Shamarah2007-03-31 16:21:17
Healing sucks. You get to lol at all warriors though with deepheal.
Unknown2007-04-01 05:03:26
Going off-topic for a little bit:
Oh and the telepaths they were talking about are for mages. Telepathy all offensive. much better to kill with. I personally always wanted to try telekinesis because it's just cool. But it's really not that great I think :/ some of the skills like fling would be really fun to use if it didn't cost 5 power and do absolutely nothing to someone with levitation. And I know you can strip it but usually you have 1 channel locked by daggers and maybe another by forcefield or some other thing like barrier so you can't strip fling. Telekinetics make great bashers though too and if you go mage and wanna be a psionic you'll want some good charisma. I wonder how good a tae'dae would be since they have that high faeling charisma but also the tankiness that faeling's don't have. I know the id channel speed is based on ego, what bout the others? They're just set times right?
STATISTICS:
Strength : 18 Dexterity : 8 Constitution: 17
Intelligence: 9 Charisma : 15 Size : 15
ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Heal faster from elixirs, level 3.
DISADVANTAGES:
o Have level 3 slower balance.
o Have level 3 slower equilibrium.
o Are susceptible to magic, level 3.
Tae'dae would DIE really fast. I mean, what's the point of using Telekinesis/Telepathy on a psychic-resistant Tae when you can just newbie-Blast the out of them? True, they have amazing sips, but against a merian or mugwump with that faster eq recovery, they'll be hitting faster than you can heal. (And Tae'dae don't resist fire, so I don't think a mage would even bother with Hailstorm/Boulderblast)
For Telepathy, you'd NEVER want to keep channels locked because we tend to hit in groups of three (two afflicts followed by a mindblast or psiblade for the less skilled). But Telekinesis kind of demands locking channels for things like LegLock, Barrier, Forcefield, et cetera. As for requiring CHA, it's really not as important as INT (especially with Netzach being only ~34 lessons into HighMagic). CHA has no effect on how much damage you do (as the damage is INT based), so you'd only want it so you can keep hitting over and over and over without needing to sip a bromide (Though at lower levels you can lock your Id for IronWill safely, though you'd probably want to ditch that tactic once you get skilled). Faelings are still a good choice with INT and the godly sip bonuses, though, but Imperial Merians can pull it off just as well with one less natural CHA than regular Faelings. That's also another reason why Tae'dae would be awful. Nine INT is going to result in crappy, crappy damage.
QUOTE
What's this about telepathy, though? From the complaints about Forren, I thought that telekinesis was the more feared.
Forren is Forren. He knows what he's doing. Telekinesis was, as Shamarah stated, the offensive skill of choice for mages until it got nerfed. Telepathy's gotten a few nerfs lately, particularly for PsychicVampirism (kinda. More ego drain and less willpower drain. Still easy as hell to pull off MindBurst, though. )QUOTE
Oh and the telepaths they were talking about are for mages. Telepathy all offensive. much better to kill with. I personally always wanted to try telekinesis because it's just cool. But it's really not that great I think :/ some of the skills like fling would be really fun to use if it didn't cost 5 power and do absolutely nothing to someone with levitation. And I know you can strip it but usually you have 1 channel locked by daggers and maybe another by forcefield or some other thing like barrier so you can't strip fling. Telekinetics make great bashers though too and if you go mage and wanna be a psionic you'll want some good charisma. I wonder how good a tae'dae would be since they have that high faeling charisma but also the tankiness that faeling's don't have. I know the id channel speed is based on ego, what bout the others? They're just set times right?
STATISTICS:
Strength : 18 Dexterity : 8 Constitution: 17
Intelligence: 9 Charisma : 15 Size : 15
ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Heal faster from elixirs, level 3.
DISADVANTAGES:
o Have level 3 slower balance.
o Have level 3 slower equilibrium.
o Are susceptible to magic, level 3.
Tae'dae would DIE really fast. I mean, what's the point of using Telekinesis/Telepathy on a psychic-resistant Tae when you can just newbie-Blast the out of them? True, they have amazing sips, but against a merian or mugwump with that faster eq recovery, they'll be hitting faster than you can heal. (And Tae'dae don't resist fire, so I don't think a mage would even bother with Hailstorm/Boulderblast)
For Telepathy, you'd NEVER want to keep channels locked because we tend to hit in groups of three (two afflicts followed by a mindblast or psiblade for the less skilled). But Telekinesis kind of demands locking channels for things like LegLock, Barrier, Forcefield, et cetera. As for requiring CHA, it's really not as important as INT (especially with Netzach being only ~34 lessons into HighMagic). CHA has no effect on how much damage you do (as the damage is INT based), so you'd only want it so you can keep hitting over and over and over without needing to sip a bromide (Though at lower levels you can lock your Id for IronWill safely, though you'd probably want to ditch that tactic once you get skilled). Faelings are still a good choice with INT and the godly sip bonuses, though, but Imperial Merians can pull it off just as well with one less natural CHA than regular Faelings. That's also another reason why Tae'dae would be awful. Nine INT is going to result in crappy, crappy damage.
Krellan2007-04-01 05:44:50
QUOTE(Denust @ Apr 1 2007, 12:03 AM) 394592
Going off-topic for a little bit:
Forren is Forren. He knows what he's doing. Telekinesis was, as Shamarah stated, the offensive skill of choice for mages until it got nerfed. Telepathy's gotten a few nerfs lately, particularly for PsychicVampirism (kinda. More ego drain and less willpower drain. Still easy as hell to pull off MindBurst, though. )
STATISTICS:
Strength : 18 Dexterity : 8 Constitution: 17
Intelligence: 9 Charisma : 15 Size : 15
ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Heal faster from elixirs, level 3.
DISADVANTAGES:
o Have level 3 slower balance.
o Have level 3 slower equilibrium.
o Are susceptible to magic, level 3.
Tae'dae would DIE really fast. I mean, what's the point of using Telekinesis/Telepathy on a psychic-resistant Tae when you can just newbie-Blast the out of them? True, they have amazing sips, but against a merian or mugwump with that faster eq recovery, they'll be hitting faster than you can heal. (And Tae'dae don't resist fire, so I don't think a mage would even bother with Hailstorm/Boulderblast)
For Telepathy, you'd NEVER want to keep channels locked because we tend to hit in groups of three (two afflicts followed by a mindblast or psiblade for the less skilled). But Telekinesis kind of demands locking channels for things like LegLock, Barrier, Forcefield, et cetera. As for requiring CHA, it's really not as important as INT (especially with Netzach being only ~34 lessons into HighMagic). CHA has no effect on how much damage you do (as the damage is INT based), so you'd only want it so you can keep hitting over and over and over without needing to sip a bromide (Though at lower levels you can lock your Id for IronWill safely, though you'd probably want to ditch that tactic once you get skilled). Faelings are still a good choice with INT and the godly sip bonuses, though, but Imperial Merians can pull it off just as well with one less natural CHA than regular Faelings. That's also another reason why Tae'dae would be awful. Nine INT is going to result in crappy, crappy damage.
Forren is Forren. He knows what he's doing. Telekinesis was, as Shamarah stated, the offensive skill of choice for mages until it got nerfed. Telepathy's gotten a few nerfs lately, particularly for PsychicVampirism (kinda. More ego drain and less willpower drain. Still easy as hell to pull off MindBurst, though. )
STATISTICS:
Strength : 18 Dexterity : 8 Constitution: 17
Intelligence: 9 Charisma : 15 Size : 15
ADVANTAGES:
o Have racial language, tae'dae.
o Does damage when performing a BEARHUG upon reaching level 50.
o Have a level 3 resistance to cutting damage.
o Have a level 3 resistance to blunt damage.
o Have a level 3 resistance to cold damage.
o Have a level 3 resistance to poison damage.
o Have a level 2 resistance to psychic damage.
o Heal faster from elixirs, level 3.
DISADVANTAGES:
o Have level 3 slower balance.
o Have level 3 slower equilibrium.
o Are susceptible to magic, level 3.
Tae'dae would DIE really fast. I mean, what's the point of using Telekinesis/Telepathy on a psychic-resistant Tae when you can just newbie-Blast the out of them? True, they have amazing sips, but against a merian or mugwump with that faster eq recovery, they'll be hitting faster than you can heal. (And Tae'dae don't resist fire, so I don't think a mage would even bother with Hailstorm/Boulderblast)
For Telepathy, you'd NEVER want to keep channels locked because we tend to hit in groups of three (two afflicts followed by a mindblast or psiblade for the less skilled). But Telekinesis kind of demands locking channels for things like LegLock, Barrier, Forcefield, et cetera. As for requiring CHA, it's really not as important as INT (especially with Netzach being only ~34 lessons into HighMagic). CHA has no effect on how much damage you do (as the damage is INT based), so you'd only want it so you can keep hitting over and over and over without needing to sip a bromide (Though at lower levels you can lock your Id for IronWill safely, though you'd probably want to ditch that tactic once you get skilled). Faelings are still a good choice with INT and the godly sip bonuses, though, but Imperial Merians can pull it off just as well with one less natural CHA than regular Faelings. That's also another reason why Tae'dae would be awful. Nine INT is going to result in crappy, crappy damage.
i was under the impression that the slower equilibrium might not effect them. I don't know at all. CHA helps at least the ID channel cause that one i know is based on ego size (recovery balance on it anyways). I don't know what the other two channels recoveries are based on, but I kno super is longer than sub so I thought they might be standard set times.
Hrm a farhealer coudl work fairly well against Glom actually cause they likely sit in choke so you farheal cure insomnia and they end up having to put it back up. otherwise it's carry every venom sip each one and bedevil
Xavius2007-04-01 06:02:42
I'm not so convinced that a tae'dae would die quicker to Blast.
In fact, I know they won't. I still cudgel bears.
In fact, I know they won't. I still cudgel bears.
Forren2007-04-01 06:55:44
Slower equilibrium will not affect psionic channels. Id is the only channel not set in stone, and it's modified by charisma. However, I still would never chose Tae'Dae. The int is too low.
Telekinesis vs Telepathy.. the choice is clear - Telepathy. I'm switching once I get enough credits for a cameo. I still need to be able to bash - right now I just use forcefield as a merian.
Telekinesis vs Telepathy.. the choice is clear - Telepathy. I'm switching once I get enough credits for a cameo. I still need to be able to bash - right now I just use forcefield as a merian.
Unknown2007-04-03 18:06:30
QUOTE
I'm not so convinced that a tae'dae would die quicker to Blast.
In fact, I know they won't. I still cudgel bears.
Yeah, well Aquamancer staff damage is something like 50% cold, 25% blunt, 25% asphyxiation (no idea about Geomancers), so Tae'dae will be resisting a lot of the damage. You'd be better off with Blast just because it's 100% fire. The slower EQ I brought up was only because Mages are the only archetype that can use Psionics. So, seriously, what if you have to fall back on your Aquamancy/Geomancy? You're pretty screwed. In fact, I know they won't. I still cudgel bears.
Hell, against a Telepath who hits you with clumsiness, you could just be dominated into pointing your staff/blasting yourself to keep you off EQ. Though that's going off the point a little.
QUOTE
Hrm a farhealer coudl work fairly well against Glom actually cause they likely sit in choke so you farheal cure insomnia and they end up having to put it back up. otherwise it's carry every venom sip each one and bedevil
Yes, one of my test characters was sitting in the Seren listen to either Krellan or Kalodan (or someone, I don't remember at the moment) whine about how Urazial was farhealing insomnia and deafness. And then proceed to bitch about how the Seren couldn't do that. Oh, wait. Maybe the problem is you have too many Hexen in the Moondancers.
Seriously though, if you want a tactic to be viable, you have to have the people to pull it off. Get more Moondancers to take up Healing.
Unknown2007-04-03 18:07:14
ferlas2007-04-04 10:30:56
QUOTE(Vaerhon @ Mar 28 2007, 11:48 AM) 394235
So - probably Shadowdancer and/or Nihilist.
Races?
From earlier comments about Thoros needing to go mugwump for sacrificing, it sounds like mugwump would be the race of choice for a Nihilist.
Similarly, Shamarah is the Shadowdancer I hear most often lamented on the forums, and is also a mugwump.
What of viscanti or faeling, respectively? Or aslaran? Or something else entirely?
Races?
From earlier comments about Thoros needing to go mugwump for sacrificing, it sounds like mugwump would be the race of choice for a Nihilist.
Similarly, Shamarah is the Shadowdancer I hear most often lamented on the forums, and is also a mugwump.
What of viscanti or faeling, respectively? Or aslaran? Or something else entirely?
I'm pretty adamant that the furrikin race is one of the best around for shadowdancers, your not as offensivly powerful as a mugwump wound be but you do decent damage and can defiantly afflict well, you writhe fast out of anything, no major common weaknesses like the mugwump.
With the level 3 magic resistance and trans magic you can tank two average moondancers, your main enemys, damage without sipping and easily tank three to five depending. You can walk around happily almost totally ignoring their rage covens. Also your basically immune to nilhists the magic resistance means they have next to no ability to damage kill you and if you keep an eye out soulless should never kill you with your fast roll.
Furrikin are tanky enough as well against warriors I was able to tank ixions pre nerf broads and now with warrior damage being reduced so much warriors shouldn't be much of a problem either.
Unknown2007-04-04 10:57:01
QUOTE(Denust @ Apr 1 2007, 01:03 AM) 394592
Tae'dae would DIE really fast. I mean, what's the point of using Telekinesis/Telepathy on a psychic-resistant Tae when you can just newbie-Blast the :censor: out of them?
There's a skill that helps with that. It's called "Magic".
QUOTE(Denust @ Apr 1 2007, 01:03 AM) 394592
True, they have amazing sips, but against a merian or mugwump with that faster eq recovery, they'll be hitting faster than you can heal. (And Tae'dae don't resist fire, so I don't think a mage would even bother with Hailstorm/Boulderblast)
Have you experienced or seen a log of how much tae'dae sip for? It's a lot higher than you seem to think. Ask Ash. ;)
Also, a while back, I tried psionics with a tae'dae. It was somewhere around 9 seconds for one of the channels (don't remember which) to do PsiBlade and recover.