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create mages

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Posted by Trish on 09/18

i personally think the biggest create mage flaw is the fact we dont have a way to cure charmies of blind or any other "negative" spell effect. and "dispel" doesnt work on them either it isnt really fair for a spell that costs 30 mana totally deem a 200mana spell renderless. that doesn't seem equal to me and ive found ways to defeat the whole blind thing on charmies but it is harshe regardless. thats my input. Trish

From: Davien Sunday, September 17 2000, 12:24AM While I don't disagree with you Trish, I would have to say that I don't see this as the major create flaw. Frankly I stopped trying to get xp with my creates the day changes were made to the way that they group. I argued long and hard against it, and tried to get to grips with all the reasons for it. I even gave it a chance and tested it out. What I found was ..... My create mage with the full army - greater angel, 3 greater eles - gains xp at a rate almost exactly half that of my 100 str/con, 90 dex fighter. Thats including the time that my fighter takes to SLEEP for all 550Hp he is likely to have lost. When I add a surgeon to that equation, the mage is down to just over 20%. Thats right, my fighter gains 4.7 times more xp every 30 minutes. To be honest I didn't really try other group members. Net result, my create mages sit ooc so their timed items don't decay. To me, that is not balance, but I gave up arguing about it. Davien Holyoake.

From: Darkheart Monday, September 18 2000, 07:47AM You can always sink your charmies beforehand, which will throw enough people off. But true, it would be interesting to have a 3rd circle 'root' that got rid of negative effects when consumed, mostly for charmies or something :p Just kidding, but then again i was prolly the only guy that found this thought amusing... anyway. Roots that cured blind or something could be interesting in addition to hps for 3rds. DH

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