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Official Guardian Spirit Magic 3.0 Post 02/08/2011 12:43 PM CST
<<I'm going to separate out my GS post. I actually think we need an entirely different thread for that.

Yes please! It will help me to organize everyone's thoughts.

Just reply to my post here.

Helje
DragonRealms Board Monitor
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 01:16 PM CST
>If their OF is only 2/3 of my TM, they are useless to me outside of killing characters and critters that pose no threat to me whatsoever. If I'm rocking 700+ defenses (to go with my 700 target), I really don't need a 450 OF GS.

This.. my current situation is when I go in to train at level for my defensive skills is that I have to hog spawn due to the fact that my avenger can't touch what I train with. It's disappointing to think that in magic 3.0 my situation won't change. We're not asking to be death dealing machines versus non constructs, but being able to hunt outside our box based on how hard we train TM sounded awful nice.

I don't see any scenario where the GS is useful for me. Like Purehand said, I'm not going to use it when I'm training TM at 700 and it's whiffing at 450.

>My utility of guardian spirits is ENTIRELY for offense in non-construct situations.

Agree.
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 01:23 PM CST
Oh, and:

>>If their OF is only 2/3 of my TM, they are useless to me outside of killing characters and critters that pose no threat to me whatsoever. If I'm rocking 700+ defenses (to go with my 700 target), I really don't need a 450 OF GS. -Purehand

>>>>This.. my current situation is when I go in to train at level for my defensive skills is that I have to hog spawn due to the fact that my avenger can't touch what I train with. It's disappointing to think that in magic 3.0 my situation won't change. We're not asking to be death dealing machines versus non constructs, but being able to hunt outside our box based on how hard we train TM sounded awful nice. -ASREA

QFT
_____
I'm not sure what situation Teleport or Moongate are expected to be used, if this is the case. Going to a place you've already been less than a few hours ago isn't very impressive in terms of utility.. -DANFORDS2
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 03:02 PM CST
Summon power is and will be based on TM, this is completely non-negotiable even though I know it's not what you'll want to hear. Pretty much if you have at-level every skill, the GS is going to be worthless for killing at that level (without serious debuffs/buffs), and that's by mandated design.

If you went on the purely defensive model where it can't attack at all I might be mildly swayed, but TM = summon power. The GS will train TM during use though, although not as well as using damage spells (like Necro stuff)

On other notes, Area Disablers will almost always have a 'cast engaged' option you can utilize in situations where you don't want to hit the whole room (this will not be true for Necromancers)

-Z
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 03:37 PM CST
>Summon power is and will be based on TM, this is completely non-negotiable even though I know it's not what you'll want to hear. Pretty much if you have at-level every skill, the GS is going to be worthless for killing at that level (without serious debuffs/buffs), and that's by mandated design.

I don't think anyone is taking issue with that concept. I think overall, for being told that we need to backtrain a skill that we didn't have direct access to until about a year ago, the guild took it pretty well in stride.

I'm fine with the idea that I need to backtrain 430 ranks of TM to get my new GS on par with my old GS. It's the 430 ranks of TM for 2/3 OF, and the 430 ranks for no OF models that are new, and disappointing concepts.

I was honestly expecting more variety and utility out of the different GS, rather than 'they're all functionally the same'. I was expecting to be able to give them different weapons and shield. I was expecting, at the very least, a rank for rank conversion of TM for a non-cyclical spell.

I'm at a point where, I'm not even thinking about the things I was HOPING for. It seems like we aren't even close on the basic things I was expecting given some of the conversations we've had about the GS rewrite over the last year or two.

>On other notes, Area Disablers will almost always have a 'cast engaged' option you can utilize in situations where you don't want to hit the whole room (this will not be true for Necromancers)

Good good.

~ Purehand

>collect coin
You manage to collect a pile of coin.
Roundtime: 30 sec.

... Jackpot.
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 04:01 PM CST
Empaths functionally had two development choices a while back. One of them was to become a high pet class with a medley of offensive options. The other was to get construct hunting. We went the latter route in development, so pet options got closed off.

I told Melete that basically avengers were going to be primarily defensive no matter what, but that there was a way to have 'bad' offensive capabilities which is why we're asking you which of the options you prefer.

You can have

- Bad offense, good defense.
- No offense, great defense.
- Bad offense, great defense, but cyclic.

But I do want to be clear that Melete isn't to blame for the lack of other options.

-Z
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 04:23 PM CST
Wait, the cyclic has 'bad offense' too? I thought that was supposed to be offense on par with TM in exchange for the hassle of being cyclic?

>Empaths functionally had two development choices a while back. One of them was to become a high pet class with a medley of offensive options. The other was to get construct hunting.

It would have been nice to know that was the bargain. This is the first I'm hearing of it.


~ Purehand

>collect coin
You manage to collect a pile of coin.
Roundtime: 30 sec.

... Jackpot.
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 05:25 PM CST
>You can have
>- Bad offense, good defense.
>- No offense, great defense.
>- Bad offense, great defense, but cyclic.

Wow... I'm with Purehand on the cyclic part. I don't think defense is something any Empath is lacking, in skill or in other spells. GS is already limited by attack type, there's no need to intentionally nerf it into uselessness when utilizing that one attack.

A reduction in ability is fine, but 2/3 is a bit overboard (though I don't know where than number came from). My biggest issue with a 2/3 is that seems likes it's way above global caps. Even if it were a global cap debuff, it would still be somewhat usable at level, but if it's above that... What's the point of a global cap?


Elemental Lord Opieus, Expert Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:09 PM CST
>>Wait, the cyclic has 'bad offense' too? I thought that was supposed to be offense on par with TM in exchange for the hassle of being cyclic?

I just got in touch with Zeyurn and confirmed there was a miscommunication (I'm partially to blame on this). To clarify: if it's Cyclic, it'll be on par with Moon Mage / Ranger / Warrior Mage combat pets. The offensive nerfing only applies to non-Cyclic versions.

>>It would have been nice to know that was the bargain. This is the first I'm hearing of it.

At the risk of sounding harsher than I intend, it wasn't really a player decision to make, and it finally got decided at a pretty high level.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:26 PM CST
I really wouldn't mind construct hunting so much if it didn't mean that there would be work in the monster ladder to be worthwhile.

Right now there is a decent single path "rope" that will lead all empaths who want to hunt to move to Muspar'i (creating an Empath M'riss). I know Muspar'i deserves to have more people, but is this really the way?

This just sounds like it will either lead to Empaths begging for more constructs constantly (like non-empaths do about dillos) or people just giving up and resorting to under-hunting with guardian spirit (which will mean they can't use AD and won't really learn anything).
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:27 PM CST
To expand on this a bit: I take responsibility for the miscommunication and your offense-related GS woes.

Again, I come from the basis that Option #3 is the default option. Generic combat pets are Cyclic abilities and I'm totally OK with Empaths having a generic combat pet.

The question came at the possibility of keeping Guardian Spirit as a non-cyclic spell. The precise reason we made this design rule does not strictly apply to the Empath scenario, which leaved us open to the possibility of giving them a non-Cyclic pet. This is, strictly, OK. However, as a matter of game balance I am unwilling to see Guardian Spirits be wholly superior to the generic combat pets, so we come to this notion that the exceptional benefit of the non-Cyclic combat pet needs to come at an exceptional cost.

So we arrive at Options #1 and #2, two versions of the Guardian Spirit solution where we reckon we have, to our satisfaction, created versions of the spell that are appropriately balanced as a durational buff.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:33 PM CST
In that case, my vote definitely goes to the Cyclic version.


Elemental Lord Opieus, Expert Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:40 PM CST
If 400 TM = 400 OF/ 400 Def for the GS in the cyclic model, then that would definitely get my vote between the three.

Awkward empath PvP and avengering during invasions are two of my favorite things, so the details of this much anticipated rewrite has been a fairly large disappointment. I concede that constructs certainly mean more to empath playability.

Any concensus on how long of a duration we could get out of our Avenger?


~ Purehand
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:43 PM CST
>>If 400 TM = 400 OF/ 400 Def for the GS in the cyclic model, then that would definitely get my vote between the three.

I'm not sure off hand if we're going for a literally 1:1 conversion between TM and combat pet skill. So I'm only comfortable saying "if it's Cyclic, it'll be on par. If it's not, it'll be about 2/3rds that."

>>Any concensus on how long of a duration we could get out of our Avenger?

For non-Cyclic? Hadn't really thought about it. It's an exceptional spell, so it'd probably wind up Battle (a handful of minutes, but very quick to cast) or Ritual (around an hour, but extremely slow to cast). I'd lean toward it being a Battle spell as more faithful to the intention.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 06:58 PM CST
I only just started using my Avenger to hunt with, so that I could train skinning which is over 200 ranks below my other survivals. I've been a completely defensively oriented empath from the start. I don't need a defensive Avenger, I need an offensive one. Now it looks like I can go back to no GS at all. None of the options are appealing to me. I don't understand option 3 because I don't understand what is meant by "cyclic." Are those held mana spells? I don't have a clue on that.

I like my Avenger just the way it is, but if it has to change, it has to change, and I'll adapt to whatever it is. Overall, I'm very disappointed with the proposed changes to GS.

As far as the other changes, I'm interested to see what the new/updated spells look like. Some of them sound interesting, though there are some I will probably never use, just as I don't use a lot of them now.

Spells I never use:
Heal
Raise Power
Aesandry Darlaeth
Sprout


________________________________________

NMUs are not people. -GM Armifer
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 07:09 PM CST
If it is a choice of a battle spell vs a cyclic, I think I'd prefer Cyclic (option 3). While this will limit the use of other cyclic combat buffs, I like the longer duration and more power from this particular GS combat buff. It would also open up the critter latter a bit more since the other combat buffs and attacks can only be used against constructs.


Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 07:23 PM CST
> I don't understand option 3 because I don't understand what is meant by "cyclic." Are those held mana spells? I don't have a clue on that.

Cyclic spells are spells that continually pulse. Whenever they pulse, they need mana to fuel them. This mana can come from cambrinth, or from mana you're holding, or directly from your attunement (although you'll need to spend a spell slot on a technique to unlock that last one). The pulses will probably happen about 3 or 4 times a minute (basing this guess off of enchantes, which are what cyclic spells are based on).

If you have the attunement technique (Raw Channeling), then a cyclic spell can be the ultimate fire and forget. You cast a Guardian Spirit, and then every so often it sucks a little of your attunement, but it doesn't require any action on your part. As long as you don't run out of attunement (which you shouldn't unless you enter a particularly poor mana room or blow a lot of it on other spells), your spirit will never leave your side.
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 07:52 PM CST
>For non-Cyclic?

No, for cyclic, supposing you have raw channeling. I'm wondering how thirsty this spell is going to be.


~ Purehand

>collect coin
You manage to collect a pile of coin.
Roundtime: 30 sec.

... Jackpot.
Reply
Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 07:53 PM CST
>>I'm wondering how thirsty this spell is going to be.

Depends on what your mana is set at, unless that is changing. IOW if you have your mana set at 10 then you only drain 10 mana per pulse. Likewise, having it set at 50 will drain 50 mana each spell pulse.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 08:08 PM CST
While I know we aren't supposed to be comparing other guilds, I've seen a few things from red names suggesting things there-in.

As such:

Necromancers are supposed to have the combat, offensive pets. Not Warrior Mages, not Clerics, and Empaths not being combative don't.

For my own feel, I'd like to see a GS with some offensive, and defensive, and enough protection that it could be a get out of combat death card.

Under new Combat, Magic, and what not I'm hoping the GS will give us an ace if we learn how to use it right.

_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 08:12 PM CST
> No, for cyclic, supposing you have raw channeling. I'm wondering how thirsty this spell is going to be.

Cyclic spells don't have a duration cap (okay, they do, but it's like 48 hours). If you set the mana level appropriately, and don't waste too much on other spells, you should be able to keep a cyclic up indefinitely.
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 08:14 PM CST
Based on the clarifications I think that option (3) is definitely sounding like the best.

Meadbh
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 08:18 PM CST
Considering there's only two other cyclic spells in the empath arsenal, option 3 (the cyclic option) sounds best to me from a design perspective.

It creates a great battle choice to make while in combat: do I want the reflex buff, to continually heal myself, or have out a GS?

I like it the best.

Nikpack
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Re: Official Guardian Spirit Magic 3.0 Post 02/08/2011 08:26 PM CST
The stress from losing ranks, TDPs and now the awesomeness of my avengers (who I call Mickey even if they insist their names are not Mickey) is making all the Just For Men fall out of my hair.

I'm not really into constructs. While I understand the combat features of DR is the main deal, it has never really appealed to me. I have never been able to master all the combat commands and consume whiskey at the same time. And strangely, directly causing harm to constructs makes me feel dirty somehow. I guess that is a result of playing an empath for over a decade.

I really enjoy sending my Mickeys to do battle while I help them out casting Leth and Paralysis. Don't know why that feels okay but it does.

I enjoy having boxes and skins to occupy my time while teaching and healing. I would hate to lose the ability to get them on my own.

I really hate held mana spells and find them very annoying. Regernerate and AD are not fun spells for me. I hate not being able to use other spells while holding mana for the current one.

I have never found a GS's guarding ability to be of any use whatsoever.

By process of elimination, while not thrilled, I would pick option #1 over #2 and #3.


- The now gray player of Illcram



Please rephrase that command.
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 08:55 AM CST
Knowing more about what each option means, I have a strong preference for #3 (the cyclic utility model). I'd rather have more power at the expense of convenient casting.

I really hope that we don't get option #2. While it's true that constructs and manipulate give Empaths some access to hunting, Guardian Spirit is the only way that we can (currently) deal damage to PCs. I don't often participate in PvP, but sometimes I find myself on the receiving end of attacks, and I'd like to be able to do more than just defend.



"PHA = Healer Union. They charge for healing based on your injuries. We will now pause while everyone gives their opinion on this." -- Teilan
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 08:57 AM CST
I believe Melete hinted that the shock rewrite will give us the ability to retaliate to PC attacks without tanking our abilities forever.
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 09:07 AM CST
>>Beveragek: Once the changes hit your Guardian Spirit will use and will teach the Targeted Magic skill. Your GS will engage anything that attacks you so you will be training Targeted Magic passively all the while you cast other spells, cyclic or not.

Would a red name mind confirming this? Will the actions of our Guardian Spirits generate TM experience?



"PHA = Healer Union. They charge for healing based on your injuries. We will now pause while everyone gives their opinion on this." -- Teilan
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 09:11 AM CST
They confirmed this when they first mentioned TM being used for offensive pets. It's been so long ago now that I can't find the post, but it was posted in the empath folders around the time that the necro guild came out.

It's the way that necro zombies work currently, as well. When the zombie attacks, you learn bits of TM.
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 09:13 AM CST
>I believe Melete hinted that the shock rewrite will give us the ability to retaliate to PC attacks without tanking our abilities forever.

Unless what Obseden had coded to date is changed dramatically it will take more than one kill to get to complete insensitivity. While can retaliate now, the cost can be very steep. This was also previously stated as being lessened in the re-write.

I need to correct myself on the actual spell name I mentioned. It's Paralysis, which interestingly never made the list of the Empath spells on the website.
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 10:03 AM CST
>>Also, Empaths are Survival and Magic Secondary. There is no reason why an Empath could not keep his/her Targeted Magic on par with Evasion after the change is made. Being as Armor and Weapons are Tertiary, the Guardian Spirit's Offense will actually outpace the Empaths defense theoretically. This is assuming an Empath picks up the Guardian Spirit spell near the beginning of his/her career.<<

Not true. Evasion will ALWAYS outpace TM. If you're in combat at all and have one critter on you, then you are learning Evasion. You are not always casting Paralyze in order to learn TM. Besides learning Parry, Shield, armors, varying weapons, and casting buff spells like SOP, AGS, MAF, GOL, Refresh, Awaken, Blood Staunch, Tranquility, there's a lot of time spent in combat that is not used to further TM skill.

By focusing strictly on TM, I have been able to bring it to within 80 ranks of my Evasion, and within about 40 ranks of my tertiary defenses like Shield, Parry, and Leather, but it moves very slowly. I'm not sure I'll ever bring it up to par with Evasion unless I spend all non combat time listening to TM classes.




________________________________________

NMUs are not people. -GM Armifer
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 10:41 AM CST
>>Evasion will ALWAYS outpace TM. If you're in combat at all and have one critter on you, then you are learning Evasion. You are not always casting Paralyze in order to learn TM. Besides learning Parry, Shield, armors, varying weapons, and casting buff spells like SOP, AGS, MAF, GOL, Refresh, Awaken, Blood Staunch, Tranquility, there's a lot of time spent in combat that is not used to further TM skill.

Why would you even bother casting Paralyze with the change?

"Once the changes hit your Guardian Spirit will use and will teach the Targeted Magic skill. Your GS will engage anything that attacks you so you will be training Targeted Magic passively all the while you cast other spells, cyclic or not. You don't even need to follow the construct creature ladder to do this."

Casting Guardian Spirit once and then learning TM passively for the rest of the duration you stay in combat will keep your offensive capability higher than your defensive capability as Targeted Magic trains faster than Evasion+Shield or Evasion+Parry.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 03:34 PM CST
Which way are the GMs leaning in the Guardian Spirit debate: option 1 (nerfed non-cyclic), option 2 (no offense), or option 3 (cyclic)?



"PHA = Healer Union. They charge for healing based on your injuries. We will now pause while everyone gives their opinion on this." -- Teilan
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Re: Official Guardian Spirit Magic 3.0 Post 02/09/2011 03:43 PM CST
I vote #3 as well.
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Re: Official Guardian Spirit Magic 3.0 Post 04/09/2011 07:12 PM CDT
Are there any updates on which model will be used for avengers: option 1 (nerfed non-cyclic), option 2 (no offense), or option 3 (cyclic)?



"PHA = Healer Union. They charge for healing based on your injuries. We will now pause while everyone gives their opinion on this." -- Teilan
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Re: Official Guardian Spirit Magic 3.0 Post 04/09/2011 08:41 PM CDT
Really hoping for option 3 which makes our TM skill = to avenger ability!!! Please!
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Re: Official Guardian Spirit Magic 3.0 Post 04/09/2011 10:27 PM CDT
99% of players responded with the cyclic option once they understood how each option would work. Hopefully the GMs take the results of that poll and run with it. The other two options weren't particularly useful.

-Evran

Gay, geeky, and a little bit cheeky.
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Re: Official Guardian Spirit Magic 3.0 Post 04/13/2011 10:10 PM CDT
>>Are there any updates on which model will be used for avengers: option 1 (nerfed non-cyclic), option 2 (no offense), or option 3 (cyclic)?

Going with cyclic unless some compelling reason not to falls on me from on high.

Melete
[Turmis] I'm about to shoot beards in the face
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Re: Official Guardian Spirit Magic 3.0 Post 04/13/2011 10:17 PM CDT
>>Going with cyclic unless some compelling reason not to falls on me from on high.

::looks up, then pulls out a teeny-weeny umbrella!::


Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Re: Official Guardian Spirit Magic 3.0 Post 04/15/2011 02:16 AM CDT
forgive my ignorance, but cyclic is 3.0 talk for having to constantly recast it right?
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Re: Official Guardian Spirit Magic 3.0 Post 04/15/2011 02:19 AM CDT
<<forgive my ignorance, but cyclic is 3.0 talk for having to constantly recast it right?>>

For cycllic think bard enchantes. One up at a time and they take up a chunk of attunement.

Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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