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Aarn | Wed 26-Nov-08 08:25 AM |
Member since 04th Feb 2005
566 posts
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#85, "Squire vs Maran"
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I never really noticed it too much before, but after playing one now with a fresh perspective...
It seems like a lot of the powers should be shifted from Maran to Squire. Like, Squires get everything but lightforge, and then the imm promotion to Maran gets you that.
Or if you really want an entry level with just one crappy power, create a middle ground that gets you everything else but lightforge, and let mortal Maran promote people to it.
It's really a pain to become obligated - perhaps moreso than any other cabal - to defend and retrieve with nothing but protection evil (which is an easy prep to get for anyone that wants it, not to mention a common class power for many Fort members), when your foes in Empire and Scion are (generally) getting powers that give them a distinct benefit in combat.
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 RE: Squire vs Maran,
Baerinika ,
03-Nov-08 01:23 PM, #22
  Ideas,
Mekantos,
12-Nov-08 01:45 PM, #24
 I like the middle ground idea - sorry a little long,
Elerosse,
30-Oct-08 12:24 PM, #2
  That would just be more work for everyone.,
DurNominator,
30-Oct-08 06:22 PM, #3
 I don't see it that way.,
Elerosse,
30-Oct-08 06:43 PM, #4
 Sounds like a ####ty leader..,
Java,
30-Oct-08 07:52 PM, #5
 I think there is a problem with that,
incognito,
31-Oct-08 04:04 AM, #6
 I don't necessarily see that as a problem..,
Java,
31-Oct-08 08:18 AM, #7
 RE: I think there is a problem with that,
Elerosse,
31-Oct-08 08:33 AM, #8
 I think..,
Java,
29-Oct-08 03:45 PM, #1
 I forget what level mantle kicks in all the powers,
Theerkla,
31-Oct-08 05:13 PM, #9
 You get the upgrade at when you become Maran,
Elerosse,
31-Oct-08 05:41 PM, #10
  You've never been early maraned then,
Theerkla,
31-Oct-08 05:58 PM, #11
 I think you get them all at lvl 35.,
Java,
31-Oct-08 06:27 PM, #12
  RE: I think you get them all at lvl 35.,
Daevryn,
01-Nov-08 01:03 AM, #14
 RE: I think you get them all at lvl 35.,
Xanthrailles,
02-Nov-08 10:47 AM, #18
 RE: You've never been early maraned then,
Elerosse,
01-Nov-08 01:04 AM, #15
 You said you get full mantle when you become maran,
Theerkla,
01-Nov-08 01:50 AM, #16
 RE: You said you get full mantle when you become maran,
Elerosse,
01-Nov-08 06:23 PM, #17
 Yeah, but..,
Java,
31-Oct-08 06:30 PM, #13
 Actually, this is a very good point. (ideas within),
GinGa,
02-Nov-08 04:23 PM, #19
 RE: Actually, this is a very good point. (ideas within),
Brian S,
02-Nov-08 10:37 PM, #20
 That just seems... vanilla.,
Java,
02-Nov-08 10:57 PM, #21
 Idea for Scribes to get the same boost:,
GinGa,
12-Nov-08 11:30 AM, #23
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Mekantos | Wed 26-Nov-08 08:25 AM |
Member since 06th Dec 2003
796 posts
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#109, "Ideas"
In response to Reply #22
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Move zeal down to squire level.
Make a new power called divine temperance which can be called upon the weapons of both Squires and Maran. This would temporarily turn their attack into either searing light, fire, or in some cases divine power (I'd reserve the last one for Maran...but you guys would know better), without the benefit of the prog'd attack that comes with silver lightforged weapons.
Divine temperance cannot be used on lightforged weapons.
The cumulative effect of these powers would have the effect of making Squires both slightly tougher (due to protection granted by Mantle) and noticeably more ferocious in combat because they'd be receiving a flat increase in HIT and DAM, plus they'd have access to non-physical attacks.
Any takers?
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DurNominator | Thu 30-Oct-08 06:22 PM |
Member since 08th Nov 2004
2018 posts
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#88, "That would just be more work for everyone."
In response to Reply #2
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In practice, the adherentation would go just like maranation now, the only difference would be having to go through it twice. Also, it'd just increase the factor where you're obliged to play the Fort Imm/leader times to get noticed. This can be bad if their hours don't naturally match with yours.
I've played Fortress only once, and had to have two pkills before I was seen eligible to be a squire (with Twist playing the rarely present leader (Meagara), the other leader (Forsk) flat out refused to interview me and had the cabal tell me to stop bothering him after asking every half an hour if he was less busy). Then the cabal was declared full and I had to wait one more month for a chance to get interview. When the cabal is like that, I'd think that increasing squire powers would be reasonable, as the cabal isn't as easy in in practice as it is in theory.
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Elerosse | Thu 30-Oct-08 06:43 PM |
Member since 01st Nov 2006
423 posts
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#89, "I don't see it that way."
In response to Reply #3
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>In practice, the adherentation would go just like maranation >now, the only difference would be having to go through it >twice.
Why do you think this would be the case? It doesn't make sense. Instead of just IMMs promoting, leaders could do so as well, with more people having the ability it stands to reason it would happen more often/frequently at least to the middle grade.
>Also, it'd just increase the factor where you're >obliged to play the Fort Imm/leader times to get noticed. This >can be bad if their hours don't naturally match with yours.
This is true in the current case as well except you have no option other then to get noticed by an IMM who you may not even know when they are online. At least with cabal leaders you could have an oppurtunity for some advancement without playing when an IMM is online.
>I've played Fortress only once, and had to have two pkills >before I was seen eligible to be a squire (with Twist playing >the rarely present leader (Meagara), the other leader (Forsk) >flat out refused to interview me and had the cabal tell me to >stop bothering him after asking every half an hour if he was >less busy). Then the cabal was declared full and I had to wait >one more month for a chance to get interview. When the cabal >is like that, I'd think that increasing squire powers would be >reasonable, as the cabal isn't as easy in in practice as it is >in theory.
Sounds like you had a rough time the only time you tried. I have never felt fort was difficult to get in and have only in practice found Empire easier to get into. But once in I have found it can be difficult to get promoted and often it feels like it just a matter of luck whether you have short or long time as a squire/scribe. Personally I don't think that is good or fun and I don't think I am the only fort player who feels that way.
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incognito | Fri 31-Oct-08 04:04 AM |
Member since 04th Mar 2003
4495 posts
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#91, "I think there is a problem with that"
In response to Reply #5
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Plenty of leaders would promote just too make their own pk life easier.
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Elerosse | Fri 31-Oct-08 08:33 AM |
Member since 01st Nov 2006
423 posts
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#93, "RE: I think there is a problem with that"
In response to Reply #6
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That seems easy enough to deal with if it was deemed a problem. There could just be some non-trivial hurdle that needs to be met before they could be eligible for promotion. Just like imperials needs donations, and villagers aps generally need mage kills, fort squires could have something added so that there couldn't be some "auto-promotion" going on.
But, honestly I don't really foresee that as much of a problem even if it happens. The problem in fort is that unlike any other cabal it requires a certain level of IMM involvement to receive the full compliment of powers. No other cabal has this restriction and no other cabal hamstrings its new members like fort does in terms of what is expected and what a new member gains. This is just a way to help even the playing field without simply just giving squires/scribes more powers right out of the gate.
I also think it is an oppurtunity to add depth to the cabal and provide more RP oppurtunities by giving the cabal greater structure.
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Theerkla | Fri 31-Oct-08 05:13 PM |
Member since 04th Mar 2003
1055 posts
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#94, "I forget what level mantle kicks in all the powers"
In response to Reply #1
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At low levels I think the only thing different between the full mantle and toned down version is flight. I want to say it takes level 40, to get all the effects.
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Elerosse | Fri 31-Oct-08 05:41 PM |
Member since 01st Nov 2006
423 posts
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#95, "You get the upgrade at when you become Maran"
In response to Reply #9
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The difference between squire mantle and maran mantle is maran mantle also grants flight and healing from fire damage along with prot vs evil that you get from squire mantle.
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Theerkla | Fri 31-Oct-08 05:58 PM |
Member since 04th Mar 2003
1055 posts
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#96, "You've never been early maraned then"
In response to Reply #10
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Trust me, you don't get all of mantle's powers when you become maran, there are level requirements to at least one of them.
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Daevryn | Sat 01-Nov-08 01:03 AM |
Member since 13th Feb 2007
11117 posts
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#99, "RE: I think you get them all at lvl 35."
In response to Reply #12
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You're missing at least one thing until hero or near hero.
Just off the top of my head.
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Xanthrailles | Sun 02-Nov-08 10:47 AM |
Member since 04th Mar 2003
391 posts
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#103, "RE: I think you get them all at lvl 35."
In response to Reply #14
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Elerosse | Sat 01-Nov-08 01:04 AM |
Member since 01st Nov 2006
423 posts
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#100, "RE: You've never been early maraned then"
In response to Reply #11
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The point is, it does not matter what level you are as a squire, mantle as a squire only provides protection nothing else. I never mentioned nor intended to insinuate that the normal level requirements with associated powers should be done away with.
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Theerkla | Sat 01-Nov-08 01:50 AM |
Member since 04th Mar 2003
1055 posts
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#101, "You said you get full mantle when you become maran"
In response to Reply #15
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My point is, that you don't get full mantle when you maran. You get full mantle when you maran and are a certain level. The difference between squire mantle and maran mantle at level 25 is not all that much. So, if you gave all squires full mantle it really isn't much of an upgrade until you are nearer level 40 to hero. I think the only difference would see right away is flight. Assuming you join the fort around level 20-25, granting squires the full version of mantle would not give you protection from fire or healing from fire damage.
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Elerosse | Sat 01-Nov-08 06:23 PM |
Member since 01st Nov 2006
423 posts
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#102, "RE: You said you get full mantle when you become maran"
In response to Reply #16
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Well I guess I just don't see that many low level full maran's running around. Most of the time chracters do not become Maran until hero/near hero so giving squires full mantle does improve the situation since most fort squires won't become maran till they have passed the level limits. I guess I thought that was obvious.
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GinGa | Sun 02-Nov-08 04:22 PM |
Member since 04th Mar 2003
996 posts
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#104, "Actually, this is a very good point. (ideas within)"
In response to Reply #13
Edited on Sun 02-Nov-08 04:23 PM
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Essentially you've given a Squire an easily acquired prep (and often, an inherent ability!) in power form. That goes for both protection and detect evil (which is just plain necessary for induction) That's it. There should definetly be more juice to it there. Something a little more than 'oh, we'll throw in perma-fly as well'. So I did a few ideas to throw into the mix:
New power that boosts Maran away from the warrior-love heavy bint, that squires also gain on induction. Like 'ritual of purging', which can be either used on an evil object (mana regen/morale boost effect) or direct at a person, which inflicts damage depending on how much tainted gear they are wearing. This works better against those holding strong unholy weapons, or who rely on negative energy for their current undead form. You also gain the temporary effects for directing it at a person but depending on circumstances (amount of evil items they're wearing) it might be more beneficial to get the item instead. The only worry I'd have is that some fortress induct decides it'd be awesome to run around with two or three limited evil items for the bonuses. But since no outlanders have run around with adamantite to refresh with, I'd hope that doesn't happen.
Less exciting answer: Give Squires Zeal/Aegis.
A class-specific bonus for coolness. This would encourage rarer classes that don't often maran, while giving a small bonus to those that don't benefit greatly from calling protection/detect evil. I don't have a lot to cover this idea, but someone else might. I was thinking of stealing wards, so a Priest class can call upon a ward against summoning and mages can get a pain warding against physical attacks. Then warriors, thieves, rangers benefit more from mantle anyway so they'd just get a minor bonus. All I can think of is a zeal that works on teammates, or a griefing power that tries to call upon guilt in a foe. Sorry 
Anyhow, that's my brain dump. Enjoy.
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Brian S | Sun 02-Nov-08 10:37 PM |
Member since 04th Mar 2003
118 posts
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#105, "RE: Actually, this is a very good point. (ideas within)"
In response to Reply #19
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Actually, I was thinking just make the Squire Powers lesser versions of the Maran powers. Squire Powers.
Mantle of Phoenix Stays the Same. Protection from Evil and Detect Evil.
Lightforge: Weapons become lesser quality. Say Average 20 for those under 40, Ave 24 for those above 40. Abilities would also be decreased (IE: The flaming strike is only half damage of a full Maran). Or, bring back the good old golden weapons and Squires can forge these weapons to protect them on the battlefields, while Maran can forge any of the three.
Eyes: This power is given to Squires. Maran version also lets them since when evil is around, similar to the paladins ability.
Zeal: Instead of Zeal, give Squires a version like Tend Weapons. So that they sharpen their weapon, giving it like a +2-+4 hit and dam roll modification. Or just make Zeal half of what it is for the full Maran.
Cry and Mark should still stay full Maran.
Oh, and bring back the Dragonarmor! Call it Armor of the Phoenix!
And this kind of thinking can easily be carried over to the Acolytes and their powers, just reduce the strength by half of what a full Acolyte would gain.
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GinGa | Wed 12-Nov-08 11:30 AM |
Member since 04th Mar 2003
996 posts
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#108, "Idea for Scribes to get the same boost:"
In response to Reply #21
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Kiss of the Sun - Gives target +25hp regen effect for a while. Aids recovery, while not being a direct heal.
Upgrades when they become Acolytes so they can use it on themselves, and gains in power when used on others.
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