Posted by Skar on 08/17
I'm bored, so I re-read the thread about charmed mobs (message 21) and I
have a couple more cents.
I am beyond being a 'full' 3c create mage -- I consider myself to be a
'specialized' 3c create mage. I have sacrificed nearly all of my combat
potential to be the most potent wizard I can. I carry nearly 15k worth
of +mana gear. I carry a platinum leaf so that only the immortals can
cloak themselves from my sight. Because I'm just a few gp short of my
rent limit (not counting prestige), I use no weapon but a staff of
light. I rely upon summoned mobs every single day.
I'm one of the players that requested that summoned mobs come with hp
that were based on the mage's magical ability. (Who knows? I may have
been the only one!) Think about it -- it's ridiculous for the strength
of a mage's summoning abilities to be based on hp. That's a purely
physical attribute. The system rewarded high con mages with barely
enough mind to cast their spells and no reward at all if you had high
mind.
I think having high mind mages get stronger mobs is better, but not the
solution I wanted. I wanted the mob's hp to be equal to the mage's
current mana. This not only rewards high minded mages, but also those
mages (like me) that invest a great deal into +mana gear.
Not only that, but if you think of mana as the measure of how magically
'fresh' a mage is, this approach provides for weaker mobs as a mage
exhausts himself. In literature and lore, summoning is supposed to be a
draining activity requiring lots of preparation. We don't have to draw
magic circles and get special supplies, but we can arrange the system to
reward those mages that have prepare themselves with meditation before
summoning.
I still wish this was the way mob's hp is determined, and I wish it was
done this way for all mobs, not just the angels and whatnot. Angels
could get 100% of the current mana. Greater elementals could get 50%.
Regular elementals 30%. Whatever.
As for the xp split, I agree that using mobs reduces the risk for the
mage. Summoned mobs can be equipped and healed (if you have a healer)
and typically will last for a while with wise use. However, mobs have to
be herded -- they can't do anything for themselves or take any
initiative, which distracts the mage from his other spells. Summoning a
full force costs me at least 650 mana, and there's no such thing as mana
poultices. I may be able to conserve my hp, as Sandra says, but mana is
my lifeblood and regenerating it is as tedious as sleeping for hp. In
fact, in order to conserve my mana, I have to wait while my minions
sleep for their hp! Being a specialized create mage entails a lot of
waiting.
Given these factors, I believe that a reduction of xp share for charmed
mobs would not be unreasonable. I'd suggest that a mob take only 60% of
the share typical for their level.
From: Infidel
Tuesday, August 17, 07:06AM
Don't forget that having more mind alone allows you to make more
charmies than those with low mind and you regen your mana faster.
Whether that alone balances it out I'm not sure but half mages
really aren't great for mob kill, I'd rather be a total spammer
or a 100 mind mage.
From: Zombei
Tuesday, August 17, 09:54PM
I agree with Skar, higher mind mages should have tougher charmies.
After all, aren't mages deisigned to rely on spells? and if you're a
kere mage, you'll rely on charmies to keep yourself from harm. It isnt
too rewarding when your minions suckup like 70k xp from a man eating lion
and you're left with around 21k. In fact, charmies shouldnt even take any
xp at all. However, this may present unfairness to other char classes if
this happens (eg. kere mages will level faster, people will complain,etc)
Skar's 60% xp based on level idea is something that really reaally really
should be looked into 8)
<-Zombei

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