The damn mud crashed last time...
Create mages, yeah.. I cant believe you guys are whining
about healing for create. Its fine. Maybe make the amount
of roots you can eat be alittle higher for high mind... but I
really dont think big changes are needed for the roots themselves.
What does need change, are the other spells that they have.
That archer spell should take like lowlow mana.. I think under
50. Skar has tried using it on me in pkill and its so dumb that
you could just flee out of it. Even in mob kill, who the hell wants
to spend all that mana for a charmie that works once.
DH had some good ideas about making charmies respond to more
commands... if you can order them to rescue.. then they are already
looking better. I also think that even a blind charmie should be able
to still follow its master if not attack. At least then a mage could
lead his blind charmies to safety and then get them cure blind.
As a pkiller, Im shocked at how useless charmies are. They are just
so damn easy to blind. Even in mob kill, they suck up so much xp that
they arent even worth it.
Consider a magic spell for groups that a create mage could cast on
his/her charmies... like 16 base mana, and then 10 per charmie in the
group. Making charmies and then sinking each of them is stupid too.
I guess you should think skill... if a caster has to order his charmies to
do their special, you are giving more ability to the player with skill.
Too many people are half mages to make any of the wall spells
useful. Maybe you should make certain spells not possible together
like magic sink and detect illusion...
And I think the new dagger that major poisons is a bit overpowered...
but at least you gave a useless createmage spell a new meaning:).
But seriously, leave the roots alone=p. Zero fill value is just
ridicules (people will make battle mages with chalices, and just use roots
and NO other spells). Making them last longer is ridicules (people
will just make a bunch, meditate up.. and then massacre)
Tuesday, September 19 2000, 02:54PM
How about the option to have the charmies auto-assist you
if you go into combat? If they're not blind of course.
Tuesday, September 19 2000, 06:17PM
Hm, assisting acts...could be pretty cool. I think only some types of
charmies should do this -- maybe changing the charmies so that some of
them have the autoassist, and others have other strengths. As it is,
not too much is there to differentiate them, leading to less variety
Tuesday, September 19 2000, 06:27PM
No way, create roots with 0 food value would be the same
as cause mages cure crit, why r you so against roots
matching a cause mage? and no AGAIN, you wouldn't be able
to make a bunch then meditate up if they only lasted 1 tick.
Create used to heal better than cause, now you have to
wait an hour before each fight to get hungry, it's crap.
Tuesday, September 19 2000, 06:31PM
As for charmies.. on Duris they auto assist and the non-casting
charmies will auto rescue. You can also order them
and agg mobs will attack them.. They can kick, bash, cast
nuking & prep spells, just about everything. Here they just
stand there and die for you. hmmm..
Tuesday, September 19 2000, 07:36PM
charmies flat out do enough damage, the most annoying thing though
is for them to be blinded and just rendered useless. there is still
a chance it can get through sink. thats why i say you give them back holy
light or whatever it was called. ya know ummmmm cant be blinded or anythin
im sure there is more to it than jsut that or hell im not sure
if holy light has to do with being blinded. either way i think
etheric archer should shoot way more often then it does or maybe have
its piercing attack poison them or something silly. i dont know
but 100 mana is a tad bizarre for it for the things it does
Wednesday, September 20 2000, 10:08AM
Ptwang, this is why Im against 0 fill value..
Its not the same as cause... first of all the ratio of mana
to hps is much better:
240 mana yields 10 30 hps roots more or less for 300hp total
240 mana in cure crit is about 200 to 225 mana in cure crits
depending on mind.
Zero fill value would yield 50mind create mages that heal so well
that all their mana is used for healing. A 100mind cause mage
wouldnt be able to heal nearly as well, and have lots less mana to
do it with, cause 100mindcause, unlike lowmind create, NEEDS mana to
Ptwang, you know that if your idea went through, you would make
ONLY endless heal lowmind create mages with chalices.
And stop comparing it to cause healing, you need to sacrifice a lot
of fight stats to get half effective with it.. thats not the case for
Trust me, I have two pkillers... one is lowmind create and one
is high mind cause... the lowmind create one will be invincable if he
used all 400+ of his mana, AND a couple chalices for heal while
doing damage with backstab, and other MANAFREE attacks
that my cause mage doesnt have the stats to do.
Wednesday, September 20 2000, 11:18AM
I'd like to see charmies be able to rescue when ordered. I'm not so sure
I'm in favor of auto-rescue from a balance perspective. You'd never be
able to land a blow on a mage if their charmies constantly rescued them,
unless you disabled them -- perhaps with blind.
I agree that it's very disappointing to spend 200 mana on a titan and have
him blinded and made useless. Holylight isn't really the answer, however.
Holylight would let them also see invisible and hidden characters. You'd
be able to manipulate invisible objects this way as well. If they were
equipped with the blindness immunity flag, then you'd still have a chance
to blind them, but it wouldn't be an automatic thing. A mage could also
augment this protection with a magic sink, if they had the time or the
The archer is another disappointment sometimes. If your opponent flees or
calms, they vanish. If you're lucky, the archer will shoot just after the
target flees and bring them back and restart combat, but that's very rare
in my experience. Change the archers to relentlessly track the target down
until the target is dead or something like 5 ticks pass.
I've long believed that charmies should have hp proportional to their
master's mana. Greater elementals have half their master's hp, which is
silly, imho. Greater summonings used to have the same hp as their master,
until they were at least changed to rely on mind for hp.
If you're a create mage, your charmies suck for hp unless you're con or
have your hp pumped up some other way. It's harder to have good charmies
if you're dex or str. Make greater summonings have hp equal to their
master's max mana. Greater elementals would have half that amount. Normal
elementals would have a quarter of their master's max mana.
I maxed my wizard's mana out at over 800. It was useless, for all prac-
tical purposes. Dropping mind, maxing con and adding +hp gear resulted in
a much better character, which is just silly considering that all other
magic (well, lots of it) gets better when you have more mind.
Thursday, September 21 2000, 12:33AM
Seems you didn't read any of my earlier posts properly,
I also said that the mana cost or healing should be dropped
to be comparable with cause healing.
Thursday, September 21 2000, 12:46AM
I'm also not gonna just 'trust you', my old 100 dex 100 perc
spam create was probably the reason roots were changed as
it happened soon after I started hassling the Coven.
I know that was overpowered, but with the proper adjustments
create could heal on par with cause healing taking circle
or mind into consideration if need be.