Serenity on 11/29/2012 12:53 PM CST
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Which abilities can you use and not use when Serenity is up?

~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
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Re: Serenity on 11/29/2012 01:04 PM CST
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>>Which abilities can you use and not use when Serenity is up?

No one tell him.

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Serenity on 11/29/2012 01:56 PM CST
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WTB combat feat which lets me tell which abilities a barbarian is using.

~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
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Re: Serenity on 11/29/2012 02:00 PM CST
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I'll let you know in a bit, Leilond. Serenity is definitely intended to be able to be stacked with other abilities, though. Kodius taught us how it works with Swan and Turtle. I'm currently doing a little testing myself.



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 02:10 PM CST
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I thought that was the one that was supposed to negate all magic(no skill check) in exchange for no self-abilities? Or has its power been reduced in exchange for stacking? Or maybe it does both, or partial?

~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
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Re: Serenity on 11/29/2012 02:12 PM CST
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>>I thought that was the one that was supposed to negate all magic(no skill check) in exchange for no self-abilities? Or has its power been reduced in exchange for stacking? Or maybe it does both, or partial?

It definitely does not negate all magic. About to post a log of Kodius' explanation in a few minutes.



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 02:22 PM CST
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Kodius says, "Serenity is a powerful barrier."

Kodius says, "If he is capping it, you'd need to spend about 70% of max mana to get past it."

Kodius says, "Or, stance for integrity of your spell."

Kodius says, "Barriers have an integrity they will block, and spells have an integrity they possess."

Kodius says, "So if he caps Serenity, and it puts up a 60% integrity barrier. You'd have to use a spell with more than 60% integrity to get past it.

Kodius says, "That could be done by using 1/2 the mana to cap a spell, and stancing for 115% integrity.."

Kodius says, "Or by outright capping a spell, or various other things to get that high."

Kodius says, "Or, just hit him enough times to drain his IF completely."

Kodius says, "Integrity barriers do nothing if the spell overwhelms them."

Kodius says, "Serenity/Swan are really only useful if mages are being lazy and not capping spells (which happens often). also useful against critters that don't often cap spells."

Kodius says, "No, Turtle is a potency barrier."

Kodius says, "Turtle reduces the spell's power/damage."

Kodius says, "The trick with Swan, is once hit it drops for 15 seconds."

You ask, "Swan is Integrity too?"

Kodius nods.

Kodius says, "So you can double-tap the Barbarian."

You say, "Ahh."

>form start swan
With the nimble grace of a swan, you maneuver against the very integrity of mana.
Roundtime: 2 sec.

You say, "Neat."

You say, "I have Swan, Serenity, and Turtgle up."

Kodius says, "Oof."

Kodius says, "That'll make it pretty difficult to hit you."

Pormethius says, "I wonder if the prep issue was fixed too when I fail against serenity."

Kodius says, "I recommend two, back-to-back capped LBs."

Pormethius asks, "I wasn't getting any message, would you like to see?"

Kodius says, "It should have been."

You ask, "So using Swan and Serenity together isn't necessary?"

You say, "Since they do the same thing."

Kodius says, "No, it does help."

Kodius says, "They stack."

You say, "Ahhh."

Pormethius cringes.

Kodius says, "Serenity is incapable of blocking a capped spell."

Kodius says, "Swan is incapable of blocking a spell cast at 50%."

Kodius says, "Together they can block a capped spell."

You say, "I gotcha."

Grimsel jots down some notes.

Kodius says, "However, Serenity will drain some IF when it does, and Swan will discharge for 15 seconds."

You say, "I see."

You say, "So throwing two capped spells is the best way."
Kodius nods.
>med flame
You begin to meditate upon the chakrel amulet, your inner fire swelling as you center your mind, body, and spirit.
Surrounding your reflection is a small aura of beautiful flames.
A strong gust threatens the aura forming around you.

You recall that you have 0 training sessions remaining with the Guild.
You have received training in 12 abilities from the Path of the Horde.
You have received training in 14 abilities from the Path of the Flame.
You have received training in 6 abilities from the Path of the Predator.

You feel a jolt as your vision snaps shut.

Kodius says, "Or just pounding you until you run out of IF."



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 02:31 PM CST
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Let me add that not only is Serenity overcame by 70% of a capped spell, but that's only for a capped Serenity. Don't know if any Barbs in Prime will have capped abilities come 3.0.

I honestly like the way Serenity works right now instead of having it some super ability that can't be stacked with anything and lasts a very short time. My only concern is that a near-max mage will be slinging capped spells like it's nothing, and will be easily overcoming the maxed out Barb's combination of anti-magic. I hope there would be some give and take on that.



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 02:39 PM CST
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Awesome! Thanks for posting that Vinny!

Question: Kodius mentioned that we could drain down the Barbarian's IF by repeated hits when they have Serenity up -- Does that mean that each time we cast a spell at a Barb with Serenity up, it drains IF from the Barb? Does that apply for Swan/Turtle as well?

That bit about Swan is good to know. Double tap, indeed -_-

::gets his macros ready::

~ Leilond
http://i67.photobucket.com/albums/h307/ss1shadow/Leilond_Progression.jpg
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Re: Serenity on 11/29/2012 02:42 PM CST
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Quadruple post but to Kodius:

I think we could use an increase in Warding learning. Used Meditate Fill and stacked Serenity, Bastion, Swan, Turtle, and Toad. After a few pulses my Warding shot up to 17/34, but sort of stalled out there for the next 7'ish minutes. So the learning was enough to keep it at around 17/34 but it's essentially impossible to mind lock Warding if using all our anti-magic buffs can't do it (not to mention the toll that has on inner fire to have so many up at once). Unless there's another way to train Warding?



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 03:17 PM CST
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>My only concern is that a near-max mage will be slinging capped spells like it's nothing

Since spells cap at 100 mana, it will be hard to cast back-to-back at cap without harnessing or using cambrinth, which isn't ideal while being shot at or chopped at.
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Re: Serenity on 11/29/2012 05:23 PM CST
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Just wanted to echo the post above: the 100-105 mana cap for all my TM spells makes it very, very difficult to cast capped TM spells willy-nilly, particularly if I want to debilitate anything before attacking, or if I just had to burn a ton of mana for buffs (which are also far more mana intensive). While it's possible I could drop a big MB followed by two capped burns to get through the warding situation described by Kodius, it would leave me without any mana, and a certainly-not-dead barb. I think camb use will probably become a lot more strategically valuable for situations like that, but that takes pre-planning too. It sounds to me like the barb ward setup is pretty slick.
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Re: Serenity on 11/29/2012 05:56 PM CST
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>My only concern is that a near-max mage will be slinging capped spells like it's nothing

I don't know; allowing complete lockdown of any mage ability is rather like allowing every mage to have a 'no weapons-based attacks for you' ability vs. barbs. There needs to be wiggle room to beat the contest, otherwise it just becomes win mode.


Adding nothing to the conversation since 1834.
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Re: Serenity on 11/29/2012 06:05 PM CST
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<I don't know; allowing complete lockdown of any mage ability is rather like allowing every mage to have a 'no weapons-based attacks for you' ability vs. barbs. There needs to be wiggle room to beat the contest, otherwise it just becomes win mode.

I'd have to agree here, its pretty dis-heartening when your made to stand toe to toe in a weapons contest with a barb as a weapon tert, all while the barb can still use roars and such. Eh though, I have done no testing at any rate so I can't really lend a reliable opinion. Though, having to cast a few spells at cap (100) mana or so is pretty intense and requires time and would leave you pretty mana crippled.

This probably isn't the right place to ask this but does anybody even know why they put the cap so high on some of these spells? I could see increasing it a bit but I think most went from around 60 to 100 which is a pretty big jump.
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Re: Serenity on 11/29/2012 06:15 PM CST
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>>is rather like allowing every mage to have a 'no weapons-based attacks for you' ability vs. barbs.

that is called evasion/shield. Now that abilities run off skills it should be possible with enough skill to completely block out spells. Just as evasion\shield\parry can block weapons. It goes both ways of course.

Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
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Re: Serenity on 11/29/2012 06:24 PM CST
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True, but TM can be blocked by shield and evasion as well. These huge magic barrier even on other magic users make TM seem very inferior to weapons in potency, since with weapons theres no spells available to all but block out incoming damage. If calcified hide blocked physical damage as well as some of these magic barrier reduce magic then i'd be sittin pretty against a weapon prime guild.

This is pretty much why you see Traim or some other high level mages in tournies that had to resort to using their tert skills to kill folks with magic resistance or barriers. I don't think i've ever seen the situation reversed and high weapon ranks couldn't kill someone because of a barrier.

Maybe magical barriers should only ward off a small portion of TM based attacks, kinda like the current barrier spells only absorb a small amount of physical damage, as far as other spells like debilitation and such that would be fine as is.
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Re: Serenity on 11/29/2012 06:29 PM CST
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A good point. I'd imagine swan/serenity/turtle stack up fairly well vs. most guilds anti-magic defenses, and anti-magic is one of the highlights of a barb guild set. Wasn't thinking about that.

Granted, I'm still on the fence about locking down magic entirely with abilities, since even if they're skill based now, it's still rather like allowing players to lock out weapon attacks. It's dangerous and maybe not in a good way.



Adding nothing to the conversation since 1834.
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Re: Serenity on 11/29/2012 06:44 PM CST
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>> I'd have to agree here, its pretty dis-heartening when your made to stand toe to toe in a weapons contest with a barb as a weapon tert, all while the barb can still use roars and such.

Just wanted to interject here that roars aren't even close to as effective as they were before - I barely notice any difference in damage even when stacking multiple roars.



IM: Dannyboy00001111

"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
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Re: Serenity on 11/29/2012 06:59 PM CST
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>>Just wanted to interject here that roars aren't even close to as effective as they were before - I barely notice any difference in damage even when stacking multiple roars.

Disablers in general got ugly-sticked pretty bad, though I would say roars in particular.
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Re: Serenity on 11/29/2012 07:03 PM CST
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>>I don't know; allowing complete lockdown of any mage ability is rather like allowing every mage to have a 'no weapons-based attacks for you' ability vs. barbs. There needs to be wiggle room to beat the contest, otherwise it just becomes win mode.

In no way did I say that I wanted magic to be completely locked down. What I'm saying is that it looks like double tapping capped spells will ALWAYS defeat an anti-magic capped Barbarian. Not 50% of the time, not 80% of the time, not even 90% of the time. Capped magic/mana > capped anti-magic, and while I wouldn't want to see it in reverse I would also like to see a little give there. Maybe Joe the capped Moon Mage succeeds 80% of his casts against Bob the capped Barbarian. I'm all for offensive actions succeeding most of the time, of course. I just think that the double tapping won't be secret and every mage will certainly be prepared with all their attunement/cambrinth/mana, to the point where the Barb will wonder whether they should bother with Serenity or Swan at all.

I know my testing has been limited but at this point it seems like any mage that struggles to get past my Serenity/Swan combination won't be able to touch me anyway.



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 07:07 PM CST
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>> This is pretty much why you see Traim or some other high level mages in tournies that had to resort to using their tert skills to kill folks with magic resistance or barriers. I don't think i've ever seen the situation reversed and high weapon ranks couldn't kill someone because of a barrier.

You've never fought Traim then - his DR is absolutely ridiculous when he put up CoL and ?SoP?, and his predictions made him very very hard to even land hits on. Not sure about now, but that's how it was. Most of his defense buffs came from the predictions so those in themselves were a 'barrier' - a magical barrier, almost. Certainly better than anything Dragon could do, I can tell you that much.




IM: Dannyboy00001111

"Fool proof system do not take into account the ingenuity of fools, nor the power of numbers."
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Re: Serenity on 11/29/2012 07:20 PM CST
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Just to add to my previous post I'd be cool with a small random factor that determined whether or not something penetrates a barrier. What's disheartening is not ever being able to even contest someone's defenses just because they got a barrier up that you can't get past. Something like how there's a chance to hit something while in regular combat, Idk.

It's probably much too early for all this but definitely take another look at Warding learning for Barbs. :)



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 07:25 PM CST
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Predictions are crazy good, pretty much OP in 2.0 can buff any skill you want. I don't even remember what the cap for predictions is rankwise. I think like 100+ ranks, wonder how that will turn out in 3.0 ... did it even change at all?

I'm not arguing at all really but those are just boosts to defense, they're not abilities that destroy an incoming attack, plus alot of them stack. Like SOP is a evasion boost and now theres a global cap so I don't think that combination will be as lucrative now. MM could still boost with seers and use a shield prediction or some such though. I don't really care about magic barriers being very useful against most magic, I just think TM based attack spells shouldn't be hit as hard since its basically destroying a magic primes basic mode of attack.
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Re: Serenity on 11/29/2012 08:00 PM CST
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>>I'm not arguing at all really but those are just boosts to defense, they're not abilities that destroy an incoming attack, plus alot of them stack. Like SOP is a evasion boost and now theres a global cap so I don't think that combination will be as lucrative now. MM could still boost with seers and use a shield prediction or some such though. I don't really care about magic barriers being very useful against most magic, I just think TM based attack spells shouldn't be hit as hard since its basically destroying a magic primes basic mode of attack.

Just to end this tangent, predictions in 3.0 have a notably lower cap and they've require quite a bit of investment to get a good result and have a significant chance to result in a curse or hit the wrong skill, 2.0 or 3.0. I think this is a fairly strong example of "Grass is greener" going on.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Serenity on 11/29/2012 08:33 PM CST
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>What I'm saying is that it looks like double tapping capped spells will ALWAYS defeat an anti-magic capped Barbarian.

There are several different variables here though. Barbs have the best MR ability in-game. It's not really fair to make it totally bullet proof, which means there's going to be some method of defeating it. I'm not sure even capped mages will be throwing around 100+ mana spell double taps regularly. Plus turtle reduces effectiveness, right? Personally I'd be looking for more reduction stuff than complete lockdown stuff. I've never been a fan of random factors (which you mentioned), and I don't really like 'either I block it all or it all hits me' status, but that may be a tradeoff.

I'm not trying to argue for once, I'm enjoying an actual discussion about it. Sorry if I'm being a bother.



Adding nothing to the conversation since 1834.
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Re: Serenity on 11/29/2012 09:04 PM CST
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<I think this is a fairly strong example of "Grass is greener" going on.


I guess if thats what its called. I always envisioned a MM spell that used telekinetic force to blunt attack damage, seems like there could be a spell that had a duration of about as long as it takes to cast 2 capped spells, and would decrease physical attacks potency and accuracy by 80% thus pretty much making attacks using weapons useless. Kind of like what crazy magic barriers to do TM. It could be precast and then invoked at will, kind of like a ritual circle. I'm done with the conversation now though I suppose, i'm not trying to rant to much. I guess I just never understood why magic barriers can be so huge, while physical barriers are so small of damage reducer. Maybe that will change now that people don't seem to be hitting as hard. I'm just used to 2.0 where you could have a person with similar skills 1 shot you with range through barrier spells.
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Re: Serenity on 11/29/2012 09:24 PM CST
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>>I'm not trying to argue for once, I'm enjoying an actual discussion about it. Sorry if I'm being a bother.

Nah, it's cool. It's all speculation for me right now anyway.

I PvP at the high end and I can 100% guarantee you that even capped out Barbs will need to know what they're doing to correctly manage their inner fire. It's gonna be rough. If, as an example, on the opposite end of the fence capped mages are firing off maxed out spells as easy as I can tie my shoes, I will be disappointed (gath mysandas, cambrinth, spells, etc... lots of ways to help with mana). I can see it already, "How to beat their anti-magic? Oh durrrr.... what was it... oh yeah, just double tap the Barb and you're good to go. Easy peasy."

Buuuut I'll take it from you guys that it wouldn't be that easy. :D



Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.

-GM Abasha
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Re: Serenity on 11/29/2012 10:15 PM CST
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>I PvP at the high end and I can 100% guarantee you that even capped out Barbs will need to know what they're doing to correctly manage their inner fire. It's gonna be rough. If, as an example, on the opposite end of the fence capped mages are firing off maxed out spells as easy as I can tie my shoes, I will be disappointed (gath mysandas, cambrinth, spells, etc... lots of ways to help with mana). I can see it already, "How to beat their anti-magic? Oh durrrr.... what was it... oh yeah, just double tap the Barb and you're good to go. Easy peasy."

I obviously don't play in the same depth as you, but are mysandas really all that common at stupidly-high-level PvP? I was under the impression they weren't. And was also under the impression they weren't great for in-combat use, though sitting down and looking at it I'm not sure why.

I'm also curious as to how the IF limitations are factored into PvP, since Kodius mentioned they're only 10% of real game content. Perhaps a new barb-centric arena concept, where magic goes fine, but the barb gets 2/3 or 5/6 or something IF running during matches so he can compete at-level without wierd contortionist 'fill pool quick then pvp crap not enough IF I would have won if we'd gone faster!' stuff.



Adding nothing to the conversation since 1834.
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Re: Serenity on 11/29/2012 10:16 PM CST
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A few clarifications....


* Swan goes down for 15 seconds when hit. This lets you use a weaker spell to cycle it (though it has to be about 15% in strength to do so, no snap casting), followed up by a stronger spell to hit the Serenity barrier. You don't have to use 2 capped spells. That was just a suggestion for the testing we were doing.

* Serenity drains IF in proportion to the integrity blocked. Land a few capped spells on it and the Barbarian's inner fire will be depleted quickly.

* Barbarians cannot berserk or roar while Serenity is up (or shouldn't be able to). If they do it drops immediately.

* If a Barbarian wants to pretty much forgo all buffs, they can stack Turtle, Serenity, Swan and Bastion... and be pretty magic immune. But again, no other buffs just because of the sheer IF cost of the whole mess. Serenity is also a meditation. That means the Barbarian must be sitting, undisturbed for a time to get it up. Mages can easily take advantage of this by picking the time and place of the battle.





"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Serenity on 11/29/2012 10:25 PM CST
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> If a Barbarian wants to pretty much forgo all buffs, they can stack Turtle, Serenity, Swan and Bastion... and be pretty magic immune. But again, no other buffs just because of the sheer IF cost of the whole mess. Serenity is also a meditation. That means the Barbarian must be sitting, undisturbed for a time to get it up. Mages can easily take advantage of this by picking the time and place of the battle.

That I actually think is fairly good; you can't magic me, but I can't magic you or myself. Makes it a straight up fist fight. Obviously Barbs would have the advantage there, but that's good game and PvP design/tactics.


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Re: Serenity on 11/29/2012 10:30 PM CST
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Thanks for the info, that sounds pretty good now. I was under the impression you could use other abilities while it was up, thought I seen some of that floating around anyway... And it doesn't seem like it will last forever either so I guess I can always just run away and hide for a while until the barbarians lose all their inner fire :O
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