Sweet, now if only you could fix the issue of stealth users stalking you in order to gain complete immunity to your AOEs...
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
BEVERAGEK
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/28/2010 10:53 PM CDT
>>Sweet, now if only you could fix the issue of stealth users stalking you in order to gain complete immunity to your AOEs...
>CAST AREA
-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
>CAST AREA
-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
GRIM45
Re: Tentative Magic 3.0 Spell List
09/28/2010 10:57 PM CDT
>>CAST AREA
>SING XXXX?
>ROAR XXXX?
Stalking DOES need to be rewritten to not use group mechanics.
TG, TG, GL, et al.
Also: Moo.
>SING XXXX?
>ROAR XXXX?
Stalking DOES need to be rewritten to not use group mechanics.
TG, TG, GL, et al.
Also: Moo.
BEVERAGEK
Re: Tentative Magic 3.0 Spell List
09/28/2010 11:02 PM CDT
>CAST AREA
This doesn't work when they STALK you. When they STALK you they are classified as part of your group and are immune the same way your group members are immune.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
This doesn't work when they STALK you. When they STALK you they are classified as part of your group and are immune the same way your group members are immune.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/28/2010 11:09 PM CDT
>>This doesn't work when they STALK you. When they STALK you they are classified as part of your group and are immune the same way your group members are immune.
CAST AREA is not going to care about your group members. That's what the other, more discrete options are for.
-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
CAST AREA is not going to care about your group members. That's what the other, more discrete options are for.
-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
BEVERAGEK
Re: Tentative Magic 3.0 Spell List
09/28/2010 11:11 PM CDT
>>CAST AREA is not going to care about your group members.
Oh awesome, can't wait for the change. Will CAST AREA functionality exist within Bard enchantes? Can't tell you how annoying it is to be unable to affect stealthers who stalk me currently.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
Oh awesome, can't wait for the change. Will CAST AREA functionality exist within Bard enchantes? Can't tell you how annoying it is to be unable to affect stealthers who stalk me currently.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
VEE-REX
Re: Tentative Magic 3.0 Spell List
09/28/2010 11:48 PM CDT
>>Can't tell you how annoying it is to be unable to affect stealthers who stalk me currently.
There is a way, send me an IM at Vinjince00 sometime soon.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
There is a way, send me an IM at Vinjince00 sometime soon.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
BEVERAGEK
Re: Tentative Magic 3.0 Spell List
09/29/2010 12:46 PM CDT
My friend brought up a good point--group PvP will happen one day and it would be a nice option to be able to target everything in the room except for members of your group.
Also, question--Will the new CAST ENGAGED hit people who are engaged to you even if they are members of your own party? Could you please consider adding this if it isn't already in effect? It's the same problem with STALK--someone will advance and STALK me and then become immune to the CAST ENGAGED option which I don't believe is fair.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
Also, question--Will the new CAST ENGAGED hit people who are engaged to you even if they are members of your own party? Could you please consider adding this if it isn't already in effect? It's the same problem with STALK--someone will advance and STALK me and then become immune to the CAST ENGAGED option which I don't believe is fair.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
POWERHAUS
Re: Tentative Magic 3.0 Spell List
09/29/2010 01:15 PM CDT
pvp group combat... you know that'd also work on monsters too(since they seem to group)
request that chain lightning when cast, also has the possibility to jump to those grouped to whatever it hits.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
request that chain lightning when cast, also has the possibility to jump to those grouped to whatever it hits.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
CHRISTIANSONK3
Re: Tentative Magic 3.0 Spell List
09/29/2010 02:34 PM CDT
>>It's not like you say to the rangers and paladins that because they are magic third they will only work at a baseline with it, which would probably mean no spellbooks and just AP spells.
Yea because that would be completely absurd. Take away Paladin spells and you have Commoners who can protect people.
The fact that you can come up with that comparison in the same thread where you have GM's talking about how the guild direction is to make War Mages walking death machines and napalming entire areas is just a LITTLE obnoxious.
-Landros
Yea because that would be completely absurd. Take away Paladin spells and you have Commoners who can protect people.
The fact that you can come up with that comparison in the same thread where you have GM's talking about how the guild direction is to make War Mages walking death machines and napalming entire areas is just a LITTLE obnoxious.
-Landros
APATHETICSMILE
Re: Tentative Magic 3.0 Spell List
09/29/2010 03:21 PM CDT
>>(As yet unnamed)
Esoteric Cyclic Augmentation / Targeted spell. Draws forth the latent potential within your familiar, allowing them to serve you in combat for a time. The familiar can be directed to attack a target of your choice or attack freely. It will continually attack its target until it is slain, then move on to the next.
Can we hear more about this? Will the familiar's become killable? Will we lose our talisman if they die? Will this spell be an effective way to train TM? Will we be getting new familiar types or is this aimed at being used with our fir familiars? Will the familiar type matter to the damage output?
Esoteric Cyclic Augmentation / Targeted spell. Draws forth the latent potential within your familiar, allowing them to serve you in combat for a time. The familiar can be directed to attack a target of your choice or attack freely. It will continually attack its target until it is slain, then move on to the next.
Can we hear more about this? Will the familiar's become killable? Will we lose our talisman if they die? Will this spell be an effective way to train TM? Will we be getting new familiar types or is this aimed at being used with our fir familiars? Will the familiar type matter to the damage output?
BDRUYON
Re: Tentative Magic 3.0 Spell List
09/29/2010 04:09 PM CDT
>> The fact that you can come up with that comparison in the same thread where you have GM's talking about how the guild direction is to make War Mages walking death machines and napalming entire areas is just a LITTLE obnoxious. <<
Don't forget about our walking death pets either! :)
You won't get a silly quote from me!
-Me
Don't forget about our walking death pets either! :)
You won't get a silly quote from me!
-Me
BDRUYON
Re: Tentative Magic 3.0 Spell List
09/29/2010 04:26 PM CDT
I may take some heat for this, but it really seems all this frustration is centered around PvP conflicts. As a WarMage, I'm glad we have spells of cataclysmic destruction at our fingertips over stealth revealing or inhibiting spells. Let's just call stealth our Achillies heel. I mean, think about it, if we could easily detect a thief or ranger or uber hider with a simple spell instead of having to work at it (i.e. perception), who wouldn't want to be a WarMage? Why should we take away one of the major assets of those guilds? It would be like stripping our TM abilities.
I do believe we are quite a force to contend with as we are, even against stealthers in a PvP situation. Best advice is to just figure out a strategy to become triumphant over your opponent. We do have the means at our disposal. If at first you don't succeed, try try again. Try something different, try something new, ask for advise, practice sparring with others wanting to learn how to deal with PvP situations.
I for one, am against PvP and don't condone it, but realize there are situations where it can be unavoidable. It never hurts to be prepared.
That said, I know Marsais has weekly sparring and PvP training in Therenborough, and he knows what he's doing. ;)
Thanks all, carry on!
You won't get a silly quote from me!
-Me
I do believe we are quite a force to contend with as we are, even against stealthers in a PvP situation. Best advice is to just figure out a strategy to become triumphant over your opponent. We do have the means at our disposal. If at first you don't succeed, try try again. Try something different, try something new, ask for advise, practice sparring with others wanting to learn how to deal with PvP situations.
I for one, am against PvP and don't condone it, but realize there are situations where it can be unavoidable. It never hurts to be prepared.
That said, I know Marsais has weekly sparring and PvP training in Therenborough, and he knows what he's doing. ;)
Thanks all, carry on!
You won't get a silly quote from me!
-Me
VEE-REX
Re: Tentative Magic 3.0 Spell List
09/29/2010 04:32 PM CDT
>>That said, I know Marsais has weekly sparring and PvP training in Therenborough
Yeah maybe these guys just need to learn how to PvP lol.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
Yeah maybe these guys just need to learn how to PvP lol.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
COOPERG8
Re: Tentative Magic 3.0 Spell List
09/29/2010 04:43 PM CDT
Just my two cents, but I believe this was already mentioned...
>look
You see [A really crowded place]
>Search
You find nothing!
RT 3 seconds.
You find nothing!
RT 3 seconds.
>n
You go north!
>prep cl 25
You begin preparing Chain Lightning!
>Cast area
KABOOM.
Failing that, just spam FRB a few times and they won't have the fatigue to do anything.
Or, even better!
>Prep FOI
>Cast
>Win Forever, because they can't get to you neener neener neener.
"The Necromancers are outcasts and not the funny "shade and water" kind."
>look
You see [A really crowded place]
>Search
You find nothing!
RT 3 seconds.
You find nothing!
RT 3 seconds.
>n
You go north!
>prep cl 25
You begin preparing Chain Lightning!
>Cast area
KABOOM.
Failing that, just spam FRB a few times and they won't have the fatigue to do anything.
Or, even better!
>Prep FOI
>Cast
>Win Forever, because they can't get to you neener neener neener.
"The Necromancers are outcasts and not the funny "shade and water" kind."
SHOGUNASSASIN429
Re: Tentative Magic 3.0 Spell List
09/29/2010 06:58 PM CDT
>>Yea because that would be completely absurd. Take away Paladin spells and you have Commoners who can protect people.
>>The fact that you can come up with that comparison in the same thread where you have GM's talking about how the guild direction is to make War Mages walking death machines and napalming entire areas is just a LITTLE obnoxious.
And what exactly are paladins supposed to suck at if WMs are supposed to suck at stealth? Stealth too?
Oh but that's right, they get spells that make it easier to see people in hiding. So you get boosts to a tert skill using a tert skill.
WMs have always been walking death machines. We kill stuff faster then anyone else, by far. Still doesn't help much when you get one hit by a poorly trained thief because BS is BS.
>>The fact that you can come up with that comparison in the same thread where you have GM's talking about how the guild direction is to make War Mages walking death machines and napalming entire areas is just a LITTLE obnoxious.
And what exactly are paladins supposed to suck at if WMs are supposed to suck at stealth? Stealth too?
Oh but that's right, they get spells that make it easier to see people in hiding. So you get boosts to a tert skill using a tert skill.
WMs have always been walking death machines. We kill stuff faster then anyone else, by far. Still doesn't help much when you get one hit by a poorly trained thief because BS is BS.
CHRISTIANSONK3
Re: Tentative Magic 3.0 Spell List
09/29/2010 07:21 PM CDT
>>So you get boosts to a tert skill using a tert skill.
If you are referring to glyphs, those aren't based off any tert skill.
If you are referring to our spells, the only spell example I can think of that boosts tert skill is Sentinel's Resolve, which isn't an evasion booster like SoP, its just a generic defense booster.
>>Still doesn't help much when you get one hit by a poorly trained thief because BS is BS.
Yea no kidding, but thats not the point. We both know (along with anyone else who reads the boards) that BS is getting a re-write, so your argument can't really be that WM's need a perc boost because BS is broken.
>>And what exactly are paladins supposed to suck at
This question really illustrates my point. What the GM's are saying is that the war mages need to be bad at SOMETHING. Play a Paladin for long enough and you'll be asking to be good at ANYTHING (besides gaining shield ranks at a primary rate).
-Landros
If you are referring to glyphs, those aren't based off any tert skill.
If you are referring to our spells, the only spell example I can think of that boosts tert skill is Sentinel's Resolve, which isn't an evasion booster like SoP, its just a generic defense booster.
>>Still doesn't help much when you get one hit by a poorly trained thief because BS is BS.
Yea no kidding, but thats not the point. We both know (along with anyone else who reads the boards) that BS is getting a re-write, so your argument can't really be that WM's need a perc boost because BS is broken.
>>And what exactly are paladins supposed to suck at
This question really illustrates my point. What the GM's are saying is that the war mages need to be bad at SOMETHING. Play a Paladin for long enough and you'll be asking to be good at ANYTHING (besides gaining shield ranks at a primary rate).
-Landros
JULIAN
Re: Tentative Magic 3.0 Spell List
09/29/2010 07:24 PM CDT
>>This question really illustrates my point. What the GM's are saying is that the war mages need to be bad at SOMETHING. Play a Paladin for long enough and you'll be asking to be good at ANYTHING (besides gaining shield ranks at a primary rate).<<
Paladins are pretty beastly. Just because they're not top of the heap for PvP doesn't mean they aren't good.
Paladins are pretty beastly. Just because they're not top of the heap for PvP doesn't mean they aren't good.
CHRISTIANSONK3
Re: Tentative Magic 3.0 Spell List
09/29/2010 07:47 PM CDT
Alright fine I'll admit I was exaggerating a bit. I shouldn't be reading the WM folder anyway, it just gets me all angsty (yes, because i'm jealous).
-Landros
-Landros
SHOGUNASSASIN429
Re: Tentative Magic 3.0 Spell List
09/29/2010 07:51 PM CDT
>>This question really illustrates my point. What the GM's are saying is that the war mages need to be bad at SOMETHING. Play a Paladin for long enough and you'll be asking to be good at ANYTHING (besides gaining shield ranks at a primary rate).
I don't want to start a guild vs guild argument, i obviously didn't mean that rangers and paladins shouldn't have their own spell books but that is certainly the baseline of magic.
Also we both know (along with everyone else who reads the boards) that armor is getting a rewrite as well. And i was talking about Clarity.
I don't want to start a guild vs guild argument, i obviously didn't mean that rangers and paladins shouldn't have their own spell books but that is certainly the baseline of magic.
Also we both know (along with everyone else who reads the boards) that armor is getting a rewrite as well. And i was talking about Clarity.
CHRISTIANSONK3
Re: Tentative Magic 3.0 Spell List
09/29/2010 08:06 PM CDT
>>And i was talking about Clarity.
Clarity doesn't boost perception, it just gives us more specific messaging when we get our 'sixth sense' messages. It can even get so specific as to give us a name, i.e. "You sense Mordimer approaching to stalk you", but it doesn't actually give us any sort of spot effect or allow us to point off of that.
-Landros
Clarity doesn't boost perception, it just gives us more specific messaging when we get our 'sixth sense' messages. It can even get so specific as to give us a name, i.e. "You sense Mordimer approaching to stalk you", but it doesn't actually give us any sort of spot effect or allow us to point off of that.
-Landros
FALLENSHADOWS
Re: Tentative Magic 3.0 Spell List
09/29/2010 11:12 PM CDT
>>Clarity doesn't boost perception, it just gives us more specific messaging when we get our 'sixth sense' messages. It can even get so specific as to give us a name, i.e. "You sense Mordimer approaching to stalk you", but it doesn't actually give us any sort of spot effect or allow us to point off of that.
That sucks, it use to boost perception quite a bit.
_______________________
As good almost kill a man as kill a good book; who kills a man kills a reasonable creature, God's image; but he who destroys a good book, kills reason itself, kills the image of God, as it were in the eye.
-John Milton
That sucks, it use to boost perception quite a bit.
_______________________
As good almost kill a man as kill a good book; who kills a man kills a reasonable creature, God's image; but he who destroys a good book, kills reason itself, kills the image of God, as it were in the eye.
-John Milton
DRUHANL3
Re: Tentative Magic 3.0 Spell List
09/30/2010 08:04 AM CDT
>Still doesn't help much when you get one hit by a poorly trained thief because BS is BS.
Mord, ROS is suppose to work on hiders per Wythor. I haven't tried it, but if it indeed does, then put up ROS and the thief will have to contest your TM to get to melee - right?
Mord, ROS is suppose to work on hiders per Wythor. I haven't tried it, but if it indeed does, then put up ROS and the thief will have to contest your TM to get to melee - right?
MOD-WORDAN
Re: Tentative Magic 3.0 Spell List
09/30/2010 08:05 AM CDT
A post was hidden. Please keep this constructive.
You've all done a good job about not straying too far into guild vs. guild territory, but it has been getting close lately, so please tread carefully.
Wordan
DragonRealms Board Monitor
If you have questions or comments, please email me at MOD-Wordan@play.net or Senior Board Monitor Sidatura at (DR-Sidatura@play.net) or Message Board Supervisor Annwyl (DR-Annwyl@play.net).
You've all done a good job about not straying too far into guild vs. guild territory, but it has been getting close lately, so please tread carefully.
Wordan
DragonRealms Board Monitor
If you have questions or comments, please email me at MOD-Wordan@play.net or Senior Board Monitor Sidatura at (DR-Sidatura@play.net) or Message Board Supervisor Annwyl (DR-Annwyl@play.net).
POWERHAUS
Re: Tentative Magic 3.0 Spell List
09/30/2010 09:17 AM CDT
That thing thieves do to jump to melee will bypass it, it will still pulse if it's at melee and they're at melee, but it won't actively block their engagment, same with Charging while advancing.
Not sure how the thief thing works, but i'm sure it could completely bypass a pole range ROS if they can jump from missle to melee.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
Not sure how the thief thing works, but i'm sure it could completely bypass a pole range ROS if they can jump from missle to melee.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
SHADESLAYER
Re: Tentative Magic 3.0 Spell List
09/30/2010 04:43 PM CDT
-- Aether Manipulation --
>>Aether is being removed as a damaging spellbook because it doesn't exactly fit the lore particularly well to do so.
Wow, didn’t see this coming. Is it because it doesn’t fit lore or you guys would have to make a whole new damage type vs. armors?
>>Ethereal Shield
Same old, same old. Why is this spell only warding off splash damage vs elemental type spells, and not providing protection against others?
>>Aether Cloak:
Personally I like this change, even if it’s a slight clone of shear. Though I think if the effect of Aether Cloak wins, it should not only redirect the TM spell at full strength but debuff the casters TM or defining stats. Another thing, why take the anti-scrying purposes of this spell away? I don’t think that make sense from a lore standard either.
>>Ethereal Fissure:
Good change here, will we see this spell’s duration increase or stay the same?
>>(Unnamed new spell)A basic Aether Augmentation spell. It improves the caster's skill at targeting magic.
Everyone should be jumping up and down for this spell, can’t way to hear more specifics about it. I don’t think any other guild, except for Moon Mages have the option to boosting their TM (and they can’t do it that often).
-- Electric Manipulation --
>>Arc Light:
Probably one of the BEST changes, this spell is completely useless in game at the present moment. Another replica of a moon mage spell, but who cares.
>>Tingle:
Hurray for debuff, I’m also in favor of keeping the disarming functions. (If not just against creatures) Perhaps we could put a cooldown on the target picking their weapon/items back up, charging the items with some sort of electric field that prevents them or anyone else from snatching it up.
>>Static Discharge:
Boo. The removal of this spell really does say a lot about the death of nerve damage and it’s effectiveness.
>>Lightning Bolt:
Did someone say that there won’t be any nerve damage related to this spell? May I ask, why not? Mechanism of action, if you get hit by a lightning bolt… your nerves get screwed up.
>>Chain Lightning:
Right now Chain Lightning is basically broken, I look forward to this change but I am not happy about it being reduced to a single bolt per target. The spell should be a lot more accurate if that’s the case and it should also be a lot more easier to cast.
>>Gar Zeng:
Heh, this spell makes me imagine the battle with Yoda Vs. the Emperor in the 3rd Star Wars movie.
>>Ball Lightning:
Take it away, the familiar thing sounds better.
-- Fire Manipulation --
>>Sun Lance:
Will this spell be more effective while the sun is up? Please include gory messaging like Aether Lance provided, that’s one of the main reasons I liked that spell.
>>Fire Ball:
Initial hit, more damage… conflagration effect less damaging, makes sense… but if your using this spell you can amplify damage with naphtha.
>>Dragon's Breath:
Good deal, the spell sounds like it will be a lot more effective. I hope this spell retains a long duration and the spell messaging must be better, I want to breath fire at someone… not spit it.
>>Mantle of Flame:
Exciting, the introduction of Elemental Transformations. The only problem I have with this spell is the mechanism of action ordeal, if you are lit aflame people should be able to notice you hiding and on the opposite side of that argument, you should be able to notice people approaching you more effectively. Even with supernatural hiding(invisibility) the intense flames make the light bend around you in a sporadic manor, which should lessen the effect.
>>Fire Rain:2) Cyclic Area Effect Multi-Strike TM. Would immediately and then continuously strike all targets in the room with you multiple times. Cannot be targeted.
This is my vote. Will we be able to shape the cloud still? This spell could be helpful for crowd control in invasions, or massive group hunts… but, it always seems to break. With considerable amount of arcane, you should be able to hold it for longer than a minute.
>>Mark of Arhat:
I REALLY like the idea of having amplify damage for Fire Manipulation, but I’d rather vote for the DoT option.
>>Ignite:
If you have capped damage on a weapon already, will this enchantment really make damage all that much better?
-- Water Manipulation --
>>Frostbite:
Good deal, perhaps look into it being a cyclic spell as well?
>>Ice Patch:
The return of Ice Patch, hooray. Although I’ve also got accustomed to the new targeted spell, wouldn’t mind it either way.
>>Rising Mists:
Maybe look into boosting the accuracy of Water Manipulation spells with this spell up as well?
>>Veil of Ice:
Watered down version of AC, provides the Warrior Mage with multiple strategic options.
>>Chill Geyser:
Will there be any secondary effects with this spell, like including fatigue damage? I’d like to see this spell ‘freezing’ people in a manner that makes them move around more slower.
>>Rimefang:
I love this spell, and my character is a fire manipulation fanboy.
-- Earth Manipulation --
>>Tremor:
I think in either case, casting single target or area that the Warrior Mage should not be effected by the balance/knockdown effect. I’ve always thought of this type of spell being cast central to the mage, spreading outward like a shockwave in a pulsating manner.
>>Sure Footing:
The argument with taking away the agility boosting of this spell, I don’t fully understand. I’ve always imagined the caster connecting with the earth in a perceptive way, which heightened his/her awareness with the environment around them. But hey, it’s still a good spell.
>>Ring of Spears:
I like this spell, but through some testing of my own I’ve seen that it’s not entirely as effective compared to Rimefang. Also, the fact that Thieves can skip to our melee and totally bypass the pole reducing function of this spell irks me. But again, we have spells like Lightning Bolt that can bypass shield completely, so we have to take our lumps too.
>>Magnetic Ballista:
The way it is now is perfectly fine… EXCEPT for the fact that people can turn the ballista against the caster. Will you guys be changing this?
>>Aegis of Granite:
Come on… pretty please give us a ‘HULK SMASH’ with this spell? :D
>>Anther's Call:
I’d like to see longer duration with this spell, or shorter RT for the Warrior Mage that’s casting it.
-- Air Manipulation --
>>Air Bubble:
Lol. Blurp, blurp.
>>Paeldryth's Wrath:
I’m going to guess that were not going to be able to use Naptha through our TM anymore to strike people without contesting LT? If so…. Boo on you.
>>Shockwave:
The way this spell currently functions is perfect, if you ask me. People getting hit by a massive shockwave and flinging them to adjacent rooms with RT doesn’t’ sound like it’s overdoing anything.
>>Vertigo:
Can we see an addition of 1-2 second RT interruptions with successful casts?
>>Y'ntrel Sechra:
Like someone else stated, the fact that the hinderance reduction is going away is a big letdown. I know you have said that armor ranks will be entirely more important in Combat 3.0, but the most I see coming from this spell is a armor boost of about 30-40 ranks since we are armor tertiary.
>>Blufmor Garaen:
Thinkin about adding knockback option with a new verb, PUNCH perhaps.
Looking forward to hearing about Fist of Stone and Frost Scythe and overall I think the changes will be mostly for the good. It’s no secret that we will continue to have problems versus survival prime guilds in PvP combat, so I really hope these combat changes reduce the overpowered effectiveness of ranged combat. In game as it is, a fully targeted TM spell has nothing on a fully targeted ranged attack.
I’d also have to agree with GAND-MAD that the secondary function of this guild, lore, needs to be improved. His spells are a great candidate, we need something outside of combat that gives the guild more character.
Which would be worse? To live as a monster or to die as a good man?
JULIAN
Re: Tentative Magic 3.0 Spell List
09/30/2010 05:24 PM CDT
>>That thing thieves do to jump to melee will bypass it, it will still pulse if it's at melee and they're at melee, but it won't actively block their engagment, same with Charging while advancing.<<
I'm not sure this is correct. From playing with it when it was released it seems it pulses whenever something hits the appropriate range and before the engager can attack.
I'm not sure this is correct. From playing with it when it was released it seems it pulses whenever something hits the appropriate range and before the engager can attack.
PEPEROMAN
Re: Tentative Magic 3.0 Spell List
09/30/2010 06:26 PM CDT
<<Everyone should be jumping up and down for this spell, cant way to hear more specifics about it. I dont think any other guild, except for Moon Mages have the option to boosting their TM (and they cant do it that often).>>
-- Transcendental Necromancy --
NEW SPELL:
An introductory Transcendental Augmentation spell. Improves Targeted Magic.
-- Transcendental Necromancy --
NEW SPELL:
An introductory Transcendental Augmentation spell. Improves Targeted Magic.
SHADESLAYER
Re: Tentative Magic 3.0 Spell List
09/30/2010 06:30 PM CDT
I stand corrected. Haven't had a chance to gander at any other guilds magic releases, except for moonies.
Which would be worse? To live as a monster or to die as a good man?
Which would be worse? To live as a monster or to die as a good man?
DR-ZEYURN
Re: Tentative Magic 3.0 Spell List
09/30/2010 06:35 PM CDT
Necros and War Mages are the two guilds with a very high TM focus, although for entirely different reasons. Clerics have a lesser TM focus but towards the undead.
-Z
-Z
GERSTEINJ2
Re: Tentative Magic 3.0 Spell List
09/30/2010 06:41 PM CDT
<<with a very high TM focus, although for entirely different reasons.>>
seems like similar reasons to me. took a commoner by two different places, one of which was guildmaster Gauthus. both spoke of power and knowledge. :-)
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
seems like similar reasons to me. took a commoner by two different places, one of which was guildmaster Gauthus. both spoke of power and knowledge. :-)
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
SHADESLAYER
Re: Tentative Magic 3.0 Spell List
09/30/2010 06:55 PM CDT
>>Necros and War Mages are the two guilds with a very high TM focus, although for entirely different reasons. Clerics have a lesser TM focus but towards the undead.
So when do we get a TM snipe option, since we are sharing. But really, Necromancer's get the best of both worlds with a high focus on TM and being survival prime. This must be because of the fact life is so hard on them and they can't enter towns.
The balance just isn't there...
Which would be worse? To live as a monster or to die as a good man?
So when do we get a TM snipe option, since we are sharing. But really, Necromancer's get the best of both worlds with a high focus on TM and being survival prime. This must be because of the fact life is so hard on them and they can't enter towns.
The balance just isn't there...
Which would be worse? To live as a monster or to die as a good man?
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:02 PM CDT
>>The balance just isn't there...
I'm amused by the juxtaposition of the Warrior Mages screaming because we refuse to give them a bonus in something, against the Moon Mages screaming that we are taking one of their more prized abilities away, against the Necromancers screaming that we're going to give them death scenarios where they have a chance of losing everything they hold dear.
You're correct, the balance isn't there.
-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
I'm amused by the juxtaposition of the Warrior Mages screaming because we refuse to give them a bonus in something, against the Moon Mages screaming that we are taking one of their more prized abilities away, against the Necromancers screaming that we're going to give them death scenarios where they have a chance of losing everything they hold dear.
You're correct, the balance isn't there.
-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
ALGOTHI
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:07 PM CDT
>I'm amused by the juxtaposition of the Warrior Mages screaming because we refuse to give them a bonus in something, against the Moon Mages screaming that we are taking one of their more prized abilities away, against the Necromancers screaming that we're going to give them death scenarios where they have a chance of losing everything they hold dear.
Hmm, Ive got a good idea for a (de)motivational poster.
Change. It cannot happen without a lot of screaming.
Elusive
mundus vult decipi, ergo decipiatur
Hmm, Ive got a good idea for a (de)motivational poster.
Change. It cannot happen without a lot of screaming.
Elusive
mundus vult decipi, ergo decipiatur
GRIM45
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:19 PM CDT
>> Your right, we are screaming for our lives right now because you taketh away, refuse to balance things out and instead, you give everyone else the things that we covet as our own power house.
Hi there chicken little.
TG, TG, GL, et al.
Also: Moo.
Hi there chicken little.
TG, TG, GL, et al.
Also: Moo.
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:44 PM CDT
>>Hmm, Ive got a good idea for a (de)motivational poster.
>>Change. It cannot happen without a lot of screaming.
It's pretty much true. The amount of upset for any particular change is by-and-large static. The metric isn't whether or not people are upset (people are always upset), but what they're upset about.
-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
>>Change. It cannot happen without a lot of screaming.
It's pretty much true. The amount of upset for any particular change is by-and-large static. The metric isn't whether or not people are upset (people are always upset), but what they're upset about.
-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
MOD-WORDAN
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:49 PM CDT
Posts were hidden. Please keep the personal attacks and inflammatory statements out of the discussion. Everyone was doing so well with keeping it constructive. Please continue to do so.
Wordan
DragonRealms Board Monitor
If you have questions or comments, please email me at MOD-Wordan@play.net or Senior Board Monitor Sidatura at (DR-Sidatura@play.net) or Message Board Supervisor Annwyl (DR-Annwyl@play.net).
Wordan
DragonRealms Board Monitor
If you have questions or comments, please email me at MOD-Wordan@play.net or Senior Board Monitor Sidatura at (DR-Sidatura@play.net) or Message Board Supervisor Annwyl (DR-Annwyl@play.net).
POWERHAUS
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:52 PM CDT
Hoping RM is still useful against a certain necro spell.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:53 PM CDT
>>Hoping RM is still useful against a certain necro spell.
You'll need to clarify the question.
-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
You'll need to clarify the question.
-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
SOMNIUM-VISUM
Re: Tentative Magic 3.0 Spell List
09/30/2010 07:55 PM CDT
Its simple, give us 3 spells and a familiar to fight by our side, and we are happy.
Spell 1) Buffs shield, evasion, parry, perception, armor, reflex, agility
Spell 2) TM based, one big hit spell, something that hits with the power of a space-shuttle at full speed.
Spell 3) TM based, attacks everything in the room in this "nuke" effect that has been discussed
This giving us the buffs we want, the big power TM spell we are all unhappy about losing, and also the TM training kill everything in a flash style thing.
Also, the familiars skills should totally be based on our TM ranks, if we have 500 TM ranks, the familiar should have 500 in attack and defence.
Spell 1) Buffs shield, evasion, parry, perception, armor, reflex, agility
Spell 2) TM based, one big hit spell, something that hits with the power of a space-shuttle at full speed.
Spell 3) TM based, attacks everything in the room in this "nuke" effect that has been discussed
This giving us the buffs we want, the big power TM spell we are all unhappy about losing, and also the TM training kill everything in a flash style thing.
Also, the familiars skills should totally be based on our TM ranks, if we have 500 TM ranks, the familiar should have 500 in attack and defence.