HONESTY
Re: Where are our perks?
04/16/2014 10:10 PM CDT
>I've stopped trying to discern between people who genuinely don't understand the system and people who, through hyperbole, give the appearance that they don't understand the system.
<shrug> You can correct me and share your thoughts as other posters have done, or you can as you've done above, just give one-liners and be a grouch about it. I think the problem is that the magic system is so complex that you need an thick tome of an encyclopedia just to navigate it. So you're right, I don't understand the system entirely, and heck, I am not going to pretend I do. I don't understand all of the techniques, I still don't understand the Arcana requirements, I don't understand the ritual spells, I understand how to activate a rune and a host of other things. The magic system is very complex. What I can tell you is that I've played with a War Mage and was underwhelmed. Summoning familiars became more complicated and pathways (which my WM never used except in emergencies) became the bread-and-butter to increase the a now-required skill. So I might not know as much about you but I did play and try to understand the system. Notwithstanding all that, the OP is correct to ask the question "Where are our perks?"; you have a guild-only skill that was ostensibly created to merge two independent systems: pathways and familiars , neither of which are fleshed out enough to give them a skill. If you noticed, not one poster here has answered what the few hundred (or several hundred for some War Mages) have done for them other than give them TDPs. The answer is nothing.
>Earth Sense was removed because it was completely underwhelming and additionally the one thing it did beyond the search (MO buff)...well...MO was removed.
Earth Sense was a useful utility spell. I am not sure why it was deemed underwhelming, +Perception, +MO, read-out of who is in the room, plus being able to point. The spell also had an interesting easter eggs with some of the areas with hidden trails and tracks (e.g. vipers). The guild lost all of its utility with the exception of Air Bubble and Fortress of Ice.
>New AEG > Old AEG.
Can you explain what you mean? Specifically, why is the new version better than the old?
>So you're telling me that you can cast the opposite element to your heart's content and summon your familiar and use pathways?
>Yep. *Balanced by casting spells of my aligned element*, a couple spells from my opposing element are no big deal, even while running a pathway.
(added asterisks)
In other words, no.
DR-ARMIFER
Re: Where are our perks?
04/16/2014 10:23 PM CDT
>>Good to know! Without giving numbers, can you say if the align generates more charge than the opposed consumes? Or are they even? Or does the opposed consume more charge than aligned generates?
They're even.
-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
They're even.
-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
ROBERTDH
Re: Where are our perks?
04/17/2014 12:14 AM CDT
>Earth Sense was a useful utility spell. I am not sure why it was deemed underwhelming, +Perception, +MO, read-out of who is in the room, plus being able to point.
If you had enough perception to make use of earth sense in the first place, you'd generally better off just searching. MO was a terrible mess. It wasn't a horrible spell, but it wasn't a great one, either.
There are problems with the WM guild worth complaining about -- ask any of us, we'll drown you in tears -- but the complaints in this thread (mostly) aren't them.
>Forgive my snark, but welcome to the life of a warrior mage.
If you had enough perception to make use of earth sense in the first place, you'd generally better off just searching. MO was a terrible mess. It wasn't a horrible spell, but it wasn't a great one, either.
There are problems with the WM guild worth complaining about -- ask any of us, we'll drown you in tears -- but the complaints in this thread (mostly) aren't them.
>Forgive my snark, but welcome to the life of a warrior mage.
ORBITAL303
Re: Where are our perks?
04/17/2014 02:09 AM CDT
Earth Sense was not +Perception. It was a multi room search at your base perception and then a lingering MO buff that faded when you moved.
Old AEG either created a held or armworn shield with amazing protection at many times the weight and hindrance of comparable shields, and gave a buff to shield skill or augmented the shield protection of the user of an existing shield if it was made of metal and would add a slow level of self repair. New AEG is +STR +STAM +Shield without needing to jump through hoops.
- Starlear
Old AEG either created a held or armworn shield with amazing protection at many times the weight and hindrance of comparable shields, and gave a buff to shield skill or augmented the shield protection of the user of an existing shield if it was made of metal and would add a slow level of self repair. New AEG is +STR +STAM +Shield without needing to jump through hoops.
- Starlear
THOMPSONJ209
Re: Where are our perks?
04/17/2014 06:56 AM CDT
Summoning can be trained in combat. The only skill that can't (with ease) be trained in Combat is Scholarship. Otherwise, a War Mage never has to come out of Combat (and there are ways to train Schol. in combat).
For the record Aether is my WM's opposing element.
The problem I see with War Mages, is they didn't get a total spell revamp. It seems (seems) they lost more than they gained with the spell rewrite. Clerics? They got some major stuff. Bards? They got some really cool stuff. War Mages? Hmmm, looks like they got some really good stuff taken away, and given a few good things, making it a wash.
The biggest issue I have, and it doesn't even affect my character, is the whole Plate Armor thing. You have older Characters who put years into a Character, and all of a sudden it was jerked out from under them. Not trying to G vs. G, but then take a look at Barbs....and all of a sudden they can dance in heavier armor.
Rangers are getting a spell, that makes them effective in heavier armor
Thieves have an ability that reduces hind. (for stealth)
I know "something" is going to be done with the spell. I think this needs to be done sooner than later, and use it to reduce hind. (man. hind. only, if that would be easier to swallow....it use to add protection)
Otherwise, WM's are where they have always been. Easy to train, good for invasions...not so good in PVP at the high end, since stealth still rules.
ORBITAL303
Re: Where are our perks?
04/17/2014 08:08 AM CDT
Yeah overall I feel the guild is in a good place. Yes there's a few things I would like us to have, and Summoning needs the fleshing out, but our spell toolbox is quite good and versatile, and we have some of the best buff spells around. Other guilds have good buffs too, but WMs have one of the most complete suites as spells go. Deep toolbox with the right tool for the job most of the time.
The only issue I have with this it sometimes lends a Jack of all and master of none feel. I realize that "feel" is a nebulous thing...but the only thing we seem to be undisputed masters of is AoE and cyclic TM which are situationally good niches, but I do wish we had at least one awesomely coveted single target spell also (like how old Lash felt. Only not overpowered). Maybe something that lit someone on fire?. That is only a minor complaint though.
- Starlear
The only issue I have with this it sometimes lends a Jack of all and master of none feel. I realize that "feel" is a nebulous thing...but the only thing we seem to be undisputed masters of is AoE and cyclic TM which are situationally good niches, but I do wish we had at least one awesomely coveted single target spell also (like how old Lash felt. Only not overpowered). Maybe something that lit someone on fire?. That is only a minor complaint though.
- Starlear
TEVESHSZAT
Re: Where are our perks?
04/17/2014 09:56 AM CDT
>>The guild lost all of its utility with the exception of Air Bubble and Fortress of Ice.
Ignite and Rising Mists are Utility spells.
Magnetic Ballista, Ethereal Fissure, Dragon's Breath, and Blufmor Garaen are also Utility spells.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Ignite and Rising Mists are Utility spells.
Magnetic Ballista, Ethereal Fissure, Dragon's Breath, and Blufmor Garaen are also Utility spells.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
DR-JAVAC
Re: Where are our perks?
04/17/2014 01:30 PM CDT
>In other words, no.
To be entirely honest, I'm not sure what you're doing that this is such a big problem for you. I gave a real example of how I can use pathways while casting opposing spells. It trains the skill effectively, and I almost never hit the "you're out of charge" thing. Can you explain the situation where you're casting just opposing spells so much it tanks your charge? The only thing I can think of is if you can't find a spell that trains a skill in a certain range. But if you're training magics, you're probably not hanging out in dangerous situations, and can recharge with Summon Admittance before you go do something dangerous.
>It's just that the WM only skill does nothing.
>that was ostensibly created to merge two independent systems: pathways and familiars
I don't believe this was the goal of the skill. The skill became a thing because their was a decision that every guild must have a guild only skill. Warrior Mages were lucky enough to have some systems that could be put under that skill so they could begin training it. Pathways and Familiars are not the end all be all of the skill.
So let's take this conversation in a different direction... What would you LIKE the Summoning skill to do?
Javac
JGM - Crafting Team
If you have questions or comments in regard to this post please email me at DR-JAVAC@play.net or Message Board Supervisor Annwyl at DR-Annwyl@play.net.
To be entirely honest, I'm not sure what you're doing that this is such a big problem for you. I gave a real example of how I can use pathways while casting opposing spells. It trains the skill effectively, and I almost never hit the "you're out of charge" thing. Can you explain the situation where you're casting just opposing spells so much it tanks your charge? The only thing I can think of is if you can't find a spell that trains a skill in a certain range. But if you're training magics, you're probably not hanging out in dangerous situations, and can recharge with Summon Admittance before you go do something dangerous.
>It's just that the WM only skill does nothing.
>that was ostensibly created to merge two independent systems: pathways and familiars
I don't believe this was the goal of the skill. The skill became a thing because their was a decision that every guild must have a guild only skill. Warrior Mages were lucky enough to have some systems that could be put under that skill so they could begin training it. Pathways and Familiars are not the end all be all of the skill.
So let's take this conversation in a different direction... What would you LIKE the Summoning skill to do?
Javac
JGM - Crafting Team
If you have questions or comments in regard to this post please email me at DR-JAVAC@play.net or Message Board Supervisor Annwyl at DR-Annwyl@play.net.
ORBITAL303
Re: Where are our perks?
04/17/2014 02:10 PM CDT
I would love to see more stuff like barrage where there are magical and martial weapons working synergistically. Warrior mages fighting not only with sword and spell but imbuing the raw essence of combat with elemental planar energy to fight more effectively.
> maneuver flamestrike
> maneuver galeblast
> maneuver stonesmash
...etc
- Starlear
> maneuver flamestrike
> maneuver galeblast
> maneuver stonesmash
...etc
- Starlear
DR-KODIUS
Re: Where are our perks?
04/17/2014 10:09 PM CDT
As a player, Barrage annoyed me. It was an inferior ability with ridiculous requirements to get off. Though as a GM I can understand why it was so limited. Offering a more powerful ability would have led to it becoming the Omni ability that everyone always used because it was best.
Still, managing to get it off in a close PvP match only to have it contribute to my losing (because a CL cast quicker and with less mana would have been 5x as effective) sent me into a rage.
On the maneuver side, brainstorming here...
Fire combat maneuver = bonus fire damage + fire damage over time (more useful on bosses and in PvP)
Water combat maneuver = bonus cold damage + forced RT on target from being frozen momentarily
Earth combat maneuver = bonus impact damage + forced knockdown and thrown to pole or missile range
Electric combat maneuver = bonus electric damage + partial paralysis for 5-10 seconds (heals when expires)
Aether combat maneuver = recharge mana instead of doing damage
These abilities would sap a good amount of your pool, and have a cooldown to prevent spamming/abuse.
At some point I'd like to see all Guilds have a couple special maneuvers tied into their Guild-only skill. But nothing has been proposed yet.
"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
Still, managing to get it off in a close PvP match only to have it contribute to my losing (because a CL cast quicker and with less mana would have been 5x as effective) sent me into a rage.
On the maneuver side, brainstorming here...
Fire combat maneuver = bonus fire damage + fire damage over time (more useful on bosses and in PvP)
Water combat maneuver = bonus cold damage + forced RT on target from being frozen momentarily
Earth combat maneuver = bonus impact damage + forced knockdown and thrown to pole or missile range
Electric combat maneuver = bonus electric damage + partial paralysis for 5-10 seconds (heals when expires)
Aether combat maneuver = recharge mana instead of doing damage
These abilities would sap a good amount of your pool, and have a cooldown to prevent spamming/abuse.
At some point I'd like to see all Guilds have a couple special maneuvers tied into their Guild-only skill. But nothing has been proposed yet.
"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
ORBITAL303
Re: Where are our perks?
04/18/2014 12:08 AM CDT
I like those ideas. To toss some of my own in...
Fire combat maneuver = Weapon damage is purely fire for this strike only + target is set on fire on the hit location. The ignition is potent but no matter what, will go out after pulsing three times.
Water combat manuever = I basically was thinking the same thing you were.
Earth combat maneuver = Bonus impact damage, massive but short balance debuff on target, this single strike is calculated with maximum possible weapon force of impact stat.
Electric combat maneuver = I like yours.
Air combat maneuver = Bonus slice damage, target is surrounded in a whirlwind and immobilized for 5 seconds (static duration, interacts normally with diminishing returns), taking a second round of slice damage at the end.
Aether combat maneuver = No bonus damage, but chance to dispel 1-3 random spell effects from the target on hit.
In my head these have the same cost rules as Pathways, where aligned stuff is cheaper (and possibly has a shorter cooldown) and opposed stuff costs more.
Fire combat maneuver = Weapon damage is purely fire for this strike only + target is set on fire on the hit location. The ignition is potent but no matter what, will go out after pulsing three times.
Water combat manuever = I basically was thinking the same thing you were.
Earth combat maneuver = Bonus impact damage, massive but short balance debuff on target, this single strike is calculated with maximum possible weapon force of impact stat.
Electric combat maneuver = I like yours.
Air combat maneuver = Bonus slice damage, target is surrounded in a whirlwind and immobilized for 5 seconds (static duration, interacts normally with diminishing returns), taking a second round of slice damage at the end.
Aether combat maneuver = No bonus damage, but chance to dispel 1-3 random spell effects from the target on hit.
In my head these have the same cost rules as Pathways, where aligned stuff is cheaper (and possibly has a shorter cooldown) and opposed stuff costs more.
ORBITAL303
Re: Where are our perks?
04/18/2014 12:15 AM CDT
Also, while I like the concept of Barrage, I think I would like it better if it was a pathway that you just turned on and it had a chance to deal bonus damage every time you dealt elemental damage.
Like, you cast fireball, and the way you're shaping the aether causes echoes from the impact of the fireball to reach the plane of fire, and a burst of flame tears itself out of the air and also hits the same location.
Think new MoA, but without a need to cast on targets (If you have Barrage running, this just happens to anything you do elemental damage to...I'd say it should have a charge cost to activate, and rather than just having a charge cost over time, a charge cost each time it deals damage, and it just falls after X amount of damage instances and has a cooldown). It would stack with MoA, making MoA still useful.
Alternately, existing Barrage's weapon strike using your TM skill instead of your weapon skill would be sweet as a nice one-time nuke.
I absolutely agree that Barrage is clunky and not really worth using except for show, I only meant that the concept of it (Spell-swordery!) is basically exactly what I picture in my head when I think of WM's.
- Starlear
Like, you cast fireball, and the way you're shaping the aether causes echoes from the impact of the fireball to reach the plane of fire, and a burst of flame tears itself out of the air and also hits the same location.
Think new MoA, but without a need to cast on targets (If you have Barrage running, this just happens to anything you do elemental damage to...I'd say it should have a charge cost to activate, and rather than just having a charge cost over time, a charge cost each time it deals damage, and it just falls after X amount of damage instances and has a cooldown). It would stack with MoA, making MoA still useful.
Alternately, existing Barrage's weapon strike using your TM skill instead of your weapon skill would be sweet as a nice one-time nuke.
I absolutely agree that Barrage is clunky and not really worth using except for show, I only meant that the concept of it (Spell-swordery!) is basically exactly what I picture in my head when I think of WM's.
- Starlear
ORBITAL303
Re: Where are our perks?
04/18/2014 12:27 AM CDT
Sorry for all the replying to myself, but I also think it would be cool to also have specific maneuvers that you could ONLY do if you were aligned to their respective element. If all of these were desirable and powerful in their own right, it would lend more gravitas to choosing your element, and they'd be balanced nicely by you not having this full suite of them to use all the time.
Something like say,
Everyone can always do:
Intro Fire Maneuver
Intro Air Maneuver
Intro Earth Maneuver
Intro Water Maneuver
Intro Electric Maneuver
Intro Aether Maneuver
Fire-Aligned Mages can then additionally do
Advanced Fire Maneuver
Advanced Fire-Aligned Pathway (Which possibly only effects fire spells?)
The advanced maneuvers would have to all be very desirable to avoid everyone just aligning the same way, while also allowing more diversity/variety.
...and so on.
Also, I guess, question.
Is rate of charge increase from spell casts static, or do you get more charge for a spell with more summoning skill? And if it's static, can it scale with skill? Even if it's just a skill-based chance for bonus charge to happen, or something. I like the idea of as skill increases, you are able to utilize the abilities powered by that skill more often, whether that be by reduced cooldown, or easier charge building, or something else.
- Starlear
Something like say,
Everyone can always do:
Intro Fire Maneuver
Intro Air Maneuver
Intro Earth Maneuver
Intro Water Maneuver
Intro Electric Maneuver
Intro Aether Maneuver
Fire-Aligned Mages can then additionally do
Advanced Fire Maneuver
Advanced Fire-Aligned Pathway (Which possibly only effects fire spells?)
The advanced maneuvers would have to all be very desirable to avoid everyone just aligning the same way, while also allowing more diversity/variety.
...and so on.
Also, I guess, question.
Is rate of charge increase from spell casts static, or do you get more charge for a spell with more summoning skill? And if it's static, can it scale with skill? Even if it's just a skill-based chance for bonus charge to happen, or something. I like the idea of as skill increases, you are able to utilize the abilities powered by that skill more often, whether that be by reduced cooldown, or easier charge building, or something else.
- Starlear
HONESTY
Re: Where are our perks?
04/18/2014 02:03 AM CDT
>So let's take this conversation in a different direction... What would you LIKE the Summoning skill to do?
If we're confined to the existing system, I would suggest Summoning be learned when a familiar helps the mage during spell casting. This feature is only available to fir familiars when a mage casts the appropriate element but should be scaled down and expanded to all familiar types. The Summoning skill should allow the War Mage to engrave sigils on talismans that endow the familiar that increasing magical prowess of the War Mage (e.g. decreased backfire of TM spells,chance to absorb damage from backfires, and perform some pathway functions such as TM bonus and accuracy). Furthermore, higher ranks of Summoning should provide "soft" benefits such as extending the range of a familiars locate, making less likely to be scared by raccoons or shadowlings, vastly increased travel times, and changing the demeanor of fir and non-fir familiars to pettable and non-pettable(if the mage chooses, of course), respectively. High levels of Summoning should provide "hard" benefits such as allowing a mage to summon and control a familiar while dead to seek help, increase chance to drag while stunned, allow the familiar to perform non-lethal maneuvers in combat that affect balance and/or cause small roundtimes depending on the animal, and the ability to dismiss another Warrior Mage's familiar.
If we can make new things, do you remember the messaging of the Mark of Arhat spell? I'd basically allow the mage to summon elementals in lieu of familiars that would be short-to-medium duration pets with a long timer that cast spells. These would be the higher past fir familiar. I'd start with War Mages being able to summon minor elementals that eventually mature into more powerful elementals based on the Summoning skill. Unlike familiars, elementals would not be involved utility such as locating or talking but as an ally on the battlefield. I would also add a spell that increases a War Mage's Summoning skill though what spell would be called, I have no idea.
TL;DR version: short-term: hunting with your familiar teaches Summoning skill when casting spells, roll the TM bonus and accuracy pathways into familiar abilities that occur passively when a mage has one Summoned. Long-term: allow mages to summon elementals (short duration pets that fight) as well as familiars (that perform utility
DARKEVILWHATEVER
HONESTY
Re: Where are our perks?
04/18/2014 10:55 AM CDT
>'For ages 44 to 71'
What is this supposed to mean? I was asked to provide improvements to the Summoning skill, I did so. If you have something substantive to say, say it, there's no need to hide behind one-liners.
What is this supposed to mean? I was asked to provide improvements to the Summoning skill, I did so. If you have something substantive to say, say it, there's no need to hide behind one-liners.
DARKEVILWHATEVER
Re: Where are our perks?
04/18/2014 11:03 AM CDT
Thank God for 1 liners. I'd be vulnerable without them. This is what I thank jesus for on this easter.
Also that wasn't directed at you (although your tone has been a bit impetuous - notice I didn't say 'For ages 5+'), it was referring to the level of game complexity. It's my peave.
Also that wasn't directed at you (although your tone has been a bit impetuous - notice I didn't say 'For ages 5+'), it was referring to the level of game complexity. It's my peave.
HONESTY
Re: Where are our perks?
04/18/2014 11:10 AM CDT
>Thank God for 1 liners. I'd be vulnerable without them. This is what I thank jesus for on this easter.
>Also that wasn't directed at you (although your tone has been a bit impetuous - notice I didn't say 'For ages 5+'), it was referring to the level of game complexity. It's my peave.
Thanks for the clarification.
>Also that wasn't directed at you (although your tone has been a bit impetuous - notice I didn't say 'For ages 5+'), it was referring to the level of game complexity. It's my peave.
Thanks for the clarification.
DR-JAVAC
Re: Where are our perks?
04/18/2014 12:26 PM CDT
> If we're confined to the existing system
Don't feel constrained by the current systems. As far as suggestions are concerned, you can suggest anything.
> to summon elementals in lieu of familiars
Earlier in this thread, Armifer mentioned WM combat pets might take the form of summoned elementals.
Javac
JGM - Crafting Team
If you have questions or comments in regard to this post please email me at DR-JAVAC@play.net or Message Board Supervisor Annwyl at DR-Annwyl@play.net.
Don't feel constrained by the current systems. As far as suggestions are concerned, you can suggest anything.
> to summon elementals in lieu of familiars
Earlier in this thread, Armifer mentioned WM combat pets might take the form of summoned elementals.
Javac
JGM - Crafting Team
If you have questions or comments in regard to this post please email me at DR-JAVAC@play.net or Message Board Supervisor Annwyl at DR-Annwyl@play.net.
KROONERMANREVENGE
Re: Where are our perks?
04/18/2014 02:23 PM CDT
>What is this supposed to mean? I was asked to provide improvements to the Summoning skill, I did so. If you have something substantive to say, say it, there's no need to hide behind one-liners.
Feel free to ignore Ragran. The only, and I do mean only, thing he does is drop nonsensical comments. He never adds, he never helps, he just drops more chaos, and not in a fun, joking, way, but in a 'in this thread about armor he decides to post the full contents of page 400 of Julia Roberts third cookbook'.
I'm a badger, I be badgerin'
Feel free to ignore Ragran. The only, and I do mean only, thing he does is drop nonsensical comments. He never adds, he never helps, he just drops more chaos, and not in a fun, joking, way, but in a 'in this thread about armor he decides to post the full contents of page 400 of Julia Roberts third cookbook'.
I'm a badger, I be badgerin'
POWERHAUS
Re: Where are our perks?
04/21/2014 10:12 PM CDT
I'd rather barrage used less pathway and more mana - like some kind of pathway overload/backfire?
Before I always felt it was terribly niche unless you were showing off(could always spam CL 100 times by the time you got full prep of anything), but against like a paladin that blocked every bolt, DFA Lightning bolt + accuracy to melee was pretty awesome.
I think most people forget it exists?
I rarely have enough in reserve to pull one off, unless you're precharged, its close to a minute sitting to charge up that much for a lot of people? and I think you get 3-4 charges out of it... extend the timer to a minute or two between uses?
I think the + status affect ideas would help add to their usefulness/get the used more often.
maybe if it was a WM only combat maneuver to limit how often it was used, and tied to the pathway? too complex?
we'd also love some way to make some nerve damage...
couple of other random requests:
new quests to go along with any new abilities/pathways. I love me some lore...
the ability to reenter the tower... It's something to do, and I actually enjoyed it a lot. A lot of the other guilds can go back to some of their guild only quest places. Like the Emerald Knight key or something, Guild Historians or something...
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
Before I always felt it was terribly niche unless you were showing off(could always spam CL 100 times by the time you got full prep of anything), but against like a paladin that blocked every bolt, DFA Lightning bolt + accuracy to melee was pretty awesome.
I think most people forget it exists?
I rarely have enough in reserve to pull one off, unless you're precharged, its close to a minute sitting to charge up that much for a lot of people? and I think you get 3-4 charges out of it... extend the timer to a minute or two between uses?
I think the + status affect ideas would help add to their usefulness/get the used more often.
maybe if it was a WM only combat maneuver to limit how often it was used, and tied to the pathway? too complex?
we'd also love some way to make some nerve damage...
couple of other random requests:
new quests to go along with any new abilities/pathways. I love me some lore...
the ability to reenter the tower... It's something to do, and I actually enjoyed it a lot. A lot of the other guilds can go back to some of their guild only quest places. Like the Emerald Knight key or something, Guild Historians or something...
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.