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Post by blasphemy on Aug 22, 2013 21:36:53 GMT -5
Breathe water? I've only seen one circumstance where that would be needed, and it's impossible to cast spells there anyway.
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raven
Clueless newb
Posts: 174
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Post by raven on Aug 23, 2013 12:05:52 GMT -5
From the new list it seems Health Drain is actually Harm. A rather generic damage spell given to healer/cleric like classes.
I'd say with their ability to remain regenerated and such. Calm taking away any aggressive action. Harm doing minimum 35 HP and Poison up to 150 HP and incurable combined with a Sanctuary that lowers damage to laughable levels and if in a milder climate a Drunk to make the opponent pass out... Yeah I can see how they can fuck anything up.
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jjhardy
Displaced Tuluki
Posts: 280
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Post by jjhardy on Aug 23, 2013 15:52:46 GMT -5
You forgot running around with a shield that at Mon creates wall of thorns behind them that sap your mv's and continually casts invulnerability on them and heals them.
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raven
Clueless newb
Posts: 174
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Post by raven on Aug 23, 2013 17:00:49 GMT -5
You forgot running around with a shield that at Mon creates wall of thorns behind them that sap your mv's and continually casts invulnerability on them and heals them. Wow yea forgot that. And all they need to do is equip and unequip it to get that Invulnerability back? Yeah... And people want Harm to do more damage? 35HP while the person is practically unable to do shit to you is not something I would scoff at. Less alone with a Poison that only a Vivaduan can cure. That's constant HP loss until goodbye. And they can barely be hurt? Why are they low karma again?
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Deleted
Deleted Member
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Post by Deleted on Aug 23, 2013 18:24:27 GMT -5
Just a few things that folks oughta be aware of.
If you attack a calmed person, he will fight back. In fact, if I recall correctly, the attack has a chance to remove calm entirely. You dont "really" need to unwield/wield the shield to regain invulnerability. The shield has 5 charges, and once you lose one invuln, it will put another one on you. Only reason to unwield/wield it, is because the shield doesnt raise the invuln back up instantly, it takes a little bit of time (ticks?), between which you can be hit. I dont remember if all shields have 5 charges, or does it vary between horns?
I dont remember having a shield raising wall of thorns to be honest. But I might simply be misremembering. I 'do' remember a shield wielding of which allowed me to go through walls of thorns without losing movement? Or am I way off? It has been a very very long time since I dealt with that.
I kind of like how karma is set up. They've allowed 'really' powerful mages to be low karma. But most of those powers are obvious and often revolves around PK. Those who tend to overuse that power tend not to get roles where instead of ruining a few people's plots, they become capable of ruining half the damn game playerbase plots.
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jjhardy
Displaced Tuluki
Posts: 280
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Post by jjhardy on Aug 24, 2013 12:54:29 GMT -5
The mon shield is unlimited inv if I remember correctly. You are correct that it allows you to move through the thorns, but this is the invul spell that does it. When you move, the shields, een and above create the wall behind you to tire out anyone following you as well as scratch them for a little damage each time.
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Deleted
Deleted Member
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Post by Deleted on Aug 24, 2013 13:47:53 GMT -5
It must've changed then. I recall them running out of charges and requiring mana donation and stuff like that.
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Post by lurklord on Aug 24, 2013 17:32:43 GMT -5
Back in the day there was no karma. The thing is, each magick guild has that one spell which will fuck anyone up if it's used on them. It just takes Vivaduans and Rukkians much longer to branch to those dangerous offensive spells.
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jjhardy
Displaced Tuluki
Posts: 280
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Post by jjhardy on Aug 24, 2013 17:57:14 GMT -5
I was in a fight with a silt horror or lurker, it was dark and it kept wailing on me only to have me heal over and over, I had a perm shield and a non perm shield at the time going, so it barely touched me, I survived for like 5 mins rl in that fight before fleeing, because realistically, you know, one does not stand toe to toe with one of these things and expect the imms to think it believable.
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Deleted
Deleted Member
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Post by Deleted on Aug 24, 2013 19:45:28 GMT -5
Problem is the crits. You might regain the hp, but you dont regain the stun. They'll win eventually just due to sheer loss of stun even if they crit once every ten blows.
Except I guess they dont crit so much through sanctuary. Hrmh. yeah.
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Post by ultraviolins on Aug 26, 2013 11:19:34 GMT -5
It must've changed then. I recall them running out of charges and requiring mana donation and stuff like that. I don't know about 'charges'. It replenishes health over time and as it does, so, the magick you donate (via 'donate 50 mana shield' etc) will slowly dry up and it will wither from the awesome form that heals you, into something inert. They did this for much the same reason they made enchanted items start humming. To prevent mundanes from acquiring and getting to -keep- using permanent magick items. It's the same reason that they removed tatlum from the elementals and gave them 1% sirihish instead (people were commanding summoned elementals to talk to them, and learning tatlum and sometimes other reaches from them). The things that have been retconned make me sick and sad, and I've only been playing 5 years. I can't imagine what some of you who've been playing much longer must have seen come to pass and be lost.
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raven
Clueless newb
Posts: 174
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Post by raven on Aug 26, 2013 12:33:26 GMT -5
I was in a fight with a silt horror or lurker, it was dark and it kept wailing on me only to have me heal over and over, I had a perm shield and a non perm shield at the time going, so it barely touched me, I survived for like 5 mins rl in that fight before fleeing, because realistically, you know, one does not stand toe to toe with one of these things and expect the imms to think it believable. That alone explains why their 'offense' isn't so powerful. And even thrn their offense is pretty strong. Even with a Harm doing 30ish points. Yeah it isn't a fucking chain lightning to the face. But with a Sanctuary cutting up damage to laughable levels and shit, what the fuck else you want from a low karma class that can STILL fuck you up? If Calm isn't broken by Harm and/or Poison that's some fucked up shit.
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jjhardy
Displaced Tuluki
Posts: 280
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Post by jjhardy on Aug 26, 2013 19:59:41 GMT -5
I did not waste my magick doing harm, I used it to keep me alive, but I didn't make it out, if not for the storm and moves, I would have no problem surviving that.
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raven
Clueless newb
Posts: 174
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Post by raven on Oct 22, 2013 13:49:32 GMT -5
I did not waste my magick doing harm, I used it to keep me alive, but I didn't make it out, if not for the storm and moves, I would have no problem surviving that. I wonder what would have happened if you poisoned it at intervals, maintain healing and unleash a Harm because it seems its unsoakable damage of at least 35 which is nothing to scoff at, given Warrior kicks can do about 20-30 points and is usually how they fuck up the opposition. Plus I wonder if you would have thrown some Calm in between to recover health and mana. I just think about the scenario and feel you could have killed the thing in question.
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jjhardy
Displaced Tuluki
Posts: 280
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Post by jjhardy on Oct 24, 2013 10:58:52 GMT -5
There is no real magick recovery involved in a bad sand storm unless you're a whiran. This original post was made by my asshole roommate who actually posted a lot of crap on my character and on here causing me to get banned in the first place.
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