Daevryn | Wed 31-Jan-07 04:44 PM |
Member since 13th Feb 2007
11117 posts
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#950, "Assorted Commentary:"
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>The conjurer possesses the ability to bring forth beings from >other dimensions and bind them to serve him. Known for their >scrying ability as well as the powerful minions they loosely >control, this mage is capable both in utilitarian and military >concerns. Alignment plays a strong role in the sorts of >beings a conjurer will be able to best make use of and some >even make use of creatures called nightgaunts which can be >sent out to kidnap an enemy for the conjurer, bringing their >battered and beaten form before the conjurer for a fight on >the conjurer’s terms.
I think I'd leave nightgaunts out of the summary and list them as a strength.
Also, one thing that I don't feel comes across here is that any alignment/ethos can conjure anything. Angels work great for an evil conjurer... as long as you know exactly what you want to do with it and make sure it happens and is over with quickly.
>Those >whom walk the path of neutrality tend to get most favorable >use out of the inherently neutral elementals, which are being >that come directly from the elemental planes for which they >are named after.
This isn't really true, unless you mean to say that neutral conjurers get better use out of elementals than other servitors because none of angels/archons/devils/demons super love them.
>• Conjures possess the ability to use familiars, which are >creatures closely attuned to the conjurer. The conjurer can >utilize a familiar’s abilities to perform varying tasks, >depending on the familiar and can send their familiars into >many dangerous places where they themselves would be harmed if >they went. A conjurer can see through the familiar’s eyes and >each familiar has a different subset of abilities, possibly >granting the ability to scout from the skies or ability to see >thieves and assassins skulking in the shadows.
Good, familiar's definitely a good point to bring up.
>• The scrying ability of conjurers is so great that they can >even remotely watch and eavesdrop on others, which no other >profession may do. This can grant them immense tactical and >information gathering advantages.
Possibly toss mention of contact other planes in there as well? I don't know how you do that in a general sense except to say they can identify the precise properties of items better than anyone.
>• Archons grant good and neutral aligned conjurers excellent >defensive abilities, both healing and protecting them from >damage as well as curing them of blight and disease. This >allows a conjurer who has an archon bound to withstand a lot >more punishment than many other professions. >• Demons and devils grant an evil or neutral aligned conjurer >profound offensive abilities. Demons are capable of dishing >out immense physical damage, while devils are known for their >powerful crippling abilities, such as the ability to stop >priests from communing or wither away the muscles of warriors. >
What about angels?
I don't know if it completely comes across that angels/demons are like the fighters primarily and devils/archons are casters primarily, but I'm also not sure how crucial that is.
I think it's worth conveying somehow that the servitors have a mind of their own. You don't tell an archon to heal you, it just does it. That's cool because they can be smarter than you as a new player, and it's cool because they can still operate even when you're lagged, but it's also uncool because you can't just order your devil around even when you know better than it does. Somehow I think all of that should come across.
>• Servitors are more independent than many other servants in >the world of Thera. It is not unusual for angels and demons to >re-engage enemies even after they’ve fled, making it difficult >for an enemy to fight the conjurer directly.
Oh. And here you take a stab at that, but I think it needs a little more. >• Elementals have several utilitarian abilities, such as an >earth elemental’s ability to block exits by shifting into a >wall, or a water elementals ability to ferry a conjurer across >oceans. These abilities extend the range of abilities a >conjurer may employ, granting them a wide range of useful >resources to draw upon. >• Conjurers are trained in all of the device magic skills, >such as scrolls, staves, and wands. These magical devices >augment their already considerable magical arsenals. >• Conjurers are the only profession capable of taking someone >from very far away and bringing them to them against their >will. Though nightgaunts are wicked creatures they are a >strong offensive ability that conjurers alone possess.
Maybe contrast with summon?
>Of course, those whom bargain with beings of immense power >should be prepared to face the consequences : > >• The servitors of the conjurer are not always enthused with >the process of being forced to come to Thera and forced to >serve. If improper steps are taken or they become immensely >displeased, they may break their bindings and assault the >conjurer, possibly killing him. Demons especially demand >sacrifices for their service and will assault the conjurer if >they are not paid their ransom.
It's probably worth saying in some fashion that conjurers are one of few classes that frequently encounter significant danger from their own class abilities. I'm not sure this quite gets there?
>• The process of conjuring is very time consuming and >conjurers will spend a lot of time in the process of gathering >their servitors. When a conjurer is without her servitors, she >can be very weak in battle. Servitors comprise a large portion >of the classes power which leads to dependence upon them. >• Conjurers without archons can be fragile in melee combat. >They do not inherently possess protection from bashing and >tripping and other command denial attacks and are not apt at >dodging or parrying. This can lead to nasty bouts with some >of the more melee oriented professions if the conjurer is not >careful.
Devils also cast fly and protective shield and stuff.
>• Conjurers will find themselves hunted by those associated >with the Battlerager and Outlander cabals. Even the most >inoffensive conjurer will find he has two groups of enemies >seeking his blood. >
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Upgrade the Web Page! Step 1: Class pages:
[View all] , Valguarnera, Tue 21-Apr-09 08:38 AM
Here's a stab at rangers.,
(NOT Graatch),
25-Feb-07 09:36 PM, #54
Good base work, my iteration of this piece.,
DurNominator,
26-Feb-07 11:31 PM, #56
Shapeshifter File,
Verakh (Guest),
24-Feb-07 02:31 PM, #51
BTW:,
Daevryn,
22-Feb-07 01:19 PM, #47
Can we still submit stuff?,
Tac,
22-Feb-07 01:44 PM, #48
Absolutely. (nt/),
Daevryn,
22-Feb-07 01:45 PM, #49
Prize Summary!,
Valguarnera,
09-Feb-07 10:19 PM, #38
Yay! txt,
LarrcatLazy (Guest),
10-Feb-07 12:25 AM, #39
Done!,
Valguarnera,
10-Feb-07 12:29 AM, #40
RE: Done!,
Vershelt (Anonymous),
10-Feb-07 09:02 AM, #41
Ditto nt,
Tac,
10-Feb-07 11:31 AM, #42
Hrm.,
DeathClaw-lazy (Guest),
13-Feb-07 11:40 AM, #43
And yet another one --- Paladins,
LarcatLazy (Guest),
09-Feb-07 08:50 PM, #37
You said you wanted finished product on monday.,
graatchman (Guest),
07-Feb-07 03:35 PM, #35
RE: You said you wanted finished product on monday.,
Valguarnera,
07-Feb-07 03:42 PM, #36
And another one -- Shamans,
Larcat,
03-Feb-07 05:07 PM, #33
Revised draft warrior page.,
(NOT Graatch),
01-Feb-07 09:42 PM, #25
I'd put in a bit more regarding lagging skills, hopeful...,
elmeri_,
03-Feb-07 02:59 PM, #30
RE: I'd put in a bit more regarding lagging skills, hop...,
graatchman (Guest),
03-Feb-07 05:07 PM, #32
I take it you didn't much care for the additions? n/t,
Graatchman (Guest),
07-Feb-07 03:35 PM, #34
Posted!,
Daevryn,
13-Feb-07 01:13 AM, #44
RE: Posted!,
(NOT Graatch),
13-Feb-07 11:40 AM, #45
RE: Posted!,
Graatchman (Guest),
24-Feb-07 02:31 PM, #53
RE: Posted!,
DC-Lazy (Guest),
26-Feb-07 11:31 PM, #57
Sample Logs.,
Mek (Guest),
01-Feb-07 03:55 PM, #23
This sounds like a really solid idea.,
elmeri_,
03-Feb-07 02:59 PM, #31
Shapeshifters - Quick first draft,
Tac,
01-Feb-07 12:01 PM, #22
Couple things to add off the top of my head:,
Daevryn,
01-Feb-07 12:10 PM, #58
RE: Couple things to add off the top of my head:,
Verakh (Guest),
24-Feb-07 02:31 PM, #52
Some retouching of this,
DurNominator,
25-Feb-07 09:36 PM, #55
Conjurers,
DC-Lazy (Guest),
31-Jan-07 03:54 PM, #18
Assorted Commentary:,
Daevryn,
31-Jan-07 04:44 PM #19
RE: Assorted Commentary:,
DC-Lazy (Guest),
31-Jan-07 09:43 PM, #20
Reworked this a bit and put it up, btw. (n/t),
Daevryn,
23-Feb-07 11:34 AM, #50
Has nothing to do with classes but...,
Zulghinlour,
31-Jan-07 12:20 PM, #12
Zulg rocks!,
Sandello,
31-Jan-07 02:06 PM, #15
RE: Zulg rocks!,
Daevryn,
31-Jan-07 02:50 PM, #17
Not to hijack the thread..,
Lazy Vargal (Guest),
02-Feb-07 08:42 AM, #26
RE: Not to hijack the thread..,
Daevryn,
02-Feb-07 08:43 AM, #27
RE: Not to hijack the thread..,
Marcus_,
02-Feb-07 02:18 PM, #28
Just a heads up,
TheDude,
02-Feb-07 02:18 PM, #29
Took a quick stab at a warrior page draft. Enjoy.,
(NOT Graatch),
30-Jan-07 10:12 PM, #6
This isn't really helpful...,
Tac,
31-Jan-07 12:32 AM, #7
RE: Took a quick stab at a warrior page draft. Enjoy.,
Daevryn,
31-Jan-07 11:19 AM, #10
RE: Took a quick stab at a warrior page draft. Enjoy.,
(NOT Graatch),
31-Jan-07 02:06 PM, #14
RE: Took a quick stab at a warrior page draft. Enjoy.,
Daevryn,
31-Jan-07 02:49 PM, #16
RE: Took a quick stab at a warrior page draft. Enjoy.,
(NOT Graatch),
01-Feb-07 04:28 PM, #24
Money - Mouth - Orcs,
Tac,
30-Jan-07 10:12 PM, #5
RE: Money - Mouth - Orcs,
Tac,
31-Jan-07 10:07 AM, #8
RE: Money - Mouth - Orcs,
Daevryn,
31-Jan-07 10:51 AM, #9
Yea that's a good piece of writing...,
Tac,
31-Jan-07 12:43 PM, #11
This is what I have... (might be a little long),
Tac,
31-Jan-07 02:06 PM, #13
Futzed with this more and put it up! (n/t),
Daevryn,
20-Feb-07 09:27 PM, #46
Larcat's submission (druids),
Valguarnera,
30-Jan-07 06:24 PM, #3
My commentary:,
Daevryn,
30-Jan-07 07:15 PM, #4
Awesome! Thanks! And...,
Tac,
30-Jan-07 03:07 PM, #1
Sure. Also, prize news!,
Valguarnera,
30-Jan-07 03:08 PM, #2
More prizes.,
Valguarnera,
01-Feb-07 11:17 AM, #21
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