk activation more than it does for meditations?
Here's Kodius's post right before the rewrite:
>>Berserks are instant abilities with a moderate IF cost and a pulsing cost much like before. These no longer have retreating penalties or prevent sitting down (unless we add one that pulses standing up or something). Generally berserks are intended to be expensive, rather combat-only, short duration boosts on top of what forms can provide.
>>Meditations are more situational abilities with a high Inner Fire cost. These generally require you to be out of combat and kneeling/sitting, and take several seconds to start up (longer with poorer/no chakrel).
Or maybe the above is no longer true?
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
Berserk Cyclone:
1st try - Took 10 bars of inner fire.
2nd - 10 bars of inner fire
3rd - 10 bars of inner fire
4th - 14 bars of inner fire
5th - 10 bars of inner fire
Serenity Meditation:
1st try - 9 bars of inner fire
2nd - 9 bars
3rd - 9 bars
4th - 9 bars
5th - 9 bars
Serenity is the 2nd most inner fire consuming meditation we have that I know of (I tested it versus Contemplation, Tenacity, Bastion, and Prediction) so why is Cyclone using up more inner fire at initial usage? Not to mention Cyclone's pulsing costs will reduce inner fire even more, and I'm wondering if berserk cost upon activation is working properly. I tried with Tornado, Famine, Avalanche, and all took between 7-12 bars where Serenity only takes 9. Unless more Inner Fire skill will reduce the cost of berserk activation more than it does for meditations?
Here's Kodius's post right before the rewrite:
>>Berserks are instant abilities with a moderate IF cost and a pulsing cost much like before. These no longer have retreating penalties or prevent sitting down (unless we add one that pulses standing up or something). Generally berserks are intended to be expensive, rather combat-only, short duration boosts on top of what forms can provide.
>>Meditations are more situational abilities with a high Inner Fire cost. These generally require you to be out of combat and kneeling/sitting, and take several seconds to start up (longer with poorer/no chakrel).
Or maybe the above is no longer true?
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
DR-KODIUS
Re: Status
01/05/2013 10:34 PM CST
>>Comments on IF hits, or is that still up in the air?
Only a few abilities pulse IF down a bit when they engage. Serenity is one, and I believe Volcano is the other. There is no IF pulse down for the other anti magic abilities. Serenity is just so strong, it seemed appropriate.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Only a few abilities pulse IF down a bit when they engage. Serenity is one, and I believe Volcano is the other. There is no IF pulse down for the other anti magic abilities. Serenity is just so strong, it seemed appropriate.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
DIMINISHEDANGEL
Re: Status
01/06/2013 03:54 AM CST
>>Only a few abilities pulse IF down a bit when they engage. Serenity is one, and I believe Volcano is the other. There is no IF pulse down for the other anti magic abilities. Serenity is just so strong, it seemed appropriate.
Let me clarify: I don't mean inner fire hits from our abilities pulsing like berserks or Serenity, I mean old-style inner fire hits from having spells cast at us by mages and failing the resistance check. I vaguely remember in discussions long, long ago the consensus among GMs seemed to be that if Barbarians were going to have a way to directly damage mana pools, then mages should have a way to damage inner fire pools. Will that be making a return in any form?
Let me clarify: I don't mean inner fire hits from our abilities pulsing like berserks or Serenity, I mean old-style inner fire hits from having spells cast at us by mages and failing the resistance check. I vaguely remember in discussions long, long ago the consensus among GMs seemed to be that if Barbarians were going to have a way to directly damage mana pools, then mages should have a way to damage inner fire pools. Will that be making a return in any form?
GERSTEINJ2
Re: Status
01/06/2013 09:54 AM CST
<<And finally the cam orbs leak.. more so with more mana. >>
See Seal cambrinth spell. Analogous.
<<The real thing DR needs is to get out there to the kids who actually read books.>>
DARKANGEL23
Re: Status
01/06/2013 11:47 AM CST
>>See Seal cambrinth spell. Analogous.
So youre going to go out of your way to not only fill a dozen+ cambrinth orbs but then also use a ritual spell on each to seal them to not leak? Heh Im having a hard time taking this with any measure of seriousness. Granted this is my opinion only but that seems like such a ridiculous stretch to find some plausible way to make magic look OP. Im not normally much for denying that magic has an upper hand in a lot of situations but I dont really see anyone doing this except in some weird area type instance that they desperately wanted to win. In the normal non-arena PvP this would require a level of paranoia Im not even sure I think is healthy.
~Tezirite Renzar Lorrani
"Power is merely a stepping stone to more power."
So youre going to go out of your way to not only fill a dozen+ cambrinth orbs but then also use a ritual spell on each to seal them to not leak? Heh Im having a hard time taking this with any measure of seriousness. Granted this is my opinion only but that seems like such a ridiculous stretch to find some plausible way to make magic look OP. Im not normally much for denying that magic has an upper hand in a lot of situations but I dont really see anyone doing this except in some weird area type instance that they desperately wanted to win. In the normal non-arena PvP this would require a level of paranoia Im not even sure I think is healthy.
~Tezirite Renzar Lorrani
"Power is merely a stepping stone to more power."
DR-KODIUS
Re: Status
01/06/2013 12:01 PM CST
>>Let me clarify: I don't mean inner fire hits from our abilities pulsing like berserks or Serenity, I mean old-style inner fire hits from having spells cast at us by mages and failing the resistance check. I vaguely remember in discussions long, long ago the consensus among GMs seemed to be that if Barbarians were going to have a way to directly damage mana pools, then mages should have a way to damage inner fire pools. Will that be making a return in any form?
There is no IF hit from getting spells cast on you. Unless you are using Serenity (IF hit varies depending on the strength blocked) or Volcano (IF hit when you avoid death).
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
There is no IF hit from getting spells cast on you. Unless you are using Serenity (IF hit varies depending on the strength blocked) or Volcano (IF hit when you avoid death).
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
KROONERMANREVENGE
Re: Status
01/06/2013 01:07 PM CST
>So youre going to go out of your way to not only fill a dozen+ cambrinth orbs but then also use a ritual spell on each to seal them to not leak? Heh Im having a hard time taking this with any measure of seriousness.
This was my response as well. It's a bit silly.
Adding nothing to the conversation since 1834.
This was my response as well. It's a bit silly.
Adding nothing to the conversation since 1834.
TEVESHSZAT
Re: Status
01/06/2013 02:03 PM CST
I've yet to figure out a purpose for using seal cambrinth's "and mana doesn't leak" feature. The expanded capacity is cool, though.
I get why someone wouldn't want cambrinth leaking, but I've yet to ever really go "now, I need to fill this cambrinth now and use it in an hour."
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
I get why someone wouldn't want cambrinth leaking, but I've yet to ever really go "now, I need to fill this cambrinth now and use it in an hour."
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
VEE-REX
Re: Status
01/06/2013 02:51 PM CST
>>This was my response as well. It's a bit silly.
In PvP, especially in 3.0, I can easily see why someone would keep 10 orbs in their backpack. If not that, I'd keep somewhere close to it. If all I fought was critters then yeah it'd be a bit silly.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
In PvP, especially in 3.0, I can easily see why someone would keep 10 orbs in their backpack. If not that, I'd keep somewhere close to it. If all I fought was critters then yeah it'd be a bit silly.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
FIREKAST
Re: Status
01/07/2013 09:25 AM CST
The min cast on seal camb is 50 mana. I can cast it without a ritual focus just fine as a 120+ warmage, and with some harnessing/camb charging and spell stancing hit the 70-80 minute mark without putting a dent in my attunement.
Yes, 10+ orbs is a bit silly. However, 3-4 is very reasonable, and being able to re-charge them to top em off whenever you've got some extra mana to spare is pretty simple.
GREIFENTHAL
ALGOTHI
Re: Status
01/08/2013 11:12 AM CST
>Yes, 10+ orbs is a bit silly. However, 3-4 is very reasonable, and being able to re-charge them to top em off whenever you've got some extra mana to spare is pretty simple.
Theory craft if fun and all, but how many players are seriously going to spend the spell slots to learn this spell once we are off Global Spell Preview? I feel players with spare slots will likely throw them at Feats rather then spells with very niche uses.
Elusive
mundus vult decipi, ergo decipiatur
Theory craft if fun and all, but how many players are seriously going to spend the spell slots to learn this spell once we are off Global Spell Preview? I feel players with spare slots will likely throw them at Feats rather then spells with very niche uses.
Elusive
mundus vult decipi, ergo decipiatur
GORTEOUS
Re: Status
01/08/2013 12:09 PM CST
>> Theory craft if fun and all, but how many players are seriously going to spend the spell slots to learn this spell once we are off Global Spell Preview? I feel players with spare slots will likely throw them at Feats rather then spells with very niche uses.
Anyone who realizes that this allows them for effectively unlimited mana. Which I'd assume will be a lot of people.
If I could burn through 10 pools of fire or effectively relegate ability cost with just a simple script, and do it with the convenience of something that runs at around a gold in unlimited quantities, hell yes sign me up immediately. I'll give all my money for something like that(bout 20k plat)
IM: Dannyboy00001111
"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
Anyone who realizes that this allows them for effectively unlimited mana. Which I'd assume will be a lot of people.
If I could burn through 10 pools of fire or effectively relegate ability cost with just a simple script, and do it with the convenience of something that runs at around a gold in unlimited quantities, hell yes sign me up immediately. I'll give all my money for something like that(bout 20k plat)
IM: Dannyboy00001111
"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
ALGOTHI
Re: Status
01/08/2013 01:59 PM CST
While I still doubt this becoming a point of abuse, a simple counter would be to cap Seal Cambrinth at 1 or 2 items per caster. Also, this has gone quite far from the topic at hand, so if we wish to continue we may want to move this conversation to a more fitting location.
Elusive
mundus vult decipi, ergo decipiatur
Elusive
mundus vult decipi, ergo decipiatur
VEE-REX
Re: Status
01/08/2013 03:31 PM CST
>>If I could burn through 10 pools of fire or effectively relegate ability cost with just a simple script, and do it with the convenience of something that runs at around a gold in unlimited quantities, hell yes sign me up immediately. I'll give all my money for something like that(bout 20k plat)
Yeah. I think the actual number I gave was taken too literally. Whatever is necessary is what I would use. If I only need 2 fully charged orbs, then I will use that. If, in 3.0, a Barbarian's Serenity + Swan combination forces me to use 5 fully charged orbs, then I will only use that. If it requires me to use 8 fully charged orbs to get by it, then I will only use that. And so on. If you don't PvP or can't anticipate when you are going to PvP, you may have a hard time understanding how useful that could be.
Anyway, it's no big deal at this point. Eager to see everything get released.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
Yeah. I think the actual number I gave was taken too literally. Whatever is necessary is what I would use. If I only need 2 fully charged orbs, then I will use that. If, in 3.0, a Barbarian's Serenity + Swan combination forces me to use 5 fully charged orbs, then I will only use that. If it requires me to use 8 fully charged orbs to get by it, then I will only use that. And so on. If you don't PvP or can't anticipate when you are going to PvP, you may have a hard time understanding how useful that could be.
Anyway, it's no big deal at this point. Eager to see everything get released.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
FALLENSHADOWS
Re: Status
01/08/2013 08:28 PM CST
>>Anyone who realizes that this allows them for effectively unlimited mana. Which I'd assume will be a lot of people.
Hmm I wonder if you ever even used this yourself to ask such a thing. First casting seal cambrinth to ensure that it gets a long duration costs a large amount of mana, most spells when capped are close to the 100 mana range which will pretty much depletes the majority of the orb regardless. Your more likely to find yourself charging the orb to full to discharge it to cast seal cambrinth, only to charge it again, ect. By the time you manage to fill up enough orbs to get this trick of the ground the first orb will fade, then the second, and so on. Cute trick but not practical.
Also, you'll need to be able to actually cap your spells completely since the orb doesn't care about taking out your personal cap only the cap of the spell. This leads to delayed casting since snapfiring might cause backfire where it wouldn't otherwise.
But if you have over 1000 skills and don't really care about spending half your time charging orbs vs I don't know doing anything else. Then go for it.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
The Light is Crimson through the Darkness.
Hmm I wonder if you ever even used this yourself to ask such a thing. First casting seal cambrinth to ensure that it gets a long duration costs a large amount of mana, most spells when capped are close to the 100 mana range which will pretty much depletes the majority of the orb regardless. Your more likely to find yourself charging the orb to full to discharge it to cast seal cambrinth, only to charge it again, ect. By the time you manage to fill up enough orbs to get this trick of the ground the first orb will fade, then the second, and so on. Cute trick but not practical.
Also, you'll need to be able to actually cap your spells completely since the orb doesn't care about taking out your personal cap only the cap of the spell. This leads to delayed casting since snapfiring might cause backfire where it wouldn't otherwise.
But if you have over 1000 skills and don't really care about spending half your time charging orbs vs I don't know doing anything else. Then go for it.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
The Light is Crimson through the Darkness.
KROONERMANREVENGE
Re: Status
01/08/2013 09:41 PM CST
Theory crafting in DR is fairly pointless when you assume infinite time for prep, ignore limitations on the system, or the major mechanics of the items and actions (spells) involved, and just go 'but but but, infinite mana!'
It's just as likely that someone would buy 100 repeaters and machine gun fire 500+ bolts at someone as it is anyone would ever use this orb trick. Even at 1000+ ranks, putting 50 mana into a spell, and the 'grab orb focus orb wait for prep' time is likely to be, ballpark, 10-15 seconds? That's a long time, even in 3.0
Adding nothing to the conversation since 1834.
It's just as likely that someone would buy 100 repeaters and machine gun fire 500+ bolts at someone as it is anyone would ever use this orb trick. Even at 1000+ ranks, putting 50 mana into a spell, and the 'grab orb focus orb wait for prep' time is likely to be, ballpark, 10-15 seconds? That's a long time, even in 3.0
Adding nothing to the conversation since 1834.
VEE-REX
Re: Status
01/09/2013 12:23 AM CST
>>Theory crafting in DR is fairly pointless when you assume infinite time for prep, ignore limitations on the system, or the major mechanics of the items and actions (spells) involved, and just go 'but but but, infinite mana!'
That's essentially what is done for many OP abilities/systems in the game. Not saying mana/orbs are OP, but just saying.
>>It's just as likely that someone would buy 100 repeaters and machine gun fire 500+ bolts at someone as it is anyone would ever use this orb trick.
This is an absolutely terrible comparison.
If repeaters were as readily available as orbs and having 5 ready served a benefit, I would do it. And in 3.0, I can easily see where it might benefit someone to have multiple repeaters. The rarity of someone using a trick to their advantage does not mean there is no advantage at all.
I can't name 5 Barbarians in Prime that use roars to their utmost potential. Yet, roars are viewed to be as they are best used. I remember being a roaring fiend, and only me, Navak, and Grungy were using them like that at the time. Back when BMR's effects were only noticable on a handful of Barbarians, what did everyone think? BMR is OP.
I can't name one other Bard that PvPs and uses runes like Leilond does. Prior to that, would I have called this potential worthless? No.
What I'm trying to say is that I do see the possible advantage to carrying multiple orbs in your backpack especially if you are anticipating their usage. 20? Maybe not. 10? Maybe not? 5? Maybe so. 10-15 seconds is nothing when you aren't sitting like a helpless duck in one room, and that's in Prime. In 3.0 it's an entirely different can of beans, especially if a particular guild has a combination of abilities that may test the very limits of your mana. Not to mention if you are fighting against multiple opponents.
So yes, it may be easy for you (general) to say, 'oh orbs are nothing, they're useless and I would never have more than 1 or 2 charged in my backpack'. But others who don't have that benefit may not see it in the same light.
Or does mana recover so fast that you're better off just waiting instead of messing with orbs? Maybe that is the reason, heh. :D
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
That's essentially what is done for many OP abilities/systems in the game. Not saying mana/orbs are OP, but just saying.
>>It's just as likely that someone would buy 100 repeaters and machine gun fire 500+ bolts at someone as it is anyone would ever use this orb trick.
This is an absolutely terrible comparison.
If repeaters were as readily available as orbs and having 5 ready served a benefit, I would do it. And in 3.0, I can easily see where it might benefit someone to have multiple repeaters. The rarity of someone using a trick to their advantage does not mean there is no advantage at all.
I can't name 5 Barbarians in Prime that use roars to their utmost potential. Yet, roars are viewed to be as they are best used. I remember being a roaring fiend, and only me, Navak, and Grungy were using them like that at the time. Back when BMR's effects were only noticable on a handful of Barbarians, what did everyone think? BMR is OP.
I can't name one other Bard that PvPs and uses runes like Leilond does. Prior to that, would I have called this potential worthless? No.
What I'm trying to say is that I do see the possible advantage to carrying multiple orbs in your backpack especially if you are anticipating their usage. 20? Maybe not. 10? Maybe not? 5? Maybe so. 10-15 seconds is nothing when you aren't sitting like a helpless duck in one room, and that's in Prime. In 3.0 it's an entirely different can of beans, especially if a particular guild has a combination of abilities that may test the very limits of your mana. Not to mention if you are fighting against multiple opponents.
So yes, it may be easy for you (general) to say, 'oh orbs are nothing, they're useless and I would never have more than 1 or 2 charged in my backpack'. But others who don't have that benefit may not see it in the same light.
Or does mana recover so fast that you're better off just waiting instead of messing with orbs? Maybe that is the reason, heh. :D
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
JHALIASCLERIC
Re: Status
01/09/2013 09:27 AM CST
>Hmm I wonder if you ever even used this yourself to ask such a thing. First casting seal cambrinth to ensure that it gets a long duration costs a large amount of mana, most spells when capped are close to the 100 mana range which will pretty much depletes the majority of the orb regardless. Your more likely to find yourself charging the orb to full to discharge it to cast seal cambrinth, only to charge it again, ect.
FYI, Seal Cambrinth is a ritual spell, and doesn't require blasting your attunement to zero. I found it lasted quite a while at min prep (which I could do without using ritual components, as it was only 50 mana or so), so even a min prep cast will serve it's function for quite some time.
I think you're underplaying the utility of this spell. In swarmy critters, I was more than able to keep myself buffed, my cambrinth well supplied and feeding an 18-20 mana cyclic, and still train weapons.
FYI, Seal Cambrinth is a ritual spell, and doesn't require blasting your attunement to zero. I found it lasted quite a while at min prep (which I could do without using ritual components, as it was only 50 mana or so), so even a min prep cast will serve it's function for quite some time.
I think you're underplaying the utility of this spell. In swarmy critters, I was more than able to keep myself buffed, my cambrinth well supplied and feeding an 18-20 mana cyclic, and still train weapons.
TEVESHSZAT
Re: Status
01/09/2013 09:40 AM CST
>>I was more than able to keep myself buffed, my cambrinth well supplied and feeding an 18-20 mana cyclic, and still train weapons.
But you wouldn't be able to do that without seal cambrinth?
I guess that's part of why I'm wondering about its usefulness. If you use magic that actively, the "no mana leaking" thing is a bit pointless, especially WRT cyclics.
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
But you wouldn't be able to do that without seal cambrinth?
I guess that's part of why I'm wondering about its usefulness. If you use magic that actively, the "no mana leaking" thing is a bit pointless, especially WRT cyclics.
The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
FIREKAST
Re: Status
01/09/2013 09:50 AM CST
<By the time you manage to fill up enough orbs to get this trick of the ground the first orb will fade, then the second, and so on. Cute trick but not practical.
I can get seal cambrinth to last for 90 minutes without using a ritual focus or tanking my mana. That's a fairly significant amount of time. I haven't timed how long it takes to seal a dozen orbs, but I highly doubt it takes very long at all.
And the trick to using seal camb and pre-prepared orbs is not so you can minimum prep and have the orb discharge all 100 mana into your spell. But prep 20 and harness/recharge 25-40 mana puts a negligible dent into your mana. It's going beyond the 50-70 mana point repeatedly that makes it very difficult to cast back-to-back capped spells.
I can get seal cambrinth to last for 90 minutes without using a ritual focus or tanking my mana. That's a fairly significant amount of time. I haven't timed how long it takes to seal a dozen orbs, but I highly doubt it takes very long at all.
And the trick to using seal camb and pre-prepared orbs is not so you can minimum prep and have the orb discharge all 100 mana into your spell. But prep 20 and harness/recharge 25-40 mana puts a negligible dent into your mana. It's going beyond the 50-70 mana point repeatedly that makes it very difficult to cast back-to-back capped spells.
ASHAMAN1
New Barbs
01/09/2013 10:10 AM CST
Is there any chance the guildleader joining speach could be updated a smidge to make the ability to learn a berserk at circle 1 a bit more obvious? Thanks.
JHALIASCLERIC
Re: Status
01/09/2013 10:27 AM CST
>But you wouldn't be able to do that without seal cambrinth?
Truthfully, I haven't tested. I don't know what the cambrinth leakage rate is. It'd be easier to tell if refocusing on a cambrinth said more than just 'your link is intact'
Truthfully, I haven't tested. I don't know what the cambrinth leakage rate is. It'd be easier to tell if refocusing on a cambrinth said more than just 'your link is intact'
DYERL9
Re: Status
01/10/2013 03:52 AM CST
Back to the OP... I don't think the Barb guild is ready for release yet IMO.
However I haven't tested in well over a month because of holidays etc. So I'll go back and mix it up again and see if I feel different. My biggest issue has been all along with IF balance. The same issues everyone seems to have with it. I also felt there was several bugs around still but hopefully has been cleaned up more.
I want to take faith in the development team and thank them for all the work and promise they have shown us so far, that the system wont be released until it is as ready as possible, knowing that they can't include vital parts of our guild yet like combat feats and expertise and we will just have to judge off what we have now.
However I haven't tested in well over a month because of holidays etc. So I'll go back and mix it up again and see if I feel different. My biggest issue has been all along with IF balance. The same issues everyone seems to have with it. I also felt there was several bugs around still but hopefully has been cleaned up more.
I want to take faith in the development team and thank them for all the work and promise they have shown us so far, that the system wont be released until it is as ready as possible, knowing that they can't include vital parts of our guild yet like combat feats and expertise and we will just have to judge off what we have now.