Lendren2008-06-22 13:28:47
By popular request, an overview of the new Wildarrane changes and the associated triggers.
The new Wildarrane powers all revolve around the summoning up of the spirits of the Spiritsinger's ancestors. A single Spiritsinger can have up to 10 such spirits summoned at a time; these can either be attending him, or with a later song stanza, can be sent to haunt someone else. Up to five can be sent to haunt another target, but these still count against the total ten summoned. Since the spirits are that Spiritsinger's personal ancestors, they can't be shared between Spiritsingers. (Not even related ones!)
You can see how many spirits surround a Spiritsinger with a QL or LOOK in the room:
The Spiritsinger can see how many spirits they have with them in either DEF or SONGSTAT:
Various song effects will depend on how many spirits attend the Spiritsinger as follows:
AncestralCall: +1 DMP damage resistance per spirit for the Spiritsinger only.
SpiritGuard: A chance of intercepting attacks, per spirit.
AncientCurse: Afflicts enemies; number of spirits determines chance of one or two afflictions.
AncientFeud: Does damage, and has a chance to block exits (like carcer).
AncestralFealty: +1 DMP damage caused by allies (similar to Celebrate).
Here are the triggers for the various attacks:
Where it gets really interesting is when the CairnLargo song effect is put into play. This is a targetted effect which can do a number of things. First, the Spiritsinger can send one of his ancestor spirits to haunt a target: this still counts against her maximum of ten, so this will reduce the impact of all the other skills each time it's done. A single target can have up to five spirits haunting them. The only cure for being haunted is to spend time away from the Spiritsinger: one will vanish every 20 seconds. The Spiritsinger can also recall them from a target. Here are the triggers for becoming haunted:
Once a target is haunted, the Spiritsinger can use her song to direct the haunting spirits to perform any of five actions; each action requires, and uses up, a certain number of the spirits haunting the target. Here are the actions and their triggers:
The new Wildarrane powers all revolve around the summoning up of the spirits of the Spiritsinger's ancestors. A single Spiritsinger can have up to 10 such spirits summoned at a time; these can either be attending him, or with a later song stanza, can be sent to haunt someone else. Up to five can be sent to haunt another target, but these still count against the total ten summoned. Since the spirits are that Spiritsinger's personal ancestors, they can't be shared between Spiritsingers. (Not even related ones!)
You can see how many spirits surround a Spiritsinger with a QL or LOOK in the room:
QUOTE
Asmodea Kamau, Spirit of Winter is here, shrouded. She wields an emerald forestal tower shield in her left hand and the Argentine Lyre of Trialante in her right. A pale ancestral spirit swirls around her.
Asmodea Kamau, Spirit of Winter is here, shrouded. She wields an emerald forestal tower shield in her left hand and the Argentine Lyre of Trialante in her right. She is surrounded by ten pale ancestral spirits.
They are called up by the ticks of a song that play AncestralCall.Asmodea Kamau, Spirit of Winter is here, shrouded. She wields an emerald forestal tower shield in her left hand and the Argentine Lyre of Trialante in her right. She is surrounded by ten pale ancestral spirits.
QUOTE
Spiritsinger sees:
The spirit of one of your ancestors, hearing your song, rises from the mists of the past to watch over you.
Onlookers see:
A ghostly shape rises from the ground, listening to Asmodea's song.
The spirit of one of your ancestors, hearing your song, rises from the mists of the past to watch over you.
Onlookers see:
A ghostly shape rises from the ground, listening to Asmodea's song.
The Spiritsinger can see how many spirits they have with them in either DEF or SONGSTAT:
QUOTE
You are attended by the spirit of one of your ancestors.
You are attended by the spirits of ten of your ancestors.
They are also left behind when the Spiritsinger moves:You are attended by the spirits of ten of your ancestors.
QUOTE
One of the ancestral spirits surrounding you is left behind as you travel.
The last of your ancestral spirits is left behind as you travel.
The last of your ancestral spirits is left behind as you travel.
Various song effects will depend on how many spirits attend the Spiritsinger as follows:
AncestralCall: +1 DMP damage resistance per spirit for the Spiritsinger only.
SpiritGuard: A chance of intercepting attacks, per spirit.
AncientCurse: Afflicts enemies; number of spirits determines chance of one or two afflictions.
AncientFeud: Does damage, and has a chance to block exits (like carcer).
AncestralFealty: +1 DMP damage caused by allies (similar to Celebrate).
Here are the triggers for the various attacks:
QUOTE
AncientCurse: One of the pale spirits swirling around Asmodea looms before you, howling guttural curses that cause your limbs to quiver.
Can afflict lethargy, weakness, paralysis, or confusion. Chance of it being two of these, depending on number of spirits.
AncientFeud: Ancestral spirits roar towards you from Asmodea, keening in rage and fury.
Cold damage.
AncientFeud: A ghostly image howls as it looms before you, preventing your movement.
Blocks movement. Chance of blocking depends on number of spirits.
Can afflict lethargy, weakness, paralysis, or confusion. Chance of it being two of these, depending on number of spirits.
AncientFeud: Ancestral spirits roar towards you from Asmodea, keening in rage and fury.
Cold damage.
AncientFeud: A ghostly image howls as it looms before you, preventing your movement.
Blocks movement. Chance of blocking depends on number of spirits.
Where it gets really interesting is when the CairnLargo song effect is put into play. This is a targetted effect which can do a number of things. First, the Spiritsinger can send one of his ancestor spirits to haunt a target: this still counts against her maximum of ten, so this will reduce the impact of all the other skills each time it's done. A single target can have up to five spirits haunting them. The only cure for being haunted is to spend time away from the Spiritsinger: one will vanish every 20 seconds. The Spiritsinger can also recall them from a target. Here are the triggers for becoming haunted:
QUOTE
Target sees:
"While ancient cold shall the Crone's voice bring!" sings Asmodea, playing the Argentine Lyre of Trialante with haunting harmonies, and she looks directly at you.
One of the pale spirits surrounding Asmodea flies towards you and, with a sickening wrench you can feel through your very being, attaches itself to your aura.
Spiritsinger sees:
"The howling winds like haunting spirits moan," you sing, playing a mandolin of pale wood with haunting harmonies, and you look directly at Nejii.
One of your ancestor spirits floats menacingly towards Nejii.
Everyone else sees:
"While ancient cold shall the Crone's voice bring!" sings Asmodea, playing the Argentine Lyre of Trialante with haunting harmonies, and she looks directly at Nejii.
A pale spirit flies swiftly from Asmodea and begins to haunt Nejii.
Diag:
haunted by the spirit of one of Asmodea's ancestors.
haunted by the spirits of five of Asmodea's ancestors.
Spiritsinger sees, looking at a haunted person in QL or LOOK:
Halamir Talnara is here, shrouded. He wields a loboshigaru rapier in each hand. He is haunted by two of your ancestors.
Spiritsinger sees in SONGSTAT:
One of your ancestors haunts Nejii.
Two of your ancestors haunt Harkux.
Cure:
One of the spirits that has been haunting you abruptly fades into the air.
The last of the spirits that have been haunting you abruptly fades into the air.
Spiritsinger sees:
A whisper in your mind tells you that Nejii has escaped the haunting of one of your ancestors.
A whisper in your mind tells you that Nejii is no longer haunted by your ancestors.
Recall, as seen by target:
The sound of a song on the wind calls the one spirit haunting you to suddenly depart, leaving you feeling freed.
The sound of a song on the wind calls the five spirits haunting you to suddenly depart, leaving you feeling freed.
Recall, as seen by Spiritsinger:
Your song draws the one spirit haunting Nejii to return to you.
Your song draws the five spirits haunting Nejii to return to you.
"While ancient cold shall the Crone's voice bring!" sings Asmodea, playing the Argentine Lyre of Trialante with haunting harmonies, and she looks directly at you.
One of the pale spirits surrounding Asmodea flies towards you and, with a sickening wrench you can feel through your very being, attaches itself to your aura.
Spiritsinger sees:
"The howling winds like haunting spirits moan," you sing, playing a mandolin of pale wood with haunting harmonies, and you look directly at Nejii.
One of your ancestor spirits floats menacingly towards Nejii.
Everyone else sees:
"While ancient cold shall the Crone's voice bring!" sings Asmodea, playing the Argentine Lyre of Trialante with haunting harmonies, and she looks directly at Nejii.
A pale spirit flies swiftly from Asmodea and begins to haunt Nejii.
Diag:
haunted by the spirit of one of Asmodea's ancestors.
haunted by the spirits of five of Asmodea's ancestors.
Spiritsinger sees, looking at a haunted person in QL or LOOK:
Halamir Talnara is here, shrouded. He wields a loboshigaru rapier in each hand. He is haunted by two of your ancestors.
Spiritsinger sees in SONGSTAT:
One of your ancestors haunts Nejii.
Two of your ancestors haunt Harkux.
Cure:
One of the spirits that has been haunting you abruptly fades into the air.
The last of the spirits that have been haunting you abruptly fades into the air.
Spiritsinger sees:
A whisper in your mind tells you that Nejii has escaped the haunting of one of your ancestors.
A whisper in your mind tells you that Nejii is no longer haunted by your ancestors.
Recall, as seen by target:
The sound of a song on the wind calls the one spirit haunting you to suddenly depart, leaving you feeling freed.
The sound of a song on the wind calls the five spirits haunting you to suddenly depart, leaving you feeling freed.
Recall, as seen by Spiritsinger:
Your song draws the one spirit haunting Nejii to return to you.
Your song draws the five spirits haunting Nejii to return to you.
Once a target is haunted, the Spiritsinger can use her song to direct the haunting spirits to perform any of five actions; each action requires, and uses up, a certain number of the spirits haunting the target. Here are the actions and their triggers:
QUOTE
Bind: Uses 1 spirit. Shackles binding; writhe or writhe shackles to get free.
Spiritsinger sees:
At your behest, one of the ancestral spirits haunting Nejii binds her legs tightly.
Target sees:
One of the pale spirits haunting you wraps itself around your legs.
Summon: Uses 2 spirits. Instant local area summons, blocked only by being deaf or not having enough spirits.
At summoned location:
Nejii is snatched out of the air by two of the pale spirits haunting her and swiftly carried off.
Target sees:
You are snatched out of the air by two of the pale spirits haunting you and swiftly carried to Asmodea.
At destination location:
A pair of pale spirits flies in, each holding one arm of Nejii in a ghostly grasp, dropping her abruptly as they fade into wisps of nothingness.
Chill: Uses 3 spirits. Large burst of cold damage.
Spiritsinger sees:
At your behest, three of the ancestral spirits haunting Nejii surround her with the chill of winter.
Target sees:
Three of the pale spirits haunting you disperse in a chilling, biting winter wind.
Harrow: Uses 4 spirits. Transfixes and gives two random mental afflictions.
Spiritsinger sees:
At your behest, four of the ancestral spirits haunting Nejii flood into her eyes, harrowing her with deathly visions.
Target sees:
Four of the pale spirits haunting you flood into your eyes and harrow your mind with disturbing visions of death.
Freeze: Uses 5 spirits. Freezes, stuns, and does cold damage.
Spiritsinger sees:
At your behest, all five of the ancestral spirits haunting Nejii encase her in the chill of the grave.
Target sees:
Five of the pale spirits haunting you loom up in a cloud of chilling mist full of the weight of aeons.
Spiritsinger sees:
At your behest, one of the ancestral spirits haunting Nejii binds her legs tightly.
Target sees:
One of the pale spirits haunting you wraps itself around your legs.
Summon: Uses 2 spirits. Instant local area summons, blocked only by being deaf or not having enough spirits.
At summoned location:
Nejii is snatched out of the air by two of the pale spirits haunting her and swiftly carried off.
Target sees:
You are snatched out of the air by two of the pale spirits haunting you and swiftly carried to Asmodea.
At destination location:
A pair of pale spirits flies in, each holding one arm of Nejii in a ghostly grasp, dropping her abruptly as they fade into wisps of nothingness.
Chill: Uses 3 spirits. Large burst of cold damage.
Spiritsinger sees:
At your behest, three of the ancestral spirits haunting Nejii surround her with the chill of winter.
Target sees:
Three of the pale spirits haunting you disperse in a chilling, biting winter wind.
Harrow: Uses 4 spirits. Transfixes and gives two random mental afflictions.
Spiritsinger sees:
At your behest, four of the ancestral spirits haunting Nejii flood into her eyes, harrowing her with deathly visions.
Target sees:
Four of the pale spirits haunting you flood into your eyes and harrow your mind with disturbing visions of death.
Freeze: Uses 5 spirits. Freezes, stuns, and does cold damage.
Spiritsinger sees:
At your behest, all five of the ancestral spirits haunting Nejii encase her in the chill of the grave.
Target sees:
Five of the pale spirits haunting you loom up in a cloud of chilling mist full of the weight of aeons.
Shiri2008-06-22 13:36:51
So the spirits take 1 eq each to send to haunt?
Shishi2008-06-22 14:13:35
CODE
3944h, 5430m, 5160e, 10p, lrxkp<>-|Proned!|{0.34}
"While ancient cold shall the Crone's voice bring!" sings Asmodea, playing the
Argentine Lyre of Trialante with haunting harmonies, and she looks directly at
you.
Five of the pale spirits haunting you loom up in a cloud of chilling mist full
of the weight of aeons.
1764h, 5430m, 5160e, 10p, lrxkp<>-|Proned!|{0.14}|Health: -2180|
outr sparkleberry
eat sparkleberry
read 38524
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<>-|STUN!|{0.11}
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<>-|STUN!|{0.06}
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<>-|STUN!|{0.19}
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<>-|STUN!|{0.06}
You may drink another health, mana, or bromide potion.
1764h, 5430m, 5160e, 10p, lrxkp<>-|STUN!|{0.47}
You have a particularly intense shiver.
1961h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{0.22}
|Health: 197||Mana: -75|
outr earwort
eat earwort
You are too stunned to be able to do anything.
1961h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{0.27}
You are too stunned to be able to do anything.
1961h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{0.07}
Asmodea points a sapphire pentacle necklace at you, and sparks fly out of it.
Sticky strands of webbing spray out to cover you.
1961h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{1.87}
ql
A flip-flopped fountain.
Superimposed over this location, an ethereal forest reaches up to the sky. A
little fae girl skips about here, dressed in a little blue dress. An oak sapling
clings tenaciously to the ground here. Asmodea Kamau, Spirit of Winter is here,
shrouded. She wields an emerald forestal tower shield in her left hand and the
Argentine Lyre of Trialante in her right. A pale ancestral spirit swirls around
her.
You see exits leading north, southeast, and west.
1961h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{0.22}
Ancestral spirits roar towards you from Asmodea, keening in rage and fury.
Black Shuck, the Darkhound barks piercingly at Asmodea, who suddenly stiffens in
place.
1086h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{0.16}|Health: -875|
n
You are too stunned to be able to do anything.
1086h, 5355m, 5160e, 10p, lrxkp<>-|STUN!|{1.14}
You are no longer stunned and have a brief stun immunity.
            {{{ YOU ARE FREE OF STUN!! }}}
            {{{ YOU ARE FREE OF STUN!! }}}
1086h, 5355m, 5160e, 10p, lrxkp<>-|Proned!|{0.24}
"While ancient cold shall the Crone's voice bring!" sings Asmodea, playing the
Argentine Lyre of Trialante with haunting harmonies, and she looks directly at
you.
Five of the pale spirits haunting you loom up in a cloud of chilling mist full
of the weight of aeons.
1764h, 5430m, 5160e, 10p, lrxkp<
outr sparkleberry
eat sparkleberry
read 38524
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<
You are too stunned to be able to do anything.
1764h, 5430m, 5160e, 10p, lrxkp<
You may drink another health, mana, or bromide potion.
1764h, 5430m, 5160e, 10p, lrxkp<
You have a particularly intense shiver.
1961h, 5355m, 5160e, 10p, lrxkp<
|Health: 197||Mana: -75|
outr earwort
eat earwort
You are too stunned to be able to do anything.
1961h, 5355m, 5160e, 10p, lrxkp<
You are too stunned to be able to do anything.
1961h, 5355m, 5160e, 10p, lrxkp<
Asmodea points a sapphire pentacle necklace at you, and sparks fly out of it.
Sticky strands of webbing spray out to cover you.
1961h, 5355m, 5160e, 10p, lrxkp<
ql
A flip-flopped fountain.
Superimposed over this location, an ethereal forest reaches up to the sky. A
little fae girl skips about here, dressed in a little blue dress. An oak sapling
clings tenaciously to the ground here. Asmodea Kamau, Spirit of Winter is here,
shrouded. She wields an emerald forestal tower shield in her left hand and the
Argentine Lyre of Trialante in her right. A pale ancestral spirit swirls around
her.
You see exits leading north, southeast, and west.
1961h, 5355m, 5160e, 10p, lrxkp<
Ancestral spirits roar towards you from Asmodea, keening in rage and fury.
Black Shuck, the Darkhound barks piercingly at Asmodea, who suddenly stiffens in
place.
1086h, 5355m, 5160e, 10p, lrxkp<
n
You are too stunned to be able to do anything.
1086h, 5355m, 5160e, 10p, lrxkp<
You are no longer stunned and have a brief stun immunity.
            {{{ YOU ARE FREE OF STUN!! }}}
            {{{ YOU ARE FREE OF STUN!! }}}
1086h, 5355m, 5160e, 10p, lrxkp<
The 5 spirit attack is a bit much. If she had minorseconded instead of webbed I would have died.
edit: I was fully deffed with nightkiss and cold proofings and everything.
Unknown2008-06-22 14:16:07
Yea, if a Spiritsinger times the stun with AncientFued, and then Minorseconds during the stun (for which there is plenty of time), the target -will- die.
Running is a Bad Way to balance things.
Running is a Bad Way to balance things.
Lendren2008-06-22 14:22:29
QUOTE(Shiri @ Jun 22 2008, 09:36 AM) 524415
So the spirits take 1 eq each to send to haunt?
Yes, and then another one to fire them off.
I think you're supposed to imagine the haunting buildup as similar to soulless rubs. If you stick around, and don't mess up the attacker, and don't go deaf, long enough for the six consecutive actions it takes to pull off the freeze, it's not quite an instakill, but it's meant to be awfully close.
(Yes, as always, deafness blocks everything.)
Ashai2008-06-22 14:27:13
Hm... looks slightly OP, but the flavor of the skills is awesome! Good job Lendren.
Shaddus2008-06-22 14:32:03
QUOTE(Ashai @ Jun 22 2008, 09:27 AM) 524424
Hm... looks slightly OP, but the flavor of the skills is awesome! Good job Lendren.
Yeah, this all looks pretty awesome!!
Are all of the bardic guilds getting the same sort of revamp?
:dusts off his cantor:
Unknown2008-06-22 14:32:29
Judging from that log, 2k damage on a Faeling with Nightkiss DMP is a -ton- (if it scales with health). It's more akin to Inquisition (Inquisition being Freeze, and the Minorsecond following being the charged Soulless). Need better logs plz.
Shiri2008-06-22 14:42:29
QUOTE(Lendren @ Jun 22 2008, 03:22 PM) 524423
Yes, and then another one to fire them off.
I think you're supposed to imagine the haunting buildup as similar to soulless rubs. If you stick around, and don't mess up the attacker, and don't go deaf, long enough for the six consecutive actions it takes to pull off the freeze, it's not quite an instakill, but it's meant to be awfully close.
(Yes, as always, deafness blocks everything.)
I think you're supposed to imagine the haunting buildup as similar to soulless rubs. If you stick around, and don't mess up the attacker, and don't go deaf, long enough for the six consecutive actions it takes to pull off the freeze, it's not quite an instakill, but it's meant to be awfully close.
(Yes, as always, deafness blocks everything.)
Way it looks to me, you'll have to build up the 5 "rubs", hinder with glamours as best you can, and then try to spike them with the stun while leaning on the passives. The four other active powers are irrelevant since they use up spirits which take ages to get back - you either kill them in one go or you don't, since you would have to waste upwards of 12 seconds to get the spirits back. Shackles is particularly sad given that it's active, since you may as well just use web.
That said, it IS more like inqui than soulless, because soulless still gives you time to tumble. This doesn't unless you're a warrior. (I also am not convinced as to what other options you've got though, since you're not significantly dealing out hindrances to help with your glamours and put them in minorsecond range anymore. And it's kind of "brittle" - if you were to nerf any part of it, the whole thing would fall apart.)
Lendren2008-06-22 14:53:41
I only consulted on the flavor, and maybe tossed a tiny idea here and there, but I really didn't try to consider the tactics or offer any opinions on it, that's not my specialty.
But I'm unclear about the comment about tumbling. If you see you're haunted by four or five spirits, maybe it's time to tumble then (or just go deaf), right? If you wait until after the sixth action, yes, it's too late to run, but that's kind of the point -- you should be hindering, running, or at very least being deaf, long before that point. (Deafness seems to be the key -- we can't either send you a spirit or have it do anything if you're deaf, so if you keep going deaf, it could take more like a dozen actions to set this up, and that gives you plenty of time to run, hinder, attack back, etc.)
But again, I am definitely not the person to be commenting on this stuff. Other people will figure it out and maybe I'll be lucky enough to benefit from their wisdom.
But I'm unclear about the comment about tumbling. If you see you're haunted by four or five spirits, maybe it's time to tumble then (or just go deaf), right? If you wait until after the sixth action, yes, it's too late to run, but that's kind of the point -- you should be hindering, running, or at very least being deaf, long before that point. (Deafness seems to be the key -- we can't either send you a spirit or have it do anything if you're deaf, so if you keep going deaf, it could take more like a dozen actions to set this up, and that gives you plenty of time to run, hinder, attack back, etc.)
But again, I am definitely not the person to be commenting on this stuff. Other people will figure it out and maybe I'll be lucky enough to benefit from their wisdom.
Unknown2008-06-22 14:55:39
The issue is that it forces you to run. Running is a Bad Way to balance things because it effectively forces the person to end the fight. Hinder up with three spirits and if you start to lose at all attach another and the person -has- to run away for a full minute?
Shiri2008-06-22 15:00:30
QUOTE(Lendren @ Jun 22 2008, 03:53 PM) 524437
I only consulted on the flavor, and maybe tossed a tiny idea here and there, but I really didn't try to consider the tactics or offer any opinions on it, that's not my specialty.
But I'm unclear about the comment about tumbling. If you see you're haunted by four or five spirits, maybe it's time to tumble then (or just go deaf), right? If you wait until after the sixth action, yes, it's too late to run, but that's kind of the point -- you should be hindering, running, or at very least being deaf, long before that point. (Deafness seems to be the key -- we can't either send you a spirit or have it do anything if you're deaf, so if you keep going deaf, it could take more like a dozen actions to set this up, and that gives you plenty of time to run, hinder, attack back, etc.)
But again, I am definitely not the person to be commenting on this stuff. Other people will figure it out and maybe I'll be lucky enough to benefit from their wisdom.
But I'm unclear about the comment about tumbling. If you see you're haunted by four or five spirits, maybe it's time to tumble then (or just go deaf), right? If you wait until after the sixth action, yes, it's too late to run, but that's kind of the point -- you should be hindering, running, or at very least being deaf, long before that point. (Deafness seems to be the key -- we can't either send you a spirit or have it do anything if you're deaf, so if you keep going deaf, it could take more like a dozen actions to set this up, and that gives you plenty of time to run, hinder, attack back, etc.)
But again, I am definitely not the person to be commenting on this stuff. Other people will figure it out and maybe I'll be lucky enough to benefit from their wisdom.
You're right in a sense, but the Spiritsinger doesn't actually invest power unlike the inqui line, so they can just keep doing it until you fail to run and probably get wrecked. I haven't considered how well this is integrated with deafness though. At first glance it just seems to mean you have to keep blanknoting whenever they earwort, which slows you down (and further removes it from any practical use other than this 5-spirit spike) but doesn't actually make it any harder. Also, unlike the inqui line, hindering etc. doesn't even work in theory - you have to actually be out of the room 20 seconds, because the decay doesn't happen while you're in the room so you can never really whiff.
I dunno.
As for what Synl said, though: running probably isn't -meant- to be a cure - there isn't supposed to be one, otherwise it would suck. It's more of a "we don't want a cure, but we also don't want them staying forever" move.
EDIT: Unlike the inqui line though, the spiritsinger can't effectively chase because of the spirit running decay. Obnoxious for the user.
Lendren2008-06-22 15:00:55
Run, hinder, or eat earwort. Running is probably the option of last resort, not the only option.
But maybe there should be another method of curing hauntings. Focus Spirit seems the obvious choice.
But maybe there should be another method of curing hauntings. Focus Spirit seems the obvious choice.
Shiri2008-06-22 15:08:40
QUOTE(Lendren @ Jun 22 2008, 04:00 PM) 524443
Run, hinder, or eat earwort. Running is probably the option of last resort, not the only option.
But maybe there should be another method of curing hauntings. Focus Spirit seems the obvious choice.
But maybe there should be another method of curing hauntings. Focus Spirit seems the obvious choice.
Yeah, but that would make them TERRIBLE. You have no realistic way of punishing focus spirit, focus spirit is spammable faster than the spirits can be afflicted, and the effort for focus spirit is significantly less than the effort for afflicting with spirits. That's why I was saying the setup is brittle. The only thing I can think of is to nerf the cold damage spike from the 5-spirit attack a little so non-warrior targets have a chance to get out if they didn't let you rainbowblind them too much beforehand.
Shamarah2008-06-22 15:19:10
Wow, that looks really cool style-wise, if a bit overpowered. Makes me wish Ciban was still a bard so I could take him Spiritsinger.
Why don't you just reduce the stun a bit on the five-spirit attack so the target has time to sip between that and the inevitable minorsecond?
Why don't you just reduce the stun a bit on the five-spirit attack so the target has time to sip between that and the inevitable minorsecond?
Kaalak2008-06-22 17:30:47
Really impressive on the style and concept Lendren.
So it looks like this haunt/summon mechanism is the Serenwilde Bard's answer to chaindrag?
Edit: Is the summon blocked by shielding? Or is it not blocked by shielding because the spirits disappear in 20 seconds.
Edit2: I also really like the management of resources game where you can apply the spirits to different tasks. Very creative and flexible.
So it looks like this haunt/summon mechanism is the Serenwilde Bard's answer to chaindrag?
Edit: Is the summon blocked by shielding? Or is it not blocked by shielding because the spirits disappear in 20 seconds.
Edit2: I also really like the management of resources game where you can apply the spirits to different tasks. Very creative and flexible.
Lendren2008-06-22 17:35:52
Dunno. It doesn't seem suited to splitting up groups since you have to be in the group (for a few actions too) to set it up. It seems more intended to pulling people back to keep up an offense, at least once.
Thanks everyone for the kind words about the thematic elements. I didn't know it was going to be made public that I helped out with them. But don't forget, it was the admins who actually decided what the skills would do -- I just wrote the message texts, and maybe tossed one or two little ideas. So they deserve the credit for the design, which is a lot bigger than writing the texts.
The summon's only blocked by being deaf, or curing the spirits, or leaving the local area.
Thanks everyone for the kind words about the thematic elements. I didn't know it was going to be made public that I helped out with them. But don't forget, it was the admins who actually decided what the skills would do -- I just wrote the message texts, and maybe tossed one or two little ideas. So they deserve the credit for the design, which is a lot bigger than writing the texts.
The summon's only blocked by being deaf, or curing the spirits, or leaving the local area.
Rodngar2008-06-22 18:32:25
Not going to lie, when I sat down and looked at Bards a long time ago - and discussed it pretty extensively as to why some of the specializations were 'gimp'- I kind of thought of ways to make them useful. It was just a fun little exercise, so to speak.
Looking at the way Wildarrane works now, I applaud the people who helped come up with this - the game needs more of this kind of stuff. This way it pretty firmly separates every archetype's guild. I now look at the Spiritsingers as, to be quite honest, an entirely unique entity and not just any other Bard guild.
My question is, do Starhymn, Shadowbeat, and Necroscream (I think Necroscream already got one, but my memory is oddly hazy) need treatment like this too? Do other archetypes need this? I think the method used to look extensively at one skillset is actually a very profitable and effective way of changing a skillset drastically - and it's how it's mostly down for envoy/classlead changes in other IRE games.
Looking at the way Wildarrane works now, I applaud the people who helped come up with this - the game needs more of this kind of stuff. This way it pretty firmly separates every archetype's guild. I now look at the Spiritsingers as, to be quite honest, an entirely unique entity and not just any other Bard guild.
My question is, do Starhymn, Shadowbeat, and Necroscream (I think Necroscream already got one, but my memory is oddly hazy) need treatment like this too? Do other archetypes need this? I think the method used to look extensively at one skillset is actually a very profitable and effective way of changing a skillset drastically - and it's how it's mostly down for envoy/classlead changes in other IRE games.
Desitrus2008-06-22 18:47:07
QUOTE(Rodngar @ Jun 22 2008, 01:32 PM) 524509
Not going to lie, when I sat down and looked at Bards a long time ago - and discussed it pretty extensively as to why some of the specializations were 'gimp'- I kind of thought of ways to make them useful. It was just a fun little exercise, so to speak.
Looking at the way Wildarrane works now, I applaud the people who helped come up with this - the game needs more of this kind of stuff. This way it pretty firmly separates every archetype's guild. I now look at the Spiritsingers as, to be quite honest, an entirely unique entity and not just any other Bard guild.
My question is, do Starhymn, Shadowbeat, and Necroscream (I think Necroscream already got one, but my memory is oddly hazy) need treatment like this too? Do other archetypes need this? I think the method used to look extensively at one skillset is actually a very profitable and effective way of changing a skillset drastically - and it's how it's mostly down for envoy/classlead changes in other IRE games.
Looking at the way Wildarrane works now, I applaud the people who helped come up with this - the game needs more of this kind of stuff. This way it pretty firmly separates every archetype's guild. I now look at the Spiritsingers as, to be quite honest, an entirely unique entity and not just any other Bard guild.
My question is, do Starhymn, Shadowbeat, and Necroscream (I think Necroscream already got one, but my memory is oddly hazy) need treatment like this too? Do other archetypes need this? I think the method used to look extensively at one skillset is actually a very profitable and effective way of changing a skillset drastically - and it's how it's mostly down for envoy/classlead changes in other IRE games.
Various skillsets have large special reports going through. This is just one of the first few. Sortoflikeclassleadsbutitsnottakingtwoyearslikedranor.
Rodngar2008-06-22 18:52:22
QUOTE(Desitrus @ Jun 22 2008, 02:47 PM) 524521
Various skillsets have large special reports going through. This is just one of the first few. Sortoflikeclassleadsbutitsnottakingtwoyearslikedranor.
I'm not used to seeing regular updates. It almost makes me suspicious.