Larshalv | Mon 25-Mar-02 01:52 PM |
Member since 04th Mar 2003
96 posts
| |
|
#247, "Arcane transmuters"
|
Ill start with a thing I was quite frustrated with, spiderhands. Now as I practiced some I found this to be quite useless if you meet one invoker whom can use ooze. Spiderhands is that not meant for your grip to be really strong, and your weapon to stick? guess not.
Spell: 'detect invis' for 55 hours. Spell: 'giant strength' modifies strength by 4 for 46 hours. Spell: 'metabolic slowing' modifies dexterity by -4 for 22 hours. Spell: 'armor' modifies armor class by -20 for 18 hours. Spell: 'pass door' for 9 hours. Spell: 'calcify' modifies dexterity by -2 for 7 hours. Spell: 'spiderhands' for 5 hours. Spell: 'corporeal hardening' modifies dexterity by -2 for 4 hours. Spell: 'control translucence' for 4 hours.
612hp 682m 400Mv indoor Seryella says 'speed me?'
612hp 682m 400Mv indoor grtha Seryella seems to become more alert as her movements return to normal speed.
612hp 652m 400Mv indoor grtha You magically quicken Seryella's metabolism.
612hp 622m 400Mv indoor Seryella utters the words, 'ocandusagz'. A torrent of yellowed grease erupts from Seryella's hands towards you! Seryella parries your whip. The grease strikes you squarely, and flows over you in a slippery layer! Seryella's pierce misses you. You dodge Seryella's pierce. Seryella parries your whip. Your hammer pendant grows warm. You feel better! Seryella is in perfect health.
612hp 622m 400Mv indoor A transplendant archon closes its eyes for a moment and nods at Seryella. Seryella is in perfect health.
612hp 622m 400Mv indoor As you try to handle a rat's tail with your greasy hands, it slips from your grasp! Seryella's pierce hits you. Seryella's pierce hits you. Seryella parries your punch. Seryella parries your punch. Seryella is in perfect health.
My second thing.
Duo dimension, I understand its lag, but can you not reduce it a tad, as it is extreem, if mastered can you not reduce it a bit? there should be some reward if you master your spells as an arcane, atleast I feel it should be that, having played two new arcanes, and two old type arcane. If you play a normal arcane you master speed spells, disrupt spells and the hardening spells. Reward them and you will atleast entice some to give it a bit more work. When a ranger masters ambush he is not lagged much, why not do some of the same with the transmuter? For a class to be interesting one should be able to evolve...... I love support classes, but hey they should be able to hold their own, without a hord of invokers at their backs.
And with evolvement I mean once corporeal hardening is mastered one may learn how to turn it into stone, or just remove the dex penalty.
Its really a pain, mmm lets see metabolic slow, corporeal hardening and calcify, the dex penalty is enourmus.
Decalcify and calcify: Now you should be able to decalcify yourself, as calcifying prohibits your ability to fly. The situation changes rapidly as should you be able to react to it. Maby reward the player whom masters em, with being able to fly with calcify active once all 3 are mastered.?
Other than that, I must say I like the new neuro disrupt spell, hard but nice. As with slow, its close to useless in combat. same with decalcify and corporeal softening.
Arcane trans..
|
|
|
Arcane transmuters
[View all] , Larshalv, Mon 25-Mar-02 01:52 PM
RE: Arcane transmuters,
Valguarnera,
25-Mar-02 03:15 PM, #1
RE: Arcane transmuters,
Xanthrailles,
25-Mar-02 05:36 PM, #2
RE: Arcane transmuters,
ORB,
25-Mar-02 09:15 PM, #3
RE: Arcane transmuters,
Valguarnera,
29-Mar-02 02:02 AM, #5
RE: Arcane transmuters,
ORB,
29-Mar-02 01:40 PM, #6
a small response,
Larshalv,
26-Mar-02 01:20 PM, #4
| |
|