Vocal Skill and Roars 10/04/2011 05:00 PM CDT
As I understand it, and please correct me if I'm wrong, but vocal skills will not be combining with the rest of the instruments?

This is fine with me, but my question is whether or not a higher vocal skills will still help with voice recovery?
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Re: Vocal Skill and Roars 10/04/2011 05:49 PM CDT
>vocal skills will not be combining with the rest of the instruments?

Correct.

>whether or not a higher vocal skills will still help with voice recovery?

I don't think it's been said whether there will even still be a voice "pool" afterward.



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Re: Vocal Skill and Roars 10/04/2011 07:09 PM CDT
>>This is fine with me, but my question is whether or not a higher vocal skills will still help with voice recovery?

I am under the impression - and this is simple speculation based on Kodius' wording in some posts - that roars will draw from our IF pool.
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Re: Vocal Skill and Roars 10/04/2011 09:32 PM CDT


Interesting. Is there any clue as to how intimidation is going to work? Are they rewriting it even? Will groups still be part of it?

From my understanding, until I have a certain feat, I can only roar one(?) enemy at a time. Will it be my group vs him? Or will my group even be considered?

And to top this off, should I just wait till next saturday at the barbarian bonfire to ask all these questions? Kodius, are you going to be attending?
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Re: Vocal Skill and Roars 10/05/2011 02:51 AM CDT
>Is there any clue as to how intimidation is going to work?

See http://www.elanthipedia.com/wiki/Post:Magic_3.0_Contested_Spell_Inputs_-_8/7/2010_-_19:27:04

Specifically the Fear offense type and Willpower defense type.

I expect it will drop all the special and annoying situational modifiers, such as group size, race size, etc.
I expect it will keep item based boosts, such as roar helms, warpaint, etc. since they'll cost at least one technique to use.



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Re: Vocal Skill and Roars 10/05/2011 05:28 AM CDT
Interesting... Can always count on you to know the plethora of details...

One last question, and this is getting just a tad off topic, but whatever...

Has there been any information about when we will be able to get our new abilities? What circle will we have another slot, etc. Also, are they all going to be universal slots? Or for example, at circle 5 I gain a slot for a roar, at circle 8 a berserk, etc.
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Re: Vocal Skill and Roars 10/05/2011 08:46 AM CDT
I vaguely recall it mentioned that you guys would be going to the slot system and that you'd get to choose which ones you got when, rather than getting them all at a set circle.

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Re: Vocal Skill and Roars 10/05/2011 09:21 AM CDT


This describes what we know so far:
http://elanthipedia.com/wiki/Barbarians_3.0
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Re: Vocal Skill and Roars 10/05/2011 09:22 AM CDT
All hail elanthipedia?
(sorry I had to <3)

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Re: Vocal Skill and Roars 10/05/2011 09:49 AM CDT
<This describes what we know so far:
<http://elanthipedia.com/wiki/Barbarians_3.0


Yeah, I did a lot of the formatting for that page actually... There is just a dismally small amount of information about roars/slots/etc. I was phishing to see if anyone knew any more about it yet.
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Re: Vocal Skill and Roars 10/05/2011 11:47 AM CDT
Assuming I understand the system correctly, our abilities in 3.0 will work just like the magic guilds and their spells. In other words:

Now: Berserks and dances at set levels, roars every tenth level starting at 5 (5, 15, 25, etc.)

Then: All of our abilities (roars, dances, berserks, meditations at least) will take up an ability slot. You will earn a new slot every Xth circle (3rd? 4th?). You can choose whatever you want, though many abilities have prerequisites (have to choose ability Y before ability Z, etc.).
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Re: Vocal Skill and Roars 10/05/2011 12:34 PM CDT
>>Then: All of our abilities (roars, dances, berserks, meditations at least) will take up an ability slot. You will earn a new slot every Xth circle (3rd? 4th?). You can choose whatever you want, though many abilities have prerequisites (have to choose ability Y before ability Z, etc.).

1) Abilities can cost more than one slot, or none at all, but most take up one.
2) Magic primaries get 1 slot per circle in the first 50, 1 slot per 2 for the next 100. Magic secondaries get 1 per circle in first 20, then 1 per 2 until 150th. Magic terts get 1 every other circle starting at 1st circle. No idea where that would put barbarians themselves, or if they would even be using the same setup.
3) It's my understanding that there are a lot fewer static prereqs in the new system, and instead you'll have things work more dynamically. Prereqs will also now have to exist for thematic purposes as opposed to "just because." For example, war mages won't have to learn a basic TM spell in each elemental book to get the "bigger" elemental spells from that book: one basic TM spell and you're done with basic spells forever (unless you want to learn one). The only spells that will have set-in-stone prerequisites are esoteric spells (and abilities?).
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Re: Vocal Skill and Roars 10/05/2011 01:18 PM CDT
>>2) Magic primaries get 1 slot per circle in the first 50, 1 slot per 2 for the next 100. Magic secondaries get 1 per circle in first 20, then 1 per 2 until 150th. Magic terts get 1 every other circle starting at 1st circle. No idea where that would put barbarians themselves, or if they would even be using the same setup.

Not necessarily applicable to Barbarians, as you stated, though the wiki page does seem to indicate that it would be one slot every other circle. Not sure where this information came from, I haven't heard it stated thus. I could see it going either way, as Barbs are "magic" tert but then their abilities are not really set up the same way. Like, for example...

>>3) It's my understanding that there are a lot fewer static prereqs in the new system, and instead you'll have things work more dynamically. Prereqs will also now have to exist for thematic purposes as opposed to "just because." For example, war mages won't have to learn a basic TM spell in each elemental book to get the "bigger" elemental spells from that book: one basic TM spell and you're done with basic spells forever (unless you want to learn one). The only spells that will have set-in-stone prerequisites are esoteric spells (and abilities?).

Not applicable to Barbarians. Assuming nothing radical has changed, it will be set up more like Thief khri: there will be three distinct paths to choose from, and the advanced and esoteric abilities will all require significant investment in the proper path to unlock. I don't know how restrictive it will be, exactly, but it sounds more restrictive than magic 3.0. Quite impossible to be more restrictive than the current system though (most abilities at set circle or skill), so it's still a great improvement.
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Re: Vocal Skill and Roars 10/05/2011 02:04 PM CDT
>>Not applicable to Barbarians. Assuming nothing radical has changed, it will be set up more like Thief khri: there will be three distinct paths to choose from, and the advanced and esoteric abilities will all require significant investment in the proper path to unlock. I don't know how restrictive it will be, exactly, but it sounds more restrictive than magic 3.0.

Caraamon loudly asks, "Okay, first off, how rigid are these paths in their progression?"
Kodius says, "Loose. There are tiers, but most only have a circle and/or 1 other ability as a pre-req."
Kodius says, "It isn't like crafting techniques."
Kodius says, "You can go partway down one path, then go partway down another."

Codiax asks, "Caraamon got part of my question, but I'll add to it. Concerning paths, if you go down one path, but want a certain 1 ability in another path I assume you have to get all the abilities up to that ability in the other path?"
Kodius says, "Well, the paths are loose. So it may require learning 1 or 2 from that other path. But you won't need to heavilty invest to be a jack of all trades."
Kodius says, "Heavily even."
Kodius says, "What you give up is access to some of the final abilities that have a lot of oomph."
Kodius says, "For example, Serenity will require heavy investment in the Flame Path to obtain."
Kodius says, "Berserk Volcano (unkillable) will require heavy investment in the Horde path."

It sounds a lot like how getting esoteric spells will work with magic 3.0. The far-end esoteric stuff requires a heavy investment in a specific spell path, and maybe one or two specific spells, but what you do to qualify for those specific one/two and what you investment in to qualify for a heavy investment is a lot more fluid.
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Re: Vocal Skill and Roars 10/05/2011 04:40 PM CDT
Okay, here's what I dug up:

Slots: We'll be treated as Supernatural tertiary, with all that comes with, including slot structure. So last info was 1 slot every 2 levels, starting at 1st. (post 1)

Prereqs: Last time it was mentioned, rather than having any specific prereqs (i.e. Must have Berserk Volcano to choose this) it will be X powers chosen from the path (must have 4 slots?/powers? chosen in Predator path). There may be a mechanism to "specialize" in a path and receive additional choices and a reduction in prereqs.(post 2)

1: http://www.elanthipedia.com/wiki/Post:The_Big_Post_of_Magic_Techniques_-_1/29/2011_-_22:12:16
2: http://www.elanthipedia.com/wiki/Post:Tentative_Barbarian_Ability_List_-_08/30/2011_-_16:15



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Re: Vocal Skill and Roars 10/05/2011 05:14 PM CDT
Thank you guys for all this information. Let me get just one thing straight... I am 72nd circle. Say the changes happen tomorrow. I will recieve 36 slots? To pick whatever I want? If I wanted to go all out and pick every roar possible I could, but at the cost of having no dances/zerks/meditations. Interesting.
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Re: Vocal Skill and Roars 10/05/2011 05:20 PM CDT
>If I wanted to go all out and pick every roar possible I could, but at the cost of having no dances/zerks/meditations.

Assuming the prereq system makes it possible, yes, you could.



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Re: Vocal Skill and Roars 10/05/2011 06:05 PM CDT
Also assuming dances and roars and such follow the same scheme as spells, they would cost roughly 2 slots a piece, with your feats(utilizing roar masks, war paints, etc) being 1 slot a piece akin to magic techs.

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Re: Vocal Skill and Roars 10/06/2011 02:29 AM CDT
>>Also assuming dances and roars and such follow the same scheme as spells, they would cost roughly 2 slots a piece, with your feats(utilizing roar masks, war paints, etc) being 1 slot a piece akin to magic techs.

Maybe I'm mistaken, but I was under the assumption you would pay only one slot for the feat (like say, for using roar masks, or being able to roar a group), and only one slot for the roar itself? Unless it was so powerful or offered multiple effects that it costs more than one slot.
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Re: Vocal Skill and Roars 10/06/2011 02:32 AM CDT
Oh, and sorry, double post...

>>So, many of the lower level abilities will only require 0-2 abilities to be known from a Path. Roar Anger the Earth, for example, might be selectable without any previously known abilities. Dragon Form might require 2. Berserk Volcano, might need 7.

From one of Caraamon's links. I do not know of any magical spell that would require 7 prerequisites, so I'd say that Barb abilities will probably be more restricting. Again, this is all speculation, so maybe something changed, but the general theme I took out of it was that you can select whatever you want but the more "advanced" abilities would require heavy investment down one path.

Not that it matters too such, since you can probably have 2 1/2 of the three paths mastered by level 150 anyways.
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Re: Vocal Skill and Roars 10/06/2011 08:13 AM CDT
>Maybe I'm mistaken, but I was under the assumption you would pay only one slot for the feat

The general scheme of things, it was said that abilities themselves (the roar, berserk, dance, or meditation) would cost 1-3 slots, and "metaspells" cost 1.

However, you have to realize that for magic users, metaspells add abilities to one or two spells, while something like the roar tech adds abilities to... 5? 10? abilities, and thus may cost more.

That being said, we must remember that we're supernatural tertiary, and as such, we may end up losing some punch in the deal.

>I do not know of any magical spell that would require 7 prerequisites

Riftal Summons does according to the spell chart (Shadows, FM, Teleport, WD, CV, Locate, Seers).

However, in general, I expect it's a function of having roughly the same number of abilities, but concentrated in fewer "books." The end result is longer chains.



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Re: Vocal Skill and Roars 10/09/2011 11:48 PM CDT

<<BEVERAGEK
>>Also assuming dances and roars and such follow the same scheme as spells, they would cost roughly 2 slots a piece, with your feats(utilizing roar masks, war paints, etc) being 1 slot a piece akin to magic techs.

<<RAIST
>>However, you have to realize that for magic users, metaspells add abilities to one or two spells, while something like the roar tech adds abilities to... 5? 10? abilities, and thus may cost more.


Casting techniques like faster targeting affect multiple spells and only costs 1 tech, so you can assume that to be the case. Most roars will probably be one or two slots, depending on the roar.

As far as Dances and berserks go, some dances you can expect to be very slot heavy. I wouldn't be surprised if Volcano takes 6 slots or more. In fact judging by the list given, a good amount of berserks and dances will be above the two slot mark.

>>>I do not know of any magical spell that would require 7 prerequisites

>>Riftal Summons does according to the spell chart (Shadows, FM, Teleport, WD, CV, Locate, Seers).

Moon Mage spells are somewhat notorious for this, but its not as bad as it looks on paper since theres a lot of repetition in reqs. In the case of Riftal Summons your most likely going to have Seers and Teleport anyways, so the only spells that are out of the way are Whole displacement and Riftal Summons itself.

Crystal Spike as another Example.

Shadows, Focus Moonbeam, Dazzle, Clarify Gem, Clear vision, Piercing Gaze. Again a lot of Pre-reqs but most moon mages will have all but Dazzle and Clarify Gem so its not exactly complicated to get.


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Re: Vocal Skill and Roars 10/10/2011 01:31 PM CDT
>>>>However, you have to realize that for magic users, metaspells add abilities to one or two spells, while something like the roar tech adds abilities to... 5? 10? abilities, and thus may cost more.

Not really. A simple spell to boost harness, like Sanctify Pattern, would affect your mana capability for all spells. You shouldn't pay 1 slot for every other spell in the spellbook that SP would make easier. By the same token, OM should not cost a slot for every cyclical spell you can potentially put in it. That would be ridiculous.
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