Defenses for Gaudiguch/Hallifax

by Estarra

Back to Common Grounds.

Unknown2010-01-05 04:11:08
QUOTE (Romertien @ Jan 4 2010, 09:04 PM) <{POST_SNAPBACK}>
Pretty sure that camping nexuses and ganking defenders as they arrive is the 'out of hand' in question.

This. I understand that the two fighters in Halli are all "WE DON'T NEED HELP HURRR" but, yes... you do. Be thankful every person in this topic didn't just say "lol suck it up".
Arel2010-01-05 04:16:51
Unless I'm just missing the out of hand raids that are being cited, I don't think really anything has been out of hand yet. Just slightly annoying.
Rodngar2010-01-05 04:26:04
It's really not as bad as Doman is making it out to be. I'm being completely honest.
Shryke2010-01-05 04:27:13
QUOTE (Azoth Nae'blis @ Jan 4 2010, 08:11 PM) <{POST_SNAPBACK}>
This. I understand that the two fighters in Halli are all "WE DON'T NEED HELP HURRR" but, yes... you do. Be thankful every person in this topic didn't just say "lol suck it up".


How many Hallifaxians have to come onto this forum and tell you that we're not getting raided that much at all.. Maybe once every OOC day, TOPS, before you end your forum Jihad against the oppression of us poor defenseless Hallifaxians?

Stop please.
Everiine2010-01-05 04:28:58
I wouldn't say out of hand, but I would agree that there should be a deterrent to nexus camping.
Unknown2010-01-05 04:50:02
Let's not forget the point that everyone seems to be missing, that aeromancy is by far the least useful mage specialization. When you get down to it, it basically does nothing. Give 'em the guards and the full-auto nexus turret, and maybe that'll be enough on top of their passive... agoraphobia, or whatever. tongue.gif
Casilu2010-01-05 05:00:22
QUOTE (Azoth Nae'blis @ Jan 4 2010, 08:50 PM) <{POST_SNAPBACK}>
Let's not forget the point that everyone seems to be missing, that aeromancy is by far the least useful mage specialization. When you get down to it, it basically does nothing. Give 'em the guards and the full-auto nexus turret, and maybe that'll be enough on top of their passive... agoraphobia, or whatever. tongue.gif


Uhhh... whatever you're taking, it can't be legal. Aeromancy looks better than Aquamancy to me, easily. Maybe Geomancy too. I'll look through Aeromancy's ABs again and see if it doesn't look that way.
Unknown2010-01-05 05:11:06
At least Aquamancy can paralyze, and Geomancy can stun. Aeromancy has zero hindering power - you have to stand there and take every hit they care to send your way.
Casilu2010-01-05 05:16:39
QUOTE (Azoth Nae'blis @ Jan 4 2010, 09:11 PM) <{POST_SNAPBACK}>
At least Aquamancy can paralyze, and Geomancy can stun. Aeromancy has zero hindering power - you have to stand there and take every hit they care to send your way.


I think I see passive mental afflictions from two sources (third if you count a thunderbird), skills that force people out of your room and maybe not let the back in, a skill that slows enemy balance and speeds yours up, three sources of passive affliction curing, and two ways to screw people flying. With a little bit of active work, you have a great demesne.
Xavius2010-01-05 05:17:53
QUOTE (casilu @ Jan 4 2010, 11:00 PM) <{POST_SNAPBACK}>
Uhhh... whatever you're taking, it can't be legal. Aeromancy looks better than Aquamancy to me, easily. Maybe Geomancy too. I'll look through Aeromancy's ABs again and see if it doesn't look that way.

Well, a point to consider is the nature of healing skills. You see, most people don't need them, and most healing skills don't actually help serious combatants against the sorts of things that are actually a threat. Aeromancy won't cure off an aeon-induced sleeplock, won't cleanse away sap or ectoplasm, and won't stop the buildup of wounds. What it does do is further neuter tactics that were neutered a long time ago and push more combatants into the aeon-lock/feat-lock/attrition paths. Concepts like the goldenseal soft lock just don't exist in Lusternia.

Offensively, Aeromancy isn't bad, but what I thought was going to be scary and deadly actually ended up being not so bad just because of the speed of the various skills involved. Given time, I'm sure someone will massage more power out of Aeromancy, but it's nothing like the lolwhat curbstomping of the Pyromancers. I want a demesne that takes seven seconds to fully cure off even while I'm hiding behind a shield. Seriously.
Casilu2010-01-05 05:21:00
QUOTE (Xavius @ Jan 4 2010, 09:17 PM) <{POST_SNAPBACK}>
Well, a point to consider is the nature of healing skills. You see, most people don't need them, and most healing skills don't actually help serious combatants against the sorts of things that are actually a threat. Aeromancy won't cure off an aeon-induced sleeplock, won't cleanse away sap or ectoplasm, and won't stop the buildup of wounds. What it does do is further neuter tactics that were neutered a long time ago and push more combatants into the aeon-lock/feat-lock/attrition paths. Concepts like the goldenseal soft lock just don't exist in Lusternia.


I was looking at the whole skillet, I think in every category, I would take Aeromancy over Aquamancy.
Xavius2010-01-05 05:24:20
QUOTE (casilu @ Jan 4 2010, 11:21 PM) <{POST_SNAPBACK}>
I was looking at the whole skillet, I think in every category, I would take Aeromancy over Aquamancy.

Well, like Azoth said, Aeromancy doesn't have much to hinder an opponent. He was thinking of it in defensive terms, but in offensive terms, about all you can do to slow sipping and shielding is try to stick concussion. A TK aeromancer has nifty tricks to do that, but it's easy to underestimate just how long it takes to get all three psi balances back so you can raise staff a couple times. That's a lot of curing you allow just so you can try to secure a lock, which really means you usually don't get your lock.
Casilu2010-01-05 05:29:55
QUOTE (Xavius @ Jan 4 2010, 09:24 PM) <{POST_SNAPBACK}>
Well, like Azoth said, Aeromancy doesn't have much to hinder an opponent. He was thinking of it in defensive terms, but in offensive terms, about all you can do to slow sipping and shielding is try to stick concussion. A TK aeromancer has nifty tricks to do that, but it's easy to underestimate just how long it takes to get all three psi balances back so you can raise staff a couple times. That's a lot of curing you allow just so you can try to secure a lock, which really means you usually don't get your lock.


I don't disagree. It looks like it has amazing group-splitting potential, though. I just think that it looks better than Aquamancy in just about every way too. It might not have the super offense of the Pyros, but it does still look better (or at least on par with) than the other two mage specs in the end.
Unknown2010-01-05 05:30:33
QUOTE (casilu @ Jan 4 2010, 10:16 PM) <{POST_SNAPBACK}>
I think I see passive mental afflictions from two sources (third if you count a thunderbird), skills that force people out of your room and maybe not let the back in, a skill that slows enemy balance and speeds yours up, three sources of passive affliction curing, and two ways to screw people flying. With a little bit of active work, you have a great demesne.

Passive mental afflictions from one source - miasma. Unless you meant phantoms as well? Whirlwind forces them out, and squall makes it tough to get back in, the balance slow/speedup is infinitesimally small, and... what they said about the passive curing. Also don't forget that with a lucky love potion tick, all of that passive curing (as well as the speed bonus) will be applied to their enemies as well as them.

Blablablaa.
Casilu2010-01-05 05:33:45
QUOTE (Azoth Nae'blis @ Jan 4 2010, 09:30 PM) <{POST_SNAPBACK}>
Passive mental afflictions from one source - miasma. Unless you meant phantoms as well? Whirlwind forces them out, and squall makes it tough to get back in, the balance slow/speedup is infinitesimally small, and... what they said about the passive curing. Also don't forget that with a lucky love potion tick, all of that passive curing (as well as the speed bonus) will be applied to their enemies as well as them.

Blablablaa.


You're forgetting the thunderbird, but what exactly does rainbowcloud do? Does it just give confusion when they move and would that be included in failed attempts from walls and the forces from moving them out?
Xavius2010-01-05 05:34:42
QUOTE (casilu @ Jan 4 2010, 11:29 PM) <{POST_SNAPBACK}>
I don't disagree. It looks like it has amazing group-splitting potential, though. I just think that it looks better than Aquamancy in just about every way too. It might not have the super offense of the Pyros, but it does still look better (or at least on par with) than the other two mage specs in the end.

It does have amazing group splitting potential, and it would've been much scarier before melds got nerfed. One room isn't much space to split a group.

Aquamancy has stun and paralyze. They aren't much, but they compliment anything you're doing, and can give you just enough of an edge to squeeze out your mindburst.
Casilu2010-01-05 05:36:29
QUOTE (Xavius @ Jan 4 2010, 09:34 PM) <{POST_SNAPBACK}>
It does have amazing group splitting potential, and it would've been much scarier before melds got nerfed. One room isn't much space to split a group.

Aquamancy has stun and paralyze. They aren't much, but they compliment anything you're doing, and can give you just enough of an edge to squeeze out your mindburst.


I think you're forgetting how annoying movement blocking will be when they have someone with cosmic there too.
Doman2010-01-05 05:39:27
Guess what. No cosmic right now.
Casilu2010-01-05 05:41:23
QUOTE (Doman @ Jan 4 2010, 09:39 PM) <{POST_SNAPBACK}>
Guess what. No cosmic right now.


Hence the when Domo kun.

Edit: I'm also for hire to mindlessly chant cosmic skills.
Doman2010-01-05 05:42:28
Perhaps, but you are getting ahead of yourself, because we basically have to be self-sufficient as aeromancers.