Ekard2006-11-27 07:53:13
I have found faeling to be much more tanky then merian.
And faeling can fly. Its really worth 100cr for reincarnation dagger.
And faeling can fly. Its really worth 100cr for reincarnation dagger.
Tervic2006-11-27 10:59:24
QUOTE(Ixion @ Nov 26 2006, 11:03 PM) 357351
Not messing with him. Read Ild's post (hooked on phonics doesn't work for everyone I guess ). He's referring to reincarnation.
D'oh... I'm a noob.
Unknown2006-11-27 12:30:43
Right now I'm a mugwump, and already used my free reincarnation. I forgot all about faelings with their freakishly high charisma. I don't expect that the balance bonus will help much, but with the sip bonus and forcefield faeling should be pretty good, possibly even better than a human...thanks for the advice!
Revan2006-11-27 14:31:21
If Telekinetics are getting a new skill, it should not be solely up to the Envoys. I suggest that you ask telekinetics (like Forren, Nars and Mederrach) about this and what they would think is a good replacement, as they actually know what their skillset is truly capable of. I know if I were a Telek, I wouldn't dare leave it in the hands of just the Envoys, since who knows what kind of convoluted and un-synergetic skill they'd make
(and yes, I know Nars is an envoy, but also, leaving it solely up to him is also a huge mistake! More input from more than 1 telek = what you really want )
(and yes, I know Nars is an envoy, but also, leaving it solely up to him is also a huge mistake! More input from more than 1 telek = what you really want )
Hiriako2006-11-27 14:37:14
I was just tired when that happened. I understand now!
I have to say, the best thing I ever got was my cameo of the changeling. It's great for RP, absolutely wonderful for testing skills and just plain fun. Even if sometimes I do get stuck as a bad race at a bad time. Faeling warrior, ugh. *grimace*
What I'm curious about is how well it'd work if a warrior somehow replaced athletics with TK. That'd be quite...interesting, I think. Pick the right race and they might even be tankier.
I have to say, the best thing I ever got was my cameo of the changeling. It's great for RP, absolutely wonderful for testing skills and just plain fun. Even if sometimes I do get stuck as a bad race at a bad time. Faeling warrior, ugh. *grimace*
What I'm curious about is how well it'd work if a warrior somehow replaced athletics with TK. That'd be quite...interesting, I think. Pick the right race and they might even be tankier.
Shorlen2006-11-27 14:38:26
QUOTE(Revan @ Nov 27 2006, 09:31 AM) 357405
If Telekinetics are getting a new skill, it should not be solely up to the Envoys. I suggest that you ask telekinetics (like Forren, Nars and Mederrach) about this and what they would think is a good replacement, as they actually know what their skillset is truly capable of. I know if I were a Telek, I wouldn't dare leave it in the hands of just the Envoys, since who knows what kind of convoluted and un-synergetic skill they'd make
(and yes, I know Nars is an envoy, but also, leaving it solely up to him is also a huge mistake! More input from more than 1 telek = what you really want )
(and yes, I know Nars is an envoy, but also, leaving it solely up to him is also a huge mistake! More input from more than 1 telek = what you really want )
If you have ideas and suggestions, speak with your envoys. Heck, speak with any envoy. We have only one good suggestion for the new skill, and it'll go through unless someone comes up with something better soon. If you are a TK and think this is very important, speak with an envoy for details, and I'm offering myself for that I really do think the skill suggested is fine though.
Unknown2006-11-27 14:39:12
Even if daggers are nerfed, telekinetics doesn't seem like a bad skillset without adding anything new. It looks a little bit sparse, but it doesn't really seem to be lacking in any huge area.
That said, I won't complain about useful new skills...
That said, I won't complain about useful new skills...
Aiakon2006-11-27 14:47:14
QUOTE(Revan @ Nov 27 2006, 02:31 PM) 357405
If Telekinetics are getting a new skill, it should not be solely up to the Envoys. I suggest that you ask telekinetics (like Forren, Nars and Mederrach) about this and what they would think is a good replacement, as they actually know what their skillset is truly capable of. I know if I were a Telek, I wouldn't dare leave it in the hands of just the Envoys, since who knows what kind of convoluted and un-synergetic skill they'd make
(and yes, I know Nars is an envoy, but also, leaving it solely up to him is also a huge mistake! More input from more than 1 telek = what you really want )
There is an extremely peculiar conception from the players in this game that they should have an over-riding say in the way new skills are developed and implemented. I simply don't understand why that should be so. Just read the endless debates in these forums about whether orgs should have rezz skills, about balance, about whether Nihilists or Celestines are better, and it becomes very quickly obvious that a player consensus is simply impossible.
Why on earth -should- we players be consulted? None of us are free of bias, all of us suffer under the illusion of the greener grass on the other side. The Admin have our best interests in mind and are placed far enough away to at consider the issues in a disinterested manner. Frankly the player base as a whole doesn't, can't, and never will. If I was Estarra I wouldn't bother with envoys at all. Since she's been kind enough to give us some, let's not assume it's our right and demand more say.
/off topic and random rant
Unknown2006-11-28 15:19:52
Okay, I have a couple of new questions, and since I started this thread I can feel free to necro it however I want.
I can afford a dagger, trans telekinetics, geomancy, and enchantments, and be left with somewhere around 1400 lessons. I've heard that some amount of Highmagic is needed for enchantments, does anyone have any idea how much I would need to learn? I'm having trouble deciding how to split these lessons up between Highmagic, Illusions, and Influence (which I have only up to analyze right now, because I'm a mugwump and never needed it. If I'm going to be faeling, though...)
Any suggestions?
I can afford a dagger, trans telekinetics, geomancy, and enchantments, and be left with somewhere around 1400 lessons. I've heard that some amount of Highmagic is needed for enchantments, does anyone have any idea how much I would need to learn? I'm having trouble deciding how to split these lessons up between Highmagic, Illusions, and Influence (which I have only up to analyze right now, because I'm a mugwump and never needed it. If I'm going to be faeling, though...)
Any suggestions?
Shorlen2006-11-28 17:00:09
QUOTE(mitbulls @ Nov 28 2006, 10:19 AM) 357895
Okay, I have a couple of new questions, and since I started this thread I can feel free to necro it however I want.
I can afford a dagger, trans telekinetics, geomancy, and enchantments, and be left with somewhere around 1400 lessons. I've heard that some amount of Highmagic is needed for enchantments, does anyone have any idea how much I would need to learn? I'm having trouble deciding how to split these lessons up between Highmagic, Illusions, and Influence (which I have only up to analyze right now, because I'm a mugwump and never needed it. If I'm going to be faeling, though...)
Any suggestions?
I can afford a dagger, trans telekinetics, geomancy, and enchantments, and be left with somewhere around 1400 lessons. I've heard that some amount of Highmagic is needed for enchantments, does anyone have any idea how much I would need to learn? I'm having trouble deciding how to split these lessons up between Highmagic, Illusions, and Influence (which I have only up to analyze right now, because I'm a mugwump and never needed it. If I'm going to be faeling, though...)
Any suggestions?
Here's how the HighMagic stuff works.
Highmagic
CODE
Pentagram    Inept        0%  Immune to most harm until broken
Malkuth      Novice      0%  Increase summoning resistance      // NEEDED FOR KINGDOM
Void          Apprentice  0%  Break circles and pentagrams
Yesod        Apprentice  50%  Shroud self
Netzach      Capable      0%  +1 CHA                              // NEEDED FOR BEAUTY
Hod          Adept        0%  3P: Cure several mental afflictions // NEEDED FOR FOCUS
Tipheret      Master      0%  Remove all bindings                // NEEDED FOR PERFECTION
Hexagram      G                Knock ENEMYs from trees/sky
Geburah      E                3P: +1 STR
Gedulah      V                3P: Cure two random afflictions    // NEEDED FOR MERCY
Binah        V                5P: Lower target's CON by 1-3
Chockmah      F                See ghosts and dreambodies
Kether        M                Attack ghosts and dreambodies, 100% magic
Greatpentagra Transcendant 0%Â Â 10P: Keep all from entering room normally
Malkuth      Novice      0%  Increase summoning resistance      // NEEDED FOR KINGDOM
Void          Apprentice  0%  Break circles and pentagrams
Yesod        Apprentice  50%  Shroud self
Netzach      Capable      0%  +1 CHA                              // NEEDED FOR BEAUTY
Hod          Adept        0%  3P: Cure several mental afflictions // NEEDED FOR FOCUS
Tipheret      Master      0%  Remove all bindings                // NEEDED FOR PERFECTION
Hexagram      G                Knock ENEMYs from trees/sky
Geburah      E                3P: +1 STR
Gedulah      V                3P: Cure two random afflictions    // NEEDED FOR MERCY
Binah        V                5P: Lower target's CON by 1-3
Chockmah      F                See ghosts and dreambodies
Kether        M                Attack ghosts and dreambodies, 100% magic
Greatpentagra Transcendant 0%Â Â 10P: Keep all from entering room normally
The stuff where there's just a letter is a guess about the skill level needed for the skill, because I don't know for sure. Thus, you need *about* Virtuoso HighMagic to enchant mercy. If you don't care about mercy, you only need Master, for Perfection.
If you want to bash with influence, spend 89 lessons on it for the second Charity skill. If you decide you really like it, spend 511 more for the third Charity skill.
As far as Illusions go, you NEED to get Terrain, which is somewhere into Gifted, I think. The stuff after Terrain doesn't really seem all that good - programmed can be nice, I guess, and wounds can be nice if you are a telepath going for mindburst to screw with people's autosippers, but not so useful for a TK who wants them NOT to sip health. Stalker is alright, but dunno if it's worth going all the way to fabled just for it. You get Nature along the way, which Narsrim at least has found a good use for (detecting dreamweavers), but I dunno how useful that really is. If you really want Stalker (ranged Phantoms), I guess you could go all the way to about Fabled 33/50% or whatever it's at, but really, Gifted 50 or so where you get Terrain is all you *need*. Gifted 50, if that's where it really is, is 356 lessons. Fabled 33%, if that's where stalker is, is 1039 lessons. Remember, I don't have illusions past capable on any character of mine, so my numbers above are guesses.
So, bare minimum:
356? Illusions (terrain)
178 HighMagic (all enchantments everything but mercy (no hexagram though, that's another 111? lessons))
89 Influence (2 charity attacks and analyze)
= 623 lessons, giving you 777 left over.
Additional skills:
683? more Illusions (programmed, wounds, nature, stalker)
422? more HighMagic (hexagram, mercy enchants, slittendonlock curing)
511 more influence (divert, amnesty for self, superego (minor influence damage reduction), 3rd charity attack)
(EDIT: If you only want to get to Divert from Compliments, it's an additional 267 lessons, instead of 511)
Up to you what you get.
EDIT: So, you could get Terrain, Gedulah, and Divert, or you could get Stalker, Tipheret (perfection), and Supplication, or some other combination.
Unknown2006-11-28 17:05:04
In Illusions should get at least to wounds, and if you feel like going a bit further, statue.
It is true in enchantment you need highmagic for certain enchantments, don't know which and how far you must learn though.
Divert is a really useful skill in influence and is possibly the minimum you should try for in influence.
It is true in enchantment you need highmagic for certain enchantments, don't know which and how far you must learn though.
Divert is a really useful skill in influence and is possibly the minimum you should try for in influence.
Unknown2006-11-29 15:04:16
Shorlen, you're an absolute genious! Where do you collect all of this stuff?
Thank you both for all the information and advice. Still not absolutely sure which way I'll go, but all this makes it 100x easier
Thank you both for all the information and advice. Still not absolutely sure which way I'll go, but all this makes it 100x easier
Shorlen2006-11-29 17:01:30
QUOTE(mitbulls @ Nov 29 2006, 10:04 AM) 358193
Shorlen, you're an absolute genious! Where do you collect all of this stuff?
Thank you both for all the information and advice. Still not absolutely sure which way I'll go, but all this makes it 100x easier
Thank you both for all the information and advice. Still not absolutely sure which way I'll go, but all this makes it 100x easier
I had a newbie puddlemancer that took up enchantments. I quit playing him after two days though because the person I made him to play with decided she hated Celest just as much as she hated Serenwilde (this was an OOC year ago) and left, and it stopped being fun after that. So, as far as Illusions and Enchantments go, I had the skill lists from their ghelps, and the percentages for the first few skills, and guessed the rest.
I take notes when learning skills so I can answer questions like these - the notes are all up at the Scrying Pool