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Post by deltajesus on Feb 1, 2012 1:58:01 GMT -5
I'm not sure if it's a special heroes poison or something but you don't need netherwart for poisons, you only need it for positive potions.
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Post by Orman Grandclaw on Feb 1, 2012 12:07:36 GMT -5
I'm not sure if it's a special heroes poison or something but you don't need netherwart for poisons, you only need it for positive potions. Thats unture im afriad-potions without netherwart only form pots of weakness. Neatherwart is pretty much the base of all pots.
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Post by Micah Keyshin on Feb 1, 2012 19:05:34 GMT -5
Is it just me or is the rogue class not very well balanced in terms of skills? It has bleed just as the warrior does, and the sneak/stun...but alchemy? I remember the old poison which used rotten flesh and seemed to be fine....and I understand the implementation of alchemy poisons....but the fact is that 1 netherwart costs 1700gsd and only makes 3 poisons, whereas the other classes (as far as I'm aware) don't have to spend even near as much gsd to use their proprietary skills. You dont need potions to use skills
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Post by alwayzbored114 on Feb 1, 2012 19:57:18 GMT -5
Also, be happy you have a practical and valuable profession skill....... Warriors have Woodcutting, woo-hoo =_=
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Post by deltajesus on Feb 2, 2012 3:03:45 GMT -5
Atleast you have a skill you can use, enchanting hasn't been fixed for mages yet.
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Shawn Benoit
Experienced Miner
I AM FEAR AND FEAR FEARS NOTHING!
Posts: 312
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Post by Shawn Benoit on Feb 2, 2012 12:37:29 GMT -5
Should I go for Necromancer or Dark Priest?
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Post by deltajesus on Feb 2, 2012 12:44:36 GMT -5
I don't really know about their skills but it generally depends on your play style, so post how you usually play games (RPG games especially) and we'll see which class suits you best (Or atleast I will try to).
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WILD_PICKLE
Experienced Miner
A WILD_PICKLE apeared!!
Posts: 361
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Post by WILD_PICKLE on Feb 2, 2012 13:36:41 GMT -5
Im pretty sure necromancer is a spec of a darkpriest
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Shawn Benoit
Experienced Miner
I AM FEAR AND FEAR FEARS NOTHING!
Posts: 312
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Post by Shawn Benoit on Feb 2, 2012 18:33:12 GMT -5
Im pretty sure necromancer is a spec of a darkpriest Ah. In that case, does a Necromancer really summon undead, or is it just a cool name?
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Post by krazzie on Feb 2, 2012 18:37:47 GMT -5
Im pretty sure necromancer is a spec of a darkpriest Ah. In that case, does a Necromancer really summon undead, or is it just a cool name? really summon undead.
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Spwack
Veteran Explorer
70 years old, still going strong
Posts: 550
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Post by Spwack on Feb 3, 2012 5:47:10 GMT -5
I just love being an OP mage... Creeps and spiders go POP, zombies just grunt at you while you reload, and skeletons... shoot arrows at you.
But still, OP mage is (sigh) not good. Maybe mages can't sprint at all? Or if mages have taken any damage they cant sprint, cause RP i'm an old man. How about rouges have extra sprint, mages have no sprint, and warriors have increased damage?
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Post by Orman Grandclaw on Feb 3, 2012 8:06:47 GMT -5
I just love being an OP mage... Creeps and spiders go POP, zombies just grunt at you while you reload, and skeletons... shoot arrows at you. But still, OP mage is (sigh) not good. Maybe mages can't sprint at all? Or if mages have taken any damage they cant sprint, cause RP i'm an old man. How about rouges have extra sprint, mages have no sprint, and warriors have increased damage? There has already been a debate about reducing movement speed while casting earlier in the thread.
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Post by Orman Grandclaw on Feb 7, 2012 10:29:41 GMT -5
I've recently had a massive brainwave, one which could help to solve the problem of kiting making mages OP. I will first list the proposals and then attempt to explain the proposals as fully as possible.
Proposals: -Raise all spell's mana usage to 100 -Introduce a skill called "Charge" (or a better name). This skill will have the effect replenishing mana back to 100, and will also impose the potion effect "slowness" on the caster for 4 secs. Recharge time may be a sensible 4 secs (or any other sensible value).
Explanations: This proposal's main aim is to solve the problem of "kiting". By raising all spells' mana usage to 100, the caster is then forced to use the "Charge" skill to recharge their magical potential before another spell could be cast. The "Charge" spell, as proposed, has a side-effect of slowing down the caster, perventing him from quickly fleeing from his opponent. To transfer this proposal to RP terms, one can assume that after a mage casts a spell, he has to draw more energy from his surrounding to ready another spell. This focusing of enegy requires concentration, and it is usually the case that it is difficult to concentrate when one is fleeing as fast as his legs can carry him.
As a side effect, this proposal makes mages more realistic in RP terms. The recharge time for the skill "Charge" could be set according to how fast admins wish for mages to be able to cast. Higher level mages will no longer be able to spam a barrage of different spells in quick sucession, allowing recharge times for stronger spells to be reduced. This makes RP more realistic as it is usuall that mages concentrate on each and ever different spell thhey cast rather than throw a messy group of spells and flee into a corner to recharge. This also allows a greater number and variety of spells to be introduced to the mage classes, without the balance problems of spamming.
If you are unsuare about any of the elemts of the proposal, plz feel free to ask.
Edit: Then new "Charge" skill could also be programmed to consume some items when used-this would remove the protests that mage attacks are cheap.
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Post by alwayzbored114 on Feb 7, 2012 15:55:43 GMT -5
I believe while a great idea, Orman's needs some tweaking. One major thing is that would throw mages from OP to UP, but I may have an idea. In addition to Orman's idea, what about if Mages received not only telekinesis, but also a MINOR/DOWNGRADED Force Push ability or the Glass Shield? I think its ok if mages need to run away in a slight way, but not to the point where they are uncatchable! Also, I think (if possible), spwacks Idea is good. Would it be possible that if damage is taken, Sprint would be unavailable for a few seconds? if it is easily code-able, I think that'd be a great addition.
Another thing I've witnessed now is the Lack of Priests. Many people seem to think that the Priest is weak, when in fact it is very powerful if used correctly and in a team, especially. One new guy even thought a Level 50 CLERIC was weak (idiot). I dont know if any changes are in order, but maybe a stronger bias/influence in Gaia to get some newbs down the path of healing.
EDIT: Also, this idea is prob to bias toward Warriors, but Ill just say it so others can reflect on it. Would it be possible that a highER level Warrior (like maybe level 30/40?) could get a Armor Proficiency skill that just lets armor last longer? Because even if you do go to a blacksmith like DAILY, you have to bring about 20 Ingots to repair the armor. OR, as I stated awhile ago, what if Blacksmiths could use a skill to make armor/tools, and it would automatically come with an Efficiency Enchantment that makes it last longer. Again, this is very OP toward my personal favorite classes, just spit-ballin as usual :3
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Post by Orman Grandclaw on Feb 8, 2012 10:30:51 GMT -5
Currently, taking damage removes the run status if you are running, so, in a way taking damage already prevents poeple from running.
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