Which guild is worst off?

by Unknown

Back to Common Grounds.

Amaru2005-01-08 17:09:57
QUOTE(terenas @ Jan 3 2005, 04:18 AM)
Ah, sorry about the mess up. I had thought they gave more disctint messages. But after going over my logs I've noticed what the different messages are. Thank you for the responses.

Shadowy shapes rise up around you and form into familiar shapes.
Hallucinations?

Shadows creep up all around you and close in.
Claustrophobia?

Shadows flicker before you, forming strange and weird shapes.
Confusion?

Shadows seep into your clothing, crawling like dark maggots.
Vestiphobia?

Shadowy voices whisper dark warnings in your ear.
Paranoia?
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^Shadow tendrils wrap around your limbs.
Entanglement?
Geb2005-01-08 17:16:16
Yes, that is correct.
Arilyon2005-01-08 17:34:23
Geomancy Demesne Skills

Poison - Causes hunger and vomiting to any non-Viscanti. Allies included.

Tremors - (This one I actually like) Causes enemies to fall, small chance of a leg being broken when you fall.

Duststorm - Obscures exits. If you observe you can still see the exits. Fog (which is a basic elementalism skill) is better than Duststorm.

Lodestone - Strips levitation from enemies.

Stonerain - Pulls enemied flyers from sky. If there is a flyer it will also drop rubble in the exits, but only if there is a flyer. (Geyser is a basic elementalism skill that also pulls flyers from sky. No rubble though)

Rockslide - Does 150 damage to enemies every 10 seconds.

Sickening - This one I've tested and not seen any affect. In fact, the human I tested on healed more from potions while sickened.

Pollute - This one works identically to the trans Aquamancer skill. Worded differently.

So there you have it. Other than Tremors, which Aquamancers have an equivalent of, there's nothing terribly useful in my demesne. Fuse made it better, but anyone with Runes gained Fuse too. Yes, we have chasm, but it's not as easy to pull off as everyone seems to think. We have to stand and do nothing. All you have to do is leave the room. If we have you incapacitated to the point where you can't leave the room, odds are you were going to die to staff points anyway. Chasm just makes it look fancy.
Arilyon2005-01-08 17:40:47
I forgot Stonewalls. Apologies on that one.

Stonewalls - If you do it in a single exit it will block that exit. Cannot be torn down. So if I have to run, which is often due to low defense, I can't get past it. If I do it demesne-wide, it puts stonewalls in RANDOM exits, not all of them. So it's just more of a hinderance sometimes.
Dumihru2005-01-08 17:52:40
Actually, if you need to run from a stonewalled room, you can probably just burrow (which I don't believe Aquamancers can do). Burrow is a really nice escape skill.
Arilyon2005-01-08 18:14:54
If the room is poisoned and you burrow it hurts. So it's not too fun to do that often.
Geb2005-01-08 19:25:10
QUOTE(Arilyon @ Jan 8 2005, 06:34 PM)
Geomancy Demesne Skills
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If that is all you have, then I do agree that you need an upgrade and one skill fixed. What we have over you is stun, healing, and passive elemental defenses stripping. You have an insta-kill (Perhaps not so great in one on one combat, but can be used effectively on the unwary in group combat) and a continuous hunger attack (Granted it effects all who are not Viscanti, but most of Magnagora is pretty much that. Also, the problem with it has not stopped it from being used in raids).

Aquamancers received a bit of an offense boost, so I would think it would not be out of line to give the geomancers a bit of a defensive boost. You guys do not have any means of passive healing, besides the regeneration Viscanti receive while in the taint. Could also receive a passive hindrance attack on it’s own, or attached to the rockslide attack (Heck, make it stun). Perhaps also add an extra passive damage attack to your demesne, to keep in the idea of you being more offensive in focus.

You guys do lag behind us, who I believe still lag a slight bit behind druids. I think my suggestions would bring you up on par with us, then hopefully we magi can all concentrate on campaigning for a bit better physical damage mitigation.
Arilyon2005-01-08 21:30:50
A recent problem was also discovered with poison in that it ignores pk careful. Several of us have been pacified due to poison causing someone to vomit to death.
Not a complaint, just pointing it out to the Powers That Be in hopes that might be looked into. Also while I'm on that subject, Stalker ignores pk careful too. Sorry for the hijack!
Terenas2005-01-08 22:38:49
Arilyon,

If you want to compare Aquamancer to Geomancer. Here goes.

Offensive Aquamancy-

Tsunami- Same as tremors, doesn't break legs.

Needlerain- Strips elemental defense.

Jellies- Stun

Typhoon- Same as Stonerain, but doesn't work.

Hailstorm- Hits everyone in the room.

Icefloe- periodic freezing, same as normal freeze in Elementalism.

Dilute- Reduces healing effectiveness, same as your sickening.

In contrast, you guys get stonewalls, chasm, in addition to being able to boost your staff's attack powers. I don't see Geomancers lagging at all behind Aquamancers, if your demesne isn't killing people you should try using Runes and Illusions more, they're especially useful after phantom and superling changes.
Shamarah2005-01-08 22:40:36
There's also Icefloe, and Stillwater if you lose waterwalking.
Arilyon2005-01-09 04:59:33
Unless dilute was recently changed or recently broken, it makes your vials not heal you properly. When I tested sickening, the person healed 100hp more per sip while sickened. If you want to give me an affliction that allows me to heal 100hp more per sip, I'll gladly accept it...
Aris2005-01-09 05:27:09
I really miss instakills. *sob*

By the by, if you know ANYTHING about what you're doing, you can lock someone up so fast you can newbiekick them to death, let alone chasm. Any whining by any Mages about Demesnes is just that, whining. I don't see any problem with anyone's skill save the instakill, which is just my jealousy.

Also, don't know if this was mentioned, but we can fuse othala with no power loss, although I'm not sure if it still works right, that should be a big red flag on the list of fixes. (Six random afflictions, anyone?)
Geb2005-01-09 06:15:43
That would be a waste of comms and money, Aris. Why fuse six othala, when one alone would do just as well? Do not have to use all six slots, just have the option them all. It is not like all 6 afflictions hit a person every cycle, only one rune goes off per cycle.
Aris2005-01-09 07:16:08
Shows how much -I- pay attention. Either way, Fusing Othala should cost just as much power as slinging Othala.
Unknown2005-01-09 07:41:25
What I dislike most about geomancers right now is that we have many pipe afflictions, but no asthma, and smoking a pipe cures insomnia, but we can't give sleep. Based on healing balances and types I'm only considering 1/3rd or so of the afflictions in runes worth using.

Rockslide doing bonus damage to prone people doesn't seem like much of an upgrade to me when we don't have a skill that knocks them down besides tremors, since the two skills don't appear to go off at the same time.

In summary, boulderblast should knock people down tongue.gif
Terenas2005-01-09 21:24:18
QUOTE(Jello @ Jan 9 2005, 07:41 AM)
What I dislike most about geomancers right now is that we have many pipe afflictions, but no asthma, and smoking a pipe cures insomnia, but we can't give sleep.
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Maybe try getting a sleep enchantment?
Terenas2005-01-09 21:24:48
edit- stupid Netscape, double post
Terenas2005-01-09 21:25:26
edit- stupid Netscape, triple post. Pah
Silvanus2005-01-09 21:28:23
Triple post, a new record.
Shamarah2005-03-06 18:37:36
Did someone edit the votes on this? I don't remember Aquamancers having that many votes.