Mage Suggestion

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Postby 12345 » Thu Dec 21, 2006 12:29 pm

Pretty sure that Falsra is correct in that all the classes pick up extra spelldam. However, the only spells that can really compete with a mage's blasts are dawnfire (outside, 2 ticks a day) and a cry of the avatars with high +chr, and that only for percent unsaved, an unsaved frostbolt will still put it to shame.

So, you can basically compare it to the restore vs. heal thing. Yeah, you're all doing more damage, but the mage is definately doing it faster. Not to mention the necro is probably focused on +UC gear and -AC, where the mage has +90 spelldam and mirrors and +AC.
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Postby Falsra » Thu Dec 21, 2006 2:02 pm

[quote="13":28h0kf4i]you get an extra mirror at avatar i think. that should be sufficient.
[/quote:28h0kf4i]

no, no extra mirrors.
max = 4, ( 5 if masterful )
:twisted:

/falsra
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Postby 13 » Thu Dec 21, 2006 2:56 pm

ok im sorry, was wrong
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Postby brady » Fri Dec 22, 2006 1:00 am

5.40 mages should get beacon of fortune (back) :twisted:
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Postby Guinex » Fri Dec 22, 2006 4:46 am

UC gear is only for summoning, you would have to be oblivous to run around and kill stuff with it on. *smoke*
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UC gear only for summoning?

Postby Avatar » Fri Dec 22, 2006 10:39 am

That's like saying +hp gear is only for the beginning of the run. Perhaps undead pets could be coded like max hp / max mana. The effects could dynamically wax or wane depending on your current UC gear, instead of being locked at the time of summoning.

No wonder necro's are overpowered!
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Postby alias » Fri Dec 22, 2006 11:28 am

Perhaps you should worry about your own class instead of trying to get someone elses nerfed. My tank when he was -9 died less in a mage tower ruins than my necro at -9 w/ pets so Ill thank you to say necros are not overpowered. while I dont play a mage/thief i think stabbing w/ mirrors would be a nice prime ability.

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Postby Autolycos » Fri Dec 22, 2006 12:15 pm

just remember... everytime you nerf a necro skill/spell

that adds 10 more days to Guinex raping your corpse! :shock:
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necro

Postby Avatar » Fri Dec 22, 2006 12:40 pm

I don't know how we expect the imms to fix these things if noone will talk about them.

[quote:r0n6jx96]help awaken
...
4x40/25 elder ent rooted

Multiple 40s in level are "counted from" the position of druid class
in the caster's classo. So, for example, a Ne/Dr/Ma/Cl would be able
to awaken slime molds at 4x40 and elder ents never.
[/quote:r0n6jx96]

[quote:r0n6jx96]help summon undead
...
Banshee 3x40 40
Phantom 4x40+25 50
Swordwraith 5x40 60
[/quote:r0n6jx96]

So, supplication and the druid awaken spells are limited by the position of the class in your classorder. Necro isn't limited this way.

In my own opinion, necro isn't the one that's broken. It's nice to have abilities that work no matter what position the class is. I wish more classes were as useful.

I've got to go visit family for Christmas, so won't be posting for awhile.
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Postby Krok » Fri Dec 22, 2006 1:14 pm

Talking of this, you'll get necros really nerfed, and then EVERYONE will suffer, cause necros help us all get eq in the groups. If you don't agree, go blast krimeah :))
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balance

Postby Toxis » Fri Dec 22, 2006 3:46 pm

Balance of the undeads for necromancer class is pretty bad. Summon undead sucks, even phantoms with +8 undead control die FAST. For all that mana, I'd rather just frostbolt. Banshees are completely worthless now, a brilliant gift for any tri 40 necromancer. And undead control eq can only be worn when you summon undead, doesn't seem right.

What Tony DIDN'T want for undeads is the best use for them, and that's in groups. When I asked him why do undeads steal exp from groups, his reply was "because I don't want a group with an army of undead behind them".

Here's my thoughts on the subject:
1: More than double the hit points for summoned undead.
2: Half the damage the undead do.
3: Make it so UC eq has to be worn at all times or the undead control affects go away.
4: Make the UC have ac, and/or add more UC with ac +stats.
5: Summoned mobs attack other summoned mobs when grouped with another player.
6: Give banshees hp more than wraiths.

And another thought, avatars should be able to cast all supplicants, or at least all those up to tri40 :(. Avatar 40 can't even cast a kachina :P.

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Classo balance

Postby victory » Fri Dec 22, 2006 4:39 pm

I think that the current balance is good. Some class combinations are definately more compatible or better than others for certain things, but all have advantages in some ways.

I still think that some basic spells should be added to all caster classes because they are basic utility skills. They would not upset the game balance in any way. in particular this include
lloyds beacon
gate
locate oject
knock

I also think that all classes should be able to see in inventory, although some with lower probability of success. Having 0% kind of sucks for CRs and such.

Regarding supplicants and summon undead, I think that more slightly specialized types should be added at periodic levels, each tuned for fighting specific types of mobs. Many of the existing undead types seem fairly useless. I also think that a supplicant in between peri and eudaemon for healing would be nice.

Just my $0.02

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Re: balance

Postby Atwell » Fri Dec 22, 2006 6:13 pm

[quote="Toxis":3rrwlauj]And another thought, avatars should be able to cast all supplicants, or at least all those up to tri40 :(. Avatar 40 can't even cast a kachina :P.[/quote:3rrwlauj]

Kachina is a 2x40 supplication, and a 5x40 quad-cl can supplicate for it.
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Re: balance

Postby Vixn » Fri Dec 22, 2006 7:28 pm

[quote:1dd9z8kp]Kachina is a 2x40 supplication, and a 5x40 quad-cl can supplicate for it.[/quote:1dd9z8kp]

Yep, any 5x40 quad cleric but not Brad :twisted:
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Postby Krok » Sat Dec 23, 2006 10:43 am

Hell, Brad can't even supplicate 1x20 supp :D
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