Geomancer demesne..

by Amaru

Back to Combat Guide.

Daevos2005-02-23 00:02:43
Lodestone strips levitation.
Terenas2005-02-23 00:11:43
So it strips levitation if you have it on, and then knocks you down and stuns you once it's stripped? As if there aren't enough stunning abilities in Lusternia, meh. glare.gif
Geb2005-02-23 01:05:32
QUOTE(Daevos @ Feb 23 2005, 12:51 AM)
I brought it up, since I didnt think you had the worst demense even then. And I think your demense now is too powerful, hell I think all the demenses are too powerful but the Aquamancers especially. Also thought several of your suggestions even then were over the top, and am glad that Revan tailored it down with some help.
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If you did not think we had the worst demesne before all of the changes, then you seriously lacked an objective opinion. The demesne back then gave no damage unless the person was flying/in the trees and lacked levitation. Since we did not have needlerain back then, levitation up meant that the demesne gave no damage at all. Back then, you were unkillable by a mage in and out of his demesne. Even though you state that being invincible is not your goal, invincibility against a single mage seems to be where you would like things to return.

If you thought my suggestions were over the top, I guess you must not have really fought well in other IRE games. None of my suggestions were any more powerful than what are possessed by classes in the other games.

1. The single sling speed suggestion was no faster than a Shaman using quick curse, yet a shaman can also obscure what curses he is giving.
2. The double sling speed was no faster than an Apostate using their double evil eye. Both of those classes did not have the extra hindrance of using commodities and power to accomplish their afflictions.
3. I only asked that single sling allow for illusions being used before or after the sling is done, like snakes in Achaea.
4. The turtle costing 10-power back then to summon made it not prudent to summon one. If the turtle were able to give the 3 afflictions I put on the list, it would have made it worth the 10 power. Now the turtle only costs 1 power to summon on the water plane, so it is fine the way it is.
5. Some synergy between a few of the skills would have given a bit of damage to the demesne, when the demesne lacked any. Sipping fire would easily block that synergy, an ability open to everyone.


I ask you again, how many times have you been defeated by a single mage after the demesne changes? Before the Demesne changes, you were unbeatable one on one against a mage (once you knew how to deal with the minor hindrances of demesnes back then). Now you might actually die if you come against a lone mage in his/her demesne.

The real funny part is that I am in no way as tanky as you are. Yet, I seem to not have been as bothered by demesnes as you are. On the otherhand, I recognize that I have the possibility to die when walking in the demesne of another. I don’t walk in with the full expectation that I will dominate my opponent in his/her own area of influence. I also recognize that a guardian or warrior catching me out of my demesne puts me at a great disadvantage too. I am able to put up some demesne effects, but some of the others can only be created in a melded room. So, I practice as much as possible fighting outside of a demesne, because I know that I am rarely in one when a fight breaks out.
Narsrim2005-02-23 05:31:24
Honestly, I don't see what all the fuss is about. Whereas I find demesnes to be a royal pain in group combat, I find them easy to deal with 1-on-1. After dying many times to Terenas (as an Aqua) and Shamarah, I can plow through an aquamancer demesne (I killed Ceres as a human) and never get too worried because all I have to do is keep up my health, love potion (so I lust them forcing them to reject me frequently), etc.

I find the changes to the Geomancer demesne to be annoying and whereas chasm is easier to pull off than before, I don't think it is -that- bad. When someone starts to chasm me and I feel that I don't have enough time to get out of the room, I just gust them. Most Geomancers are cowards and won't risk putting themselves in a stonewall trap but if they do, there is tumble/leap (leap can be gained by anyone with riding too). And I prefer this situation because they won't be running away.

My biggest complaint with demesnes is how loops cannot be broken if melded. Thus, mega demesnes become a huge issue. I have always throught that ~3 or so Druid/Geo/Aqua should be able to force break any demesne at any point.
Amaru2005-02-23 07:55:35
They are acceptable to deal with in 1v1, though still stupid for a passive effect. The big complaint is the ridiculously unfair advantage they give the Mage in team battles, which represent the majority of conflict in Lusternia.
Ceres2005-02-23 07:56:52
I've not noticed you making any suggestions as to what could be changed, Amaru.
Revan2005-02-23 07:58:03
Don't encourage him, Ceres.
Amaru2005-02-23 08:21:34
Haha, you two crack me up. Get over your pathetic jealousy grudges, both of you. I did actually make suggestions a little while ago, in another thread.
Geb2005-02-23 13:36:32
QUOTE(Amaru @ Feb 23 2005, 08:55 AM)
They are acceptable to deal with in 1v1, though still stupid for a passive effect. The big complaint is the ridiculously unfair advantage they give the Mage in team battles, which represent the majority of conflict in Lusternia.
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I can agree with the unfair advantage demesnes can give entire teams. I have no problem with lowering the maximum size of a demesne and eliminating currents, rubble, and briar walls. I pretty much agreed with Daevos on all of his points, but the ones I mentioned. The ones I mentioned just seemed to be requests that would increase his on personal survivability, making it impossible for a mage to defeat him in a one on one battle.
Silvanus2005-02-23 15:11:18
Its not briar walls that are the problem in Hartstone's demesne, its the auto-moving in trees.
Ceres2005-02-23 16:36:24
QUOTE(Silvanus @ Feb 23 2005, 03:11 PM)
Its not briar walls that are the problem in Hartstone's demesne, its the auto-moving in trees.
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I agree with that. Only thing wrong with it.
Terenas2005-02-23 16:43:00
QUOTE(Silvanus @ Feb 23 2005, 03:11 PM)
Its not briar walls that are the problem in Hartstone's demesne, its the auto-moving in trees.
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Agreed. I really don't understand why that ability is there, it's akin to Aquamacer's currents or whatever that constantly pushes you out of the room. sad.gif
Ceres2005-02-23 16:45:14
QUOTE(Amaru @ Feb 23 2005, 08:21 AM)
Get over your pathetic jealousy grudges, both of you.
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roflmao.gif
Gregori2005-02-23 22:23:02
QUOTE(terenas @ Feb 23 2005, 10:43 AM)
Agreed. I really don't understand why that ability is there, it's akin to Aquamacer's currents or whatever that constantly pushes you out of the room.  sad.gif
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It is there because a good portion of our attacks require you to be -in- the trees.

i.e Darkseed, Sap, Shove(which is nature universal, but still applies), Treebane.

Now, Treelife has to be the easiest skill to bypass. You do not lose balance, you do not lose equilibrium, and unless you are paralysed you can -instantly- climb down out of the trees, nullifying Treebane, which is a delayed response as it is.

At best the Hartstone demesne is a pain in the ****, but not much more than that.

We give Asthma. If you can't cure asthma go back to (kill rabbit) M.U.D.s
We give Hallucinations or Dementia. Buy some Pennyroyal
We give some bleeding. Learn to clot or buy Chervil.
We can attempt to Sap(aeon). This one I agree can mess you up, however it requires us to be at -you- and requires you to be -in- the trees. Learn to climb down frequently.
We briar wall, slowing you down with writhing. If you have low magic and writhe is slow, use Summer. I believe there is a High Magic equivilant as well.
We give you some damage and make you writhe 4 times with Darkseed. Again you must be -in- the trees, and we must be at -you-.
We can -possibly- break limbs with Treebane. This one can be done from a distance, and yes is probably the biggest pain, but it does no damage and all you do is apply mending. That is if it broke a limb to begin with.

Now if we are at you. You know this pretty darn quick. Most of those we fight can either get in the trees and fight us, or get us out of the trees and fight us. Druids do not absorb damage well. In fact it is safe to say that if we don't run for our lives and ambush from within our Demesne, we are going to be dead in moments.

We have no passive stun, we have no eq or balance removing, we have no defense stripping. We have the possibility of messing you up long enough with afflictions that we can do some negligable damage to you with Cudgel or if we are brave go toe to toe and use Sickle for slightly more damage.

Overall the damage we do is countered with sipping health once. I have rarely seen someone in a Hartstone demesne that has died to the Druid fighting on their own. Those that do, are typically inexperienced, low health, or just damn unlucky.
Deaths in a Hartstone Demesne are 90% of the time due to group combat.

I also left runes out for a reason, because runes are a passive attack that are in all three Demesne and therefore not a judge of the Demesne itself.

I still maintain though that Demesne size should be reduced to 100 rooms max and that Demesnes should be breakable based on comparable skill levels.
Silvanus2005-02-23 22:25:49
The thing about passive-moving into trees, is, often times you'll be off balance, then you can become paralyzed, and you can go up then sap, inwhich case, that person is dead.

You should have to do a skill to move into trees.
Terenas2005-02-23 22:37:46
Gregori-

Druids have raise staff to carry people into the trees, you guys -do not- need an extra passive ability that elevate and knock someone down to and from the trees and do not give a freaking message at all. In addition, your spores only give general messages when afflicted. And it also appears you guys are able to break arms as well as legs with your demesne.

QUOTE
We have no passive stun, we have no eq or balance removing, we have no defense stripping. We have the possibility of messing you up long enough with afflictions that we can do some negligable damage to you with Cudgel or if we are brave go toe to toe and use Sickle for slightly more damage.


You fail to realize that your demesne also afflicts paralysis periodically as well, and that is without fused gyfu, I can't imagine if you fused gyfu on top of insects. Regarding defense stripping, Aquamancers can only strip elemental defenses, and Geomancer can only strip levitation. Why are you complaining considering that Druid can learn Lowmagic and utilize the ability that lets you strip a random defense without giving a message at all? None of the other Magi can get that since they have to take Highmagic.

Gregori2005-02-23 22:49:07
QUOTE(terenas @ Feb 23 2005, 04:37 PM)
Gregori-

Druids have raise staff to carry people into the trees, you guys -do not- need an extra passive ability that elevate and knock someone down to and from the trees and do not give a freaking message at all. In addition, your spores only give general messages when afflicted. And it also appears you guys are able to break arms as well as legs with your demesne.
You fail to realize that your demesne also afflicts paralysis periodically as well, and that is without fused gyfu, I can't imagine if you fused gyfu on top of insects. Regarding defense stripping, Aquamancers can only strip elemental defenses, and Geomancer can only strip levitation. Why are you complaining considering that Druid can learn Lowmagic and utilize the ability that lets you strip a random defense without giving a message at all? None of the other Magi can get that since they have to take Highmagic.
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Raise staff =

QUOTE
You raise your cudgel upwards, saluting the trees.
Branches swoop down and lift you up into the trees.
In the trees above Through thick undergrowth.  A tangle of foliage knots together here to make a formidable barrier against  progress in any direction. Thorns, vines and branches are twisted around each  other, apparently having grown like this for some time. Leaves are present in  every shade of green, and trees grow tall above. Snaking creepers resting on  the floor are ready to trap any passer-by.
You see exits leading east and west.
2660h, 3455m, 3191e, 10p, 12198en, 16605w xk-/04:29:04:850p
You have recovered equilibrium.
2660h, 3455m, 3191e, 10p, 12200en, 16611w exk-/04:29:08:140p
A sudden gust of wind catches you and blows you out of the tree.
You scream as you feel the force of the landing break both your legs.  apply mending to legs
2660h, 3455m, 3191e, 10p, 12200en, 16611w ek-/04:29:08:750p
You take out some salve and quickly rub it on your legs.
The bones in your right leg mend.
2660h, 3525m, 3191e, 10p, 12200en, 16611w ek-/04:29:08:970p
You may apply another salve to yourself.  apply mending to legs
2660h, 3525m, 3191e, 10p, 12200en, 16611w ek-/04:29:11:160p
You take out some salve and quickly rub it on your legs.
The bones in your left leg mend.
2660h, 3525m, 3191e, 10p, 12200en, 16617w ek-/04:29:11:380p
You have recovered balance on all limbs. 


So I raise cudgel. -I- lose eq, not you. You in the meantime attack me, or if you are Drago fling empress, and as you can see from this example I don't even have time to cling before I am blown from the trees, broken legs and waiting for balance to come back as well.

Also I was not complaining. I was pointing out that the Hartstone demesne is not as overpowered as people make it out. I saw your log, Terenas. You had had a nuisance affecting you. It was in no way a threat to your life.

You are right though. I did forget Swarm, which paralyses roughly every 6 - 9 seconds. However, that doesn't make it damaging in the health sense. It is very difficult now for a Druid to kill someone with damage, even with their demesne helping. We are best as support, where we have others attacking, and we hide in the leaves trying to keep afflictions on.
Silvanus2005-02-23 22:54:13
That happens often times with raising into trees, when we are off balance/eqed/stunned frmo hallucinations.
Gregori2005-02-23 23:00:03
Oh don't take my arguments as a please upgrade our demesne argument. There are a couple things I wouldn't mind changed in how they work, but overall I think our Demesne is just at that fine line between over and underpowered. We don't deal alot of damage, but we can hit with afflictions. It means our fighting style has to be completely different from the typical point warrior at enemy and let him bash on enemy till dead motif.
Silvanus2005-02-23 23:01:24
You deal 200 damage less then a Geomancer demesne, and passive aflict asthama, hallucinations, and paralysis. Your demesne is probably the reason why there is no anorexia rune sad.gif