>damage reduction stone armor spell was one of those spells that was right up our alley
Well, you do have a stone armor spell of sorts. It's just air armor (YS), and it reduces armor hinderance as well as increasing its absorption.
>describe boar
It's a boar. It doesn't like you.
JMF90
DIMINISHEDANGEL
Re: Can't lose what you never had
04/05/2010 09:39 AM CDT
>>Strong disagree. Look at the buff package and circling requirements - they're not intended to be played like Moon Mages.
They're neither, which I pointed out in the second half of the comment which you cut off. They're not Barbarians or Paladins, either, though: the point is they are warrior mages, not mage warriors.
Right now the Moon Mage place on the "combat pet totem pole" is the part that's sunk into the earth to lower the pole's center of gravity.
-Armifer de Dragonrealms
They're neither, which I pointed out in the second half of the comment which you cut off. They're not Barbarians or Paladins, either, though: the point is they are warrior mages, not mage warriors.
Right now the Moon Mage place on the "combat pet totem pole" is the part that's sunk into the earth to lower the pole's center of gravity.
-Armifer de Dragonrealms
JULIAN
Re: Can't lose what you never had
04/05/2010 09:44 AM CDT
>>They're neither, which I pointed out in the second half of the comment which you cut off.<<
I still disagree with your assertion.
WMs are soldiers/warriors whose special training happens to be magic, not magicians who happen to like soldiering.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
I still disagree with your assertion.
WMs are soldiers/warriors whose special training happens to be magic, not magicians who happen to like soldiering.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
DIMINISHEDANGEL
Re: Can't lose what you never had
04/08/2010 11:37 PM CDT
>>WMs are soldiers/warriors whose special training happens to be magic, not magicians who happen to like soldiering.
Your skillset would disagree with you.
Right now the Moon Mage place on the "combat pet totem pole" is the part that's sunk into the earth to lower the pole's center of gravity.
-Armifer de Dragonrealms
Your skillset would disagree with you.
Right now the Moon Mage place on the "combat pet totem pole" is the part that's sunk into the earth to lower the pole's center of gravity.
-Armifer de Dragonrealms
ROBERTDH
Re: Can't lose what you never had
04/09/2010 12:12 AM CDT
Do you need to focus pathway precise to split this hair? I think there's room enough in the guild's scope for both battle magicians and mages of battle magic.
There's actual lore for this one. Is this really an area people think the guild is hurting for identity?
"Magic has rules and so does posting on these forums." -Annwyl
There's actual lore for this one. Is this really an area people think the guild is hurting for identity?
"Magic has rules and so does posting on these forums." -Annwyl
SCHISSLERB1
Re: Can't lose what you never had
04/11/2010 05:27 AM CDT
Everyone go watch Avatar the last airbender and come back.
That + more weapons = what this guild needs to be. Everyone needs to be that little bald kid or be able to focus on one element for even more power in it.
That + more weapons = what this guild needs to be. Everyone needs to be that little bald kid or be able to focus on one element for even more power in it.
BALTHIER
Re: Can't lose what you never had
06/30/2012 05:00 PM CDT
our skillset is a joke. seriously we're WAR mages yet 2 of the 3 types of defenses are tert skills!
someone dropped the ball a loooooooooooong time ago and it needs to be picked up.
but seeing as the chances of skillsets being shifted into a more logical sense somewhere around the chance of icewater in hell. our guild has 983648639846298369286349862986 different spells to kill stuff, do we need more rp tools? maybe. do we need more ways to kill stuff? no. we need a good hard tuneup on the spells we have. the damage of our spells is so WONKY it's ridiculous you could get a devastatingly head exploding hit with a 5 mana fs one second and a "you singed it's nose' hit the next go around with the same ammount of mana. seriously
when is it going to make sense? at almost 300tm ive seen 'the lightning bolt misses but a tendril branches off and scorches its chest ect" on a MUSK HOG. how the hell am i almost missing a musk hog with almost 300 tm?
please we dont need awesomeer death bolt we need the weapons and utility we have now to be more functional.
someone dropped the ball a loooooooooooong time ago and it needs to be picked up.
but seeing as the chances of skillsets being shifted into a more logical sense somewhere around the chance of icewater in hell. our guild has 983648639846298369286349862986 different spells to kill stuff, do we need more rp tools? maybe. do we need more ways to kill stuff? no. we need a good hard tuneup on the spells we have. the damage of our spells is so WONKY it's ridiculous you could get a devastatingly head exploding hit with a 5 mana fs one second and a "you singed it's nose' hit the next go around with the same ammount of mana. seriously
when is it going to make sense? at almost 300tm ive seen 'the lightning bolt misses but a tendril branches off and scorches its chest ect" on a MUSK HOG. how the hell am i almost missing a musk hog with almost 300 tm?
please we dont need awesomeer death bolt we need the weapons and utility we have now to be more functional.
KROONERMANREVENGE
Re: Can't lose what you never had
06/30/2012 10:48 PM CDT
1) magic prime carries with it the requirement to be lore secondary. Magic requires a
Lot of study and research, per gms, regardless of how your character in DR is played. There is no 'wild magic' type in the normal sense (there is wild magic in dr but I believe the term is used for low sorcery).
2) per gms WMs are the 'kill things with magic' guild. The design philosophy is 'lots of damage spells' on purpose. They are not magical tanks (clerics and paladins get that mostly).
3) didn't decipher the rest of the wallotext with no punctuation spelling or grammar which was clearly a giant rant.
4) was there a first post on this? I'm seeing it as a reply but no basis.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
Lot of study and research, per gms, regardless of how your character in DR is played. There is no 'wild magic' type in the normal sense (there is wild magic in dr but I believe the term is used for low sorcery).
2) per gms WMs are the 'kill things with magic' guild. The design philosophy is 'lots of damage spells' on purpose. They are not magical tanks (clerics and paladins get that mostly).
3) didn't decipher the rest of the wallotext with no punctuation spelling or grammar which was clearly a giant rant.
4) was there a first post on this? I'm seeing it as a reply but no basis.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
DIMINISHEDANGEL
Re: Can't lose what you never had
07/01/2012 02:33 AM CDT
Warrior Mages are not a utility guild in the vein of Moon Mages or a buffing tank guild in the vein of Clerics, but they could do with some magical utility.
The "warrior mages = kill stuffz" sentiment is a hold over from when guilds had very narrow niches. Empaths can kill constructs now, Moon Mages are quite fearsome when trained well, and Barbarians are getting stuff like climbing boost and disarm boost in 3.0.
Luckily more utility is planned, though it's been a while since I poured over the WM 3.0 spell list in detail.
The "warrior mages = kill stuffz" sentiment is a hold over from when guilds had very narrow niches. Empaths can kill constructs now, Moon Mages are quite fearsome when trained well, and Barbarians are getting stuff like climbing boost and disarm boost in 3.0.
Luckily more utility is planned, though it's been a while since I poured over the WM 3.0 spell list in detail.
BALTHIER
Re: Can't lose what you never had
07/01/2012 10:10 AM CDT
Reply Reply
1) magic prime carries with it the requirement to be lore secondary. Magic requires a
Lot of study and research, per gms, regardless of how your character in DR is played. There is no 'wild magic' type in the normal sense (there is wild magic in dr but I believe the term is used for low sorcery).
2) per gms WMs are the 'kill things with magic' guild. The design philosophy is 'lots of damage spells' on purpose. They are not magical tanks (clerics and paladins get that mostly).
3) didn't decipher the rest of the wallotext with no punctuation spelling or grammar which was clearly a giant rant.
4) was there a first post on this? I'm seeing it as a reply but no basis.
Our circle reqs require us to be more like magical rangers then magic studying types (6 survivals to 4 lores)
we're required to have parry and 2 weapons plus armor plus a tert weapon eventually
we DO have a hard set of general magic and a tm req yes
however, more of our requirements come from combat then anything.
so, with that in mind, we should have skillsets more akin to rangers though instead of survival. we'd be magic primary armor and weapon secondary, and lore survival tert.
KROONERMANREVENGE
Re: Can't lose what you never had
07/01/2012 10:23 AM CDT
>so, with that in mind, we should have skillsets more akin to rangers though instead of survival. we'd be magic primary armor and weapon secondary, and lore survival tert.
It doesn't work that way. But good luck sticking your fingers in the light socket and screaming about getting shocked.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
It doesn't work that way. But good luck sticking your fingers in the light socket and screaming about getting shocked.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
GRIM45
Re: Can't lose what you never had
07/01/2012 10:37 AM CDT
>>BALTHIER
https://forums.play.net/formatting_help.html
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
https://forums.play.net/formatting_help.html
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
DR-ARMIFER
Re: Can't lose what you never had
07/01/2012 10:38 AM CDT
While there are some guilds where skillset changing could be justified, early on in the 3.0 process we decided that wasn't a rabbit hole we were willing to jump down. It's not on the table for the foreseeable future.
-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
-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
BALTHIER
Re: Can't lose what you never had
07/01/2012 01:21 PM CDT
hmm not sure where that website links to but it freaked my browser out.
While there are some guilds where skillset changing could be justified, early on in the 3.0 process we decided that wasn't a rabbit hole we were willing to jump down. It's not on the table for the foreseeable future.
-Armifer
maybe someday, would rather have skillsets that made sense for our reqs then blackfire all watered down or more wonky magic.
Krooner have you ever played a war mage? just curious. Anyone who has for a length of time will notice how one twenty mana fireball will net you a slight wound on the target and others will blow its arm off. (in example)
it doesn't make sense for the degree in damage to be that random.
While there are some guilds where skillset changing could be justified, early on in the 3.0 process we decided that wasn't a rabbit hole we were willing to jump down. It's not on the table for the foreseeable future.
-Armifer
maybe someday, would rather have skillsets that made sense for our reqs then blackfire all watered down or more wonky magic.
Krooner have you ever played a war mage? just curious. Anyone who has for a length of time will notice how one twenty mana fireball will net you a slight wound on the target and others will blow its arm off. (in example)
it doesn't make sense for the degree in damage to be that random.
HEASTRENFHERO
THEREALM
Re: Can't lose what you never had
07/01/2012 04:55 PM CDT
I'm pretty sure GMs have always stated rearranging skillsets will never happen.
Survival tert kinda sucks, but I just deal with it.
It would be nice to have a few more buffs, but 3.0 is addressing this.
Everything else, Balthier, you're either crazy or just a terrible WM. Probably both.
Survival tert kinda sucks, but I just deal with it.
It would be nice to have a few more buffs, but 3.0 is addressing this.
Everything else, Balthier, you're either crazy or just a terrible WM. Probably both.
NASTY4
Re: Can't lose what you never had
07/01/2012 05:04 PM CDT
>>While there are some guilds where skillset changing could be justified, early on in the 3.0 process we decided that wasn't a rabbit hole we were willing to jump down. It's not on the table for the foreseeable future.
Skillset wise, WMs are identical to Clerics and I think that should change to help differentiate the two. My personal belief, I think WMs should trade out the lore secondary for armor secondary. I think it makes more sense that way. Just my two cents.
Skillset wise, WMs are identical to Clerics and I think that should change to help differentiate the two. My personal belief, I think WMs should trade out the lore secondary for armor secondary. I think it makes more sense that way. Just my two cents.
KROONERMANREVENGE
Re: Can't lose what you never had
07/01/2012 05:45 PM CDT
Policy is that you cannot be magic prime without lore secondary. With that in mind, WM as weapons secondary make sense.
Clerics should have been armor secondary to prevent pointless skillset duplication, and it's a reasonable argument. But won't happen.
If you must have a min/max skillset go be a ranger.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
Clerics should have been armor secondary to prevent pointless skillset duplication, and it's a reasonable argument. But won't happen.
If you must have a min/max skillset go be a ranger.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
JHALIASCLERIC
Re: Can't lose what you never had
07/01/2012 06:12 PM CDT
>Skillset wise, WMs are identical to Clerics and I think that should change to help differentiate the two. My personal belief, I think WMs should trade out the lore secondary for armor secondary. I think it makes more sense that way. Just my two cents.
A) I think (but could be wrong) that the requirements for circling will be (or are? I can't recall) different for warmies and clerics post 3.0.
B) Not survival? Thematically, it sounds like you want your cake and to eat it too; you (and Balthier) want a 'warrior', that is, someone who can swing a huge weapon and wear massive armor, and who can also use great magics. You want this sans lore, but can't decide if you want to learn survival or weapons slower. Get with the program; the name of the game isn't 'make an uber character that will burnify everything', it's 'create a balanced guild that has strengths and weaknesses'
A) I think (but could be wrong) that the requirements for circling will be (or are? I can't recall) different for warmies and clerics post 3.0.
B) Not survival? Thematically, it sounds like you want your cake and to eat it too; you (and Balthier) want a 'warrior', that is, someone who can swing a huge weapon and wear massive armor, and who can also use great magics. You want this sans lore, but can't decide if you want to learn survival or weapons slower. Get with the program; the name of the game isn't 'make an uber character that will burnify everything', it's 'create a balanced guild that has strengths and weaknesses'
DYERA7
Re: Can't lose what you never had
07/01/2012 06:59 PM CDT
>People use Fireball?
Yeah, works great. I don't know how everyone has such a hard time killing things without lightning magic, are you using the pathways? Just don't use it went it's raining... rain just make it less fantastic.
>cast
You gesture at a piruati serpent.
A large ball of flame flies at a piruati serpent!
The fireball blasts into its belly, nearly tearing it in half!
A fiery concussion of flames flares outward in all directions from a piruati serpent!
Your ethereal shield crackles with energy!
The fiery conflagration catches a piruati serpent in its wake, burning its flesh.
The piruati serpent is lightly stunned!
The fiery conflagration catches a piruati serpent in its wake, burning its flesh.
The piruati serpent is dealt a vicious stun!
A piruati serpent collapses and exhales with a hiss as it grows still.
Roundtime: 1 second.
AMISH
Re: Can't lose what you never had
07/01/2012 07:15 PM CDT
I will say there are days I feel like I too need a paragraph long rant on Warrior Mage skill sets vs the other combat oriented guilds.
I hafta admit though, it does get more and more like if your guild isnt survival primary or secondary you're just flat out screwed over. Everyone has their own particular way of play and I respect that. And change is JUST over the horizon so I do hope the future is bright for the Warrior Mage guild.
NASTY4
Re: Can't lose what you never had
07/01/2012 10:07 PM CDT
>>A) I think (but could be wrong) that the requirements for circling will be (or are? I can't recall) different for warmies and clerics post 3.0.
Bingo. And why is that? WM reqs are/will be tilted slightly more toward combat and Cleric reqs toward lore.
Perhaps another way to look at this would be:
True or False... The War Mage guild has a higher capacity for combat than the Cleric guild? This is reflected in the circling reqs. Why not the skillsets as well?
Bingo. And why is that? WM reqs are/will be tilted slightly more toward combat and Cleric reqs toward lore.
Perhaps another way to look at this would be:
True or False... The War Mage guild has a higher capacity for combat than the Cleric guild? This is reflected in the circling reqs. Why not the skillsets as well?
KROONERMANREVENGE
Re: Can't lose what you never had
07/01/2012 10:53 PM CDT
>True or False... The War Mage guild has a higher capacity for combat than the Cleric guild? This is reflected in the circling reqs. Why not the skillsets as well?
False. Clerics are fine vs WMs. WMs have offense, clerics have buffs and defense. In the first 10 circles you can pick up mpp, mapp, pfe, defense commune, and be using them.
Don't get so utterly caught up in the 'war' aspect. WMs are offensive powerhouses by design and intention. Magic theory in DR requires extensive lore knowledge. Research and study skills and other things encapsulated with the overarching lore skillset. If you want to be magic primary the penalty is getting lore secondary.
And because the GMs said a) skillset placement changes won't happen and b) YOU STILL HAVE TO BE LORE SECONDARY. You're not getting away from it in a magic primary guild.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
False. Clerics are fine vs WMs. WMs have offense, clerics have buffs and defense. In the first 10 circles you can pick up mpp, mapp, pfe, defense commune, and be using them.
Don't get so utterly caught up in the 'war' aspect. WMs are offensive powerhouses by design and intention. Magic theory in DR requires extensive lore knowledge. Research and study skills and other things encapsulated with the overarching lore skillset. If you want to be magic primary the penalty is getting lore secondary.
And because the GMs said a) skillset placement changes won't happen and b) YOU STILL HAVE TO BE LORE SECONDARY. You're not getting away from it in a magic primary guild.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
JHALIASCLERIC
Re: Can't lose what you never had
07/01/2012 11:12 PM CDT
>True or False... The War Mage guild has a higher capacity for combat than the Cleric guild? This is reflected in the circling reqs. Why not the skillsets as well?
False? Warrior mages might have a higher requirement for weapons training than Clerics, and Clerics a higher requirement for lore. But that's it, I think.
False? Warrior mages might have a higher requirement for weapons training than Clerics, and Clerics a higher requirement for lore. But that's it, I think.
NASTY4
Re: Can't lose what you never had
07/01/2012 11:19 PM CDT
>>Warrior mages might have a higher requirement for weapons training than Clerics, and Clerics a higher requirement for lore. But that's it, I think.
Exactly. There's a reason for this.
Exactly. There's a reason for this.
DIMINISHEDANGEL
Re: Can't lose what you never had
07/01/2012 11:43 PM CDT
>>True or False... The War Mage guild has a higher capacity for combat than the Cleric guild? This is reflected in the circling reqs. Why not the skillsets as well?
Cleric armor requirements are higher, so I'm not sure their "combat" capacity is higher, so much as offense specifically. Your armor requirements (tertiary) are pathetic and your survival requirements (tertiary) are minimal and standard for a tertiary guild. Your lore requirements beat both of these, so using your own logic your skillset placement is fine as it is.
Also: circle requirements have been changed multiple times in DR's history. You're journeying down a slippery path, friend. Barbarians have decent magic requirements now, we going to swap those skillsets? Paladins and magic? Bards and survival?
Cleric armor requirements are higher, so I'm not sure their "combat" capacity is higher, so much as offense specifically. Your armor requirements (tertiary) are pathetic and your survival requirements (tertiary) are minimal and standard for a tertiary guild. Your lore requirements beat both of these, so using your own logic your skillset placement is fine as it is.
Also: circle requirements have been changed multiple times in DR's history. You're journeying down a slippery path, friend. Barbarians have decent magic requirements now, we going to swap those skillsets? Paladins and magic? Bards and survival?
THEREALM
Re: Can't lose what you never had
07/02/2012 09:23 AM CDT
I really don't get why this keeps getting rehashed. GMs have stated skillsets will not change.
GM Fact - Magic primary requires Lore secondary to support the idea that magic includes scholarly study.
Lets suspend disbelief for a bit (you know, the whole Skillsets won't change thing). So that leaves us 1 skillset to play with. You want to trade what, weapons for armor? weapons for survival? Not to mention it wouldn't be very 'Warrior Mage' to have tertiary weapons.
If anything, it would make more sense for Clerics to swap weapon/armor skillsets. (no I'm not advocating this)
>>Also: circle requirements have been changed multiple times in DR's history. You're journeying down a slippery path, friend. Barbarians have decent magic requirements now, we going to swap those skillsets? Paladins and magic? Bards and survival?
I realize this is sort of playing devil's advocate, but you might confuse some people. This is putting the cart before the horse. Circle requirements follow skillset placement, not the other way around. Although I do seem to recall Armifer saying if he had his way, there would be no such thing as magic tertiary, it was just too late in the game to change that now.
GM Fact - Magic primary requires Lore secondary to support the idea that magic includes scholarly study.
Lets suspend disbelief for a bit (you know, the whole Skillsets won't change thing). So that leaves us 1 skillset to play with. You want to trade what, weapons for armor? weapons for survival? Not to mention it wouldn't be very 'Warrior Mage' to have tertiary weapons.
If anything, it would make more sense for Clerics to swap weapon/armor skillsets. (no I'm not advocating this)
>>Also: circle requirements have been changed multiple times in DR's history. You're journeying down a slippery path, friend. Barbarians have decent magic requirements now, we going to swap those skillsets? Paladins and magic? Bards and survival?
I realize this is sort of playing devil's advocate, but you might confuse some people. This is putting the cart before the horse. Circle requirements follow skillset placement, not the other way around. Although I do seem to recall Armifer saying if he had his way, there would be no such thing as magic tertiary, it was just too late in the game to change that now.
HEASTRENFHERO
Re: Can't lose what you never had
07/02/2012 09:30 AM CDT
>>Yeah, works great. I don't know how everyone has such a hard time killing things without lightning magic, are you using the pathways? Just don't use it went it's raining... rain just make it less fantastic.
It's not that people have a hard time killing without lightening magic, it's that lightening magic is superior in both training and PvP. Fireball is one of those spells that you cast to mess around, not really used in any form of seriousness for hunting or pvp.
It's not that people have a hard time killing without lightening magic, it's that lightening magic is superior in both training and PvP. Fireball is one of those spells that you cast to mess around, not really used in any form of seriousness for hunting or pvp.
NEELD
Re: Can't lose what you never had
07/02/2012 09:37 AM CDT
<<it does get more and more like if your guild isnt survival primary or secondary you're just flat out screwed over.
Massive and severe game play issue because there is so much power in the survival skillset. Not just a warrior mage problem.
Madigan
Massive and severe game play issue because there is so much power in the survival skillset. Not just a warrior mage problem.
Madigan
NASTY4
Re: Can't lose what you never had
07/02/2012 10:21 AM CDT
>>You're journeying down a slippery path, friend.
I'm just playing devil's advocate here because I see both sides of this. I completely get that GMs have said magic prime and lore secondary are attached at the hip but people have been known to change their minds in the past, so I don't see the harm in healthy discussion. I mean, you never know. I'm not trying to stir up a hornets nest.
I've always just envisioned a WM having a higher capacity for combat compared to a Cleric, and less of a capacity for lore when compared to a Moonard. So, in a broad sense, that's fundamentally where my logic is coming from.
I'm just playing devil's advocate here because I see both sides of this. I completely get that GMs have said magic prime and lore secondary are attached at the hip but people have been known to change their minds in the past, so I don't see the harm in healthy discussion. I mean, you never know. I'm not trying to stir up a hornets nest.
I've always just envisioned a WM having a higher capacity for combat compared to a Cleric, and less of a capacity for lore when compared to a Moonard. So, in a broad sense, that's fundamentally where my logic is coming from.
AMISH
Re: Can't lose what you never had
07/02/2012 12:46 PM CDT
I think the Paladins uniquely understand where I was coming from there, amongst other guilds. I have nothing but respect for anyone who plays a Paladin, Cleric, Bard, or Warrior Mage and enjoys pvp simply because I know first hand how hindered they all are for survival skill sets.
I think more should be done to level that playing field of being Survival tert, not JUST for Warrior Mages, but for everyone who endures limited experience gain and reduced perks simply because you are survival tert.
ALEPH-ONE
Re: Can't lose what you never had
07/02/2012 03:17 PM CDT
>>I completely get that GMs have said magic prime and lore secondary are attached at the hip
Personally, I've always thought that the deep knowledge required to work with magic should be reflected in, you know, the magic skillset. Who cares if WMs aren't great tacticians, historians, or craftsmen?
But the GMs have been pretty clear that it's not on the table, so at this point it's all wishful thinking.
-- Player of Eyuve
Personally, I've always thought that the deep knowledge required to work with magic should be reflected in, you know, the magic skillset. Who cares if WMs aren't great tacticians, historians, or craftsmen?
But the GMs have been pretty clear that it's not on the table, so at this point it's all wishful thinking.
-- Player of Eyuve
DIMINISHEDANGEL
Re: Can't lose what you never had
07/02/2012 03:26 PM CDT
>>I realize this is sort of playing devil's advocate, but you might confuse some people. This is putting the cart before the horse. Circle requirements follow skillset placement, not the other way around. Although I do seem to recall Armifer saying if he had his way, there would be no such thing as magic tertiary, it was just too late in the game to change that now.
Actually, you are putting the cart before the horse, and that was my entire point. (Not you in the specific sense, just the previous argument). You can't argue for a skillset swap using circle requirements as logic, because circle requirements are largely determined by skillset placement.
Actually, you are putting the cart before the horse, and that was my entire point. (Not you in the specific sense, just the previous argument). You can't argue for a skillset swap using circle requirements as logic, because circle requirements are largely determined by skillset placement.
NASTY4
Re: Can't lose what you never had
07/02/2012 08:19 PM CDT
So I'm to take it that you are in complete agreement with the current skillset placements?
DIMINISHEDANGEL
Re: Can't lose what you never had
07/02/2012 08:49 PM CDT
>>So I'm to take it that you are in complete agreement with the current skillset placements?
No, but I find the logic being used to justify a possible change backwards. This isn't (in my opinion) an all-or-nothing discussion, where I must either support skillset switching without question or oppose such. I simply recognize both the inherent problems in trying to justify it (everyone's perception of what a Warrior Mage is will differ slightly, I am sure the people waiting for enchanting would scoff at switching lore with armor) as well as the Pandora's Box of design problems that would result if you switched a guild's skillsets.
No, but I find the logic being used to justify a possible change backwards. This isn't (in my opinion) an all-or-nothing discussion, where I must either support skillset switching without question or oppose such. I simply recognize both the inherent problems in trying to justify it (everyone's perception of what a Warrior Mage is will differ slightly, I am sure the people waiting for enchanting would scoff at switching lore with armor) as well as the Pandora's Box of design problems that would result if you switched a guild's skillsets.
THEREALM
Re: Can't lose what you never had
07/03/2012 12:04 PM CDT
My biggest problem with any argument for changing skillsets is that they all center around PvP. People don't like being survival tertiary because of perception and stealth attacks. No one is going 'Man I really want to be survival primary so I can pick boxes better!'
Sure, Lore kinda sucks. Has it made HUGE advancements in the past year or two with new crafting? Of course. Once we get tactics and Enchanting, I think we'll be in great shape. Would I personally want to trade if for survival/armor? Probably. But that's a personal thing, I honestly don't think it would make sense for the guild as a whole.
Sure, Lore kinda sucks. Has it made HUGE advancements in the past year or two with new crafting? Of course. Once we get tactics and Enchanting, I think we'll be in great shape. Would I personally want to trade if for survival/armor? Probably. But that's a personal thing, I honestly don't think it would make sense for the guild as a whole.
AMISH
Re: Can't lose what you never had
07/03/2012 02:55 PM CDT
You're right, its just easier to make your point around Stalking, Hiding and Perception. But Survival touches everything from monetary gain with Skinning and Lock picking and Disarm as well as travel times whether you're Swimming across a river or Climbing around the gondola by Shard. Not to mention First Aid which you ignore at your own peril.
Every guild must give some attention to the survival skill set no matter your play style else suffer the consequences of travel times, coin, with not getting boxes popped or not getting better skins or experience, because you bleed to death unable to tend that wound. Or that pesky thief robbing you blinde.
No other skill set can make that same boast.
When so much of the game is enjoyed hindered or over come with one skill set and you're tertiary in it... its just very disheartening. I know we Warrior Mages have Sure footing for climbing and Rising Mists for Hiding and I THINK mantle of flame hinders would be thieves? Not sure. These spells are meant to try and perhaps combat some of these limitations?
But frankly it's just not enough. Im not asking for an advantage in the game. Just a level playing field, where everyone has a fair shake.
I guess what im asking is. Let me blind people with my book and surf across rivers with it! Attach a rope to it and use it to climb over ravines! Or ATLEAST rip pages out of it to tend my wounds, instead of just drying my tears... Just sayin!
Thanks guys :)
SHADOW7988
Re: Can't lose what you never had
07/04/2012 12:45 PM CDT
*Sneaks in from the Thief folder [actually does this regularly, but doesn't leave many clues]*
>No one is going 'Man I really want to be survival primary so I can pick boxes better!'
"Man I am so glad my Locksmith is part of a survival primary guild because I pop boxes so much BETTER."
*Sneaks out before he's noticed to much.*
[As he is still within ear shot] "Happy July 4th."
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And check out the formatting tips the realm. It isn't easy to separate their work, from your rebuttal. However a few of us are trying, but it be nice if you helped us out. It would also be courteous.
_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
>No one is going 'Man I really want to be survival primary so I can pick boxes better!'
"Man I am so glad my Locksmith is part of a survival primary guild because I pop boxes so much BETTER."
*Sneaks out before he's noticed to much.*
[As he is still within ear shot] "Happy July 4th."
_________________________________________________________________________________
And check out the formatting tips the realm. It isn't easy to separate their work, from your rebuttal. However a few of us are trying, but it be nice if you helped us out. It would also be courteous.
_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
FALLENSHADOWS
Re: Can't lose what you never had
07/05/2012 07:01 AM CDT
>>Our circle reqs require us to be more like magical rangers then magic studying types (6 survivals to 4 lores)
Theres only a limited amount of lores currently which is why lore reqs in general tend to be shorter in number although higher in volume per level.
Judging by most your posts in this thread its probably safe to say you haven't played this game an extremely long time(talking one of the decade+ players), if so you'd realize just how lenient the survival reqs are.
Go look at barbarian survival reqs or moon mage ones. Heck if you get a chance try and find the old moon mage overall survival reqs. I swear my moonie spent more time climbing, swimming, and foraging than he did casting spells.
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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.
JHALIASCLERIC
Re: Can't lose what you never had
07/05/2012 11:48 AM CDT
I still think the trick would be associating more pvp/pve skills into skillsets like lore. Bard scream equivalents.