Could someone clarify for me how exactly the new thought cast spell and return thought meta spell will function? If you have the return thought meta spell, does this mean that the recipient of YOUR personal thought cast message will be able to return a message even if they are not a Moon Mage and do not have the thought cast spell?
I also would like to hear everyone's opinion about the new line up in the Psychic Projection book in general. Mental blast and Hypnotize seem to be basically getting split into two spells each. Does this mean that individually they will be more useful than the previous spells were? Or does it mean that I have to spend 4 spell slots to do what I am doing with 2 slots now?
Will the commands for Hypnotize remain the same as they are now? If they do, this spell hardly warrants being in the spell book separated from calm. I'd like to see more commands become available with greater success on casting. Commands like Advance and attack so our charmed target is actually worth having charmed and not just calmed. If its going to be the same old fluff I would suggest leaving hypnotize as is and saving the room in the spell book for something with more utility.
I feel like it needs to be mentioned that the contests in the will/charm vs will category should be skewed in favor of the moon mage. Every guild trains mental stats and because of this reason its not likely that moon mage will have a substantial leg up based purely on stat allocation. If these spells are going to be useful and functional they ought to favor the moon mage. Individually the new spells should be much easier to cast and have better results than either Mental Blast or Calm used to net after they are split up. I think they should be more along the SPELL vs Will and less about stat vs stat.
I also was curious what everyone thought about having Dazzle moved to the vs fortitude contest? I personally feel like this makes little sense and follows no actual logic. Right now Dazzle is by far much more reliable and also more potent at disabling than mental blast simply because its Spell Versus Agility contest. If it goes to a fortitude contest(It is a rather wonky notion for a bright burst of light to contest fortitude)contest will it be as functional as it is now? I guess if the spell messaging and description were changed to suggest it was making the targets DIZZY and not blind it would make much more sense to have the spell moved to a vs fortitude contest.
Lastly I just wanna say that I am interested in hearing what EVERYONE thinks and feels about the planned spell list. This effects us all greatly and we need all the input and advice we can muster on the forums. Let it all out! Tell everyone just how you feel about certain spells. This is for the benefit of everyone in the guild. Hope you all understand why I am so zealous about this discussion, thanks for reading and I hope to hear some feedback.
Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 08:36 AM CST
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 11:46 AM CST
<<I also was curious what everyone thought about having Dazzle moved to the vs fortitude contest? I personally feel like this makes little sense and follows no actual logic. Right now Dazzle is by far much more reliable and also more potent at disabling than mental blast simply because its Spell Versus Agility contest.>>
I am happy dazzle is moving to fortitude. Many people ignore stamina and strength (relative to agility and reflex). The more flexibility we have in disablers, the better. The logic behind the new contest, as I remember it being explained, is that dazzle is a sudden unavoidable flash of blinding light--you can't dodge it but you can "muscle through" the pain of the blinding light.
<<Lastly I just wanna say that I am interested in hearing what EVERYONE thinks and feels about the planned spell list. This effects us all greatly and we need all the input and advice we can muster on the forums. Let it all out! Tell everyone just how you feel about certain spells.>>
I love the new spell list. The only two changes that I dislike are the changes to shear (to make if affect all outgoing spells) and the loss of shift moonbeam. I understand the reasoning behind both changes though, and think we are still coming out way ahead in the end, even without knowing the final form of TKS, Shadow Web, and TV.
I am happy dazzle is moving to fortitude. Many people ignore stamina and strength (relative to agility and reflex). The more flexibility we have in disablers, the better. The logic behind the new contest, as I remember it being explained, is that dazzle is a sudden unavoidable flash of blinding light--you can't dodge it but you can "muscle through" the pain of the blinding light.
<<Lastly I just wanna say that I am interested in hearing what EVERYONE thinks and feels about the planned spell list. This effects us all greatly and we need all the input and advice we can muster on the forums. Let it all out! Tell everyone just how you feel about certain spells.>>
I love the new spell list. The only two changes that I dislike are the changes to shear (to make if affect all outgoing spells) and the loss of shift moonbeam. I understand the reasoning behind both changes though, and think we are still coming out way ahead in the end, even without knowing the final form of TKS, Shadow Web, and TV.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 12:15 PM CST
Mirror Wraith
Cyclic Utility. Transfer's the caster's mind and senses into a body of moonlight, separate from his own, mortal shell. The Mirror Wraith form is invulnerable, though the caster's body is vulnerable while he is out and his soul will take damage during the sojourn. The Mirror Wraith transforms into a moonbeam upon completion of the spell.
I really don't get the reasoning behind the loss of the shift moonbeam spell. I think the mirror wraith sounds really cool, but not really helpful. Right now shift moonbeam is the only way aside from astral travel to make moongate worth having or using. If we had to spend the time to travel in wraith form to get the moonbeam to a new location, why don't we just travel in our physical forms and save the energy and avoid the soul damage? As far as I can tell its just a fluff spell with no actual use to benefit travel. This spell would only benefit very young mages who didn't feel safe traveling in the flesh, something most of us aren't afraid to do. And considering its in the Stellar Book, I would assume that only senior mages can use it anyway and you would have to complete a quest to learn it. This means it will probably be harder than most spells to cast and requires more effort and time to obtain than normal guild spells. I know people been waiting for this spell for a long time, it would be a shame to see it remain so lackluster.
I suggest giving the wraith form benefits aside from being incorporeal. Make the spell aid to climbing or swimming while in mirror wraith form. This will give you a reason to use the spell in a way that helps everyone. And it would remain the way to get a moonbeam into a location we otherwise would not be able to. which I believe was the original plan for shift moonbeam spell to begin with. It would also be useful if the mirror wraith form could travel through the ways and not risk bodily harm or the expanse.
Shear
Esoteric Warding. Resists all spells cast on or by the user, though the user's own spells are penalized less. If a spell is repelled by Shear, the target is subject to a reactive stun.
I agree with you about shear. Losing the ability to cast all forms of magic seems a little much. If were losing the ability to cast any and all spells while Shear is active, the spell should have a set duration and shielding rather than remain ablative. It just seems like closing the spell book shouldn't mean we have to do something like stand in a room with an enchante active or let something cast at us until the shear wears off.
Cyclic Utility. Transfer's the caster's mind and senses into a body of moonlight, separate from his own, mortal shell. The Mirror Wraith form is invulnerable, though the caster's body is vulnerable while he is out and his soul will take damage during the sojourn. The Mirror Wraith transforms into a moonbeam upon completion of the spell.
I really don't get the reasoning behind the loss of the shift moonbeam spell. I think the mirror wraith sounds really cool, but not really helpful. Right now shift moonbeam is the only way aside from astral travel to make moongate worth having or using. If we had to spend the time to travel in wraith form to get the moonbeam to a new location, why don't we just travel in our physical forms and save the energy and avoid the soul damage? As far as I can tell its just a fluff spell with no actual use to benefit travel. This spell would only benefit very young mages who didn't feel safe traveling in the flesh, something most of us aren't afraid to do. And considering its in the Stellar Book, I would assume that only senior mages can use it anyway and you would have to complete a quest to learn it. This means it will probably be harder than most spells to cast and requires more effort and time to obtain than normal guild spells. I know people been waiting for this spell for a long time, it would be a shame to see it remain so lackluster.
I suggest giving the wraith form benefits aside from being incorporeal. Make the spell aid to climbing or swimming while in mirror wraith form. This will give you a reason to use the spell in a way that helps everyone. And it would remain the way to get a moonbeam into a location we otherwise would not be able to. which I believe was the original plan for shift moonbeam spell to begin with. It would also be useful if the mirror wraith form could travel through the ways and not risk bodily harm or the expanse.
Shear
Esoteric Warding. Resists all spells cast on or by the user, though the user's own spells are penalized less. If a spell is repelled by Shear, the target is subject to a reactive stun.
I agree with you about shear. Losing the ability to cast all forms of magic seems a little much. If were losing the ability to cast any and all spells while Shear is active, the spell should have a set duration and shielding rather than remain ablative. It just seems like closing the spell book shouldn't mean we have to do something like stand in a room with an enchante active or let something cast at us until the shear wears off.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 01:04 PM CST
<<Shear>>
To understand the changes in shear you need to look at the changes in all warding spells. Spells that protect against the mana type that the spell caster uses will be the basic shield type spell. This is your Psy Shield. These shield spells protect against a select few spells but since they are specialized against your own spell types they don't hinder your own casting ability. ES will only protect against elemental spells and not burn or mind blast.
With the changes spells that shield you for all kind of magic use are very very powerful. To balance this out you have the fact that the shield will now also hinder your own spells. This is what the current necro spell Worm's Mist does.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
To understand the changes in shear you need to look at the changes in all warding spells. Spells that protect against the mana type that the spell caster uses will be the basic shield type spell. This is your Psy Shield. These shield spells protect against a select few spells but since they are specialized against your own spell types they don't hinder your own casting ability. ES will only protect against elemental spells and not burn or mind blast.
With the changes spells that shield you for all kind of magic use are very very powerful. To balance this out you have the fact that the shield will now also hinder your own spells. This is what the current necro spell Worm's Mist does.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 01:15 PM CST
So does this mean that Seal of Deflection will not protect against all magic? Or that it will also cut you off from casting all spells? And also, worm's mist can be cast to only affect pole range, leaving the necromancer free to cast any spell he wanted that was not a ranged attack. Armifer also said that worm's mist will be the most potent form of magic resistance in game. So SHEAR is technically inferior on all counts. Not too mention the fact a necromancer has a Risen or minion that can do his attacking based off of his TM while the mist is active.
I really don't see the value in Shear in comparison to Mist. The necromancer can still use his TM to attack and cast any spell on himself or on anyone within melee range.
If shear is the only magic barrier spell in game that Totally cuts off the casters ability to use TM or any magic at all, it should be by far the most potent barrier in game.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 01:36 PM CST
I think I remember reading that SOD was going to the analogous patterns book. Who knows what that will mean for the spell's ultimate form.
I don't believe shear is totally cutting off magic at all (like now with the single book). It will be penalizing outgoing spells, all of them, but less than it penalizes incoming spells. Until we see and play with this penalization, it's impossible to give any relevant opinion on how it affects play, or compare it to Worm's Mist in overall coolness/effectiveness.
We also don't know exactly how the spell is being penalized in the context of the new magic "stancing." It's possible that we may be able to set our casting stances in a way that helps diminish the penalty from having shear up. I have no idea how the potency/integrity etc stuff is going to play out. Maybe a capped mana cast goes through shear, outgoing, at half mana. Or maybe the stat check on the end is nerfed for disablers. Maybe there's a TM accuracy penalty, or maybe it's just mana reduction. Both or all? I really don't know much about Worm's Mist or I might have a better prediction on how outgoing spells could be penalized. It would definitely be nice to have a better idea on some of this stuff.
I don't believe shear is totally cutting off magic at all (like now with the single book). It will be penalizing outgoing spells, all of them, but less than it penalizes incoming spells. Until we see and play with this penalization, it's impossible to give any relevant opinion on how it affects play, or compare it to Worm's Mist in overall coolness/effectiveness.
We also don't know exactly how the spell is being penalized in the context of the new magic "stancing." It's possible that we may be able to set our casting stances in a way that helps diminish the penalty from having shear up. I have no idea how the potency/integrity etc stuff is going to play out. Maybe a capped mana cast goes through shear, outgoing, at half mana. Or maybe the stat check on the end is nerfed for disablers. Maybe there's a TM accuracy penalty, or maybe it's just mana reduction. Both or all? I really don't know much about Worm's Mist or I might have a better prediction on how outgoing spells could be penalized. It would definitely be nice to have a better idea on some of this stuff.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 01:38 PM CST
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 02:10 PM CST
According to the spell description it "Resists ALL SPELLS cast on or by the user, though the user's own spells are penalized less. I might have read this wrong, but its not very clear if we are going to be able cast spells like shadows without being penalized. It would be nice to have an idea of what sort of penalties its talking about. And even if its only targeted magic that is affected, its still a constraint that does not affect a necromancer using mist in the same way SHEAR effects a moon mage. They have risen and can also play around with advancing and retreating to entirely negate the penalty to their own casting. A necromancer gets all the benefits of the most potent barrier for magic while not having to deal with any true constraints to attacking with TM.
-On a side rant-
SOD going to the analogous spell book is sort of a gut shot to the guild IMHO. Anyone can already Invoke the spell as it stands. Its bad enough that as it stands we have more of our spells available on rune stones and scrolls than any other guild. They aren't even replacing the spells that are being removed from our guild. Is any guild giving away as many spells to analogous patterns as the moon mages are? Are any other guilds even giving away one spell to the analogous pattern spell book? Do they have any intention of adding more scrolls/runes into the game from other guilds to balance out how many lunar spells are actually usable by anyone?
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 02:21 PM CST
>>And even if its only targeted magic that is affected, its still a constraint that does not affect a necromancer using mist in the same way SHEAR effects a moon mage. They have risen and can also play around with advancing and retreating to entirely negate the penalty to their own casting. A necromancer gets all the benefits of the most potent barrier for magic while not having to deal with any true constraints to attacking with TM.
Counter-point: your TM can better withstand a penalty, being primary.
*******
Malkien
Counter-point: your TM can better withstand a penalty, being primary.
*******
Malkien
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 02:30 PM CST
Let me get this straight then...Secondary magic guild can cast more powerful magic barrier with less constraints than a primary guild can manage? And this is OK because said secondary magic guild will "most likely" have less TM than a primary magic guild? Also this "Secondary magic" guild can cast and remain hidden, something no primary magic guild could ever figure out? Being primary doesn't make our TM ranks worth more or more powerful than secondary or tertiary guilds. It just means we can learn them faster, something that really doesn't matter and is totally dependent on the play style of each person.
I'm a moon mage and still have more Evasion,parry,shield,multiple opponent and leather armor than I have ranks in TM. My TM is right behind my defenses along with the rest of my weapon skills. All of my combat skills are relatively close and being Primary has no effect on the quality of my TM. Being primary or secondary or tertiary has no relevance to how much of a skill you have. Its just a guide line.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 02:51 PM CST
>>Let me get this straight then...Secondary magic guild can cast more powerful magic barrier with less constraints than a primary guild can manage? And this is OK because said secondary magic guild will "most likely" have less TM than a primary magic guild?
Powerful barrier spells like Shear or Worm's Mist or Aether Cloak hinder offensive magic for reasons of game balance, independent of skillset. You are claiming this is more punitive to MMs because Necromancers have Risen. As a counter-argument, I would say A) again, you have more TM, and B) walking around with Shear up is not likely to get you ganked by a mob of high-level players, nor does walking around with Shear up make it difficult for you to stay in towns. There are other factors at work in comparing the two abilities than just PvP.
>>Also this "Secondary magic" guild can cast and remain hidden, something no primary magic guild could ever figure out?
Vivisection is like snipe. It is more of a hiding feat than a magical feat, which means only survival primary guilds get it.
*******
Malkien
Powerful barrier spells like Shear or Worm's Mist or Aether Cloak hinder offensive magic for reasons of game balance, independent of skillset. You are claiming this is more punitive to MMs because Necromancers have Risen. As a counter-argument, I would say A) again, you have more TM, and B) walking around with Shear up is not likely to get you ganked by a mob of high-level players, nor does walking around with Shear up make it difficult for you to stay in towns. There are other factors at work in comparing the two abilities than just PvP.
>>Also this "Secondary magic" guild can cast and remain hidden, something no primary magic guild could ever figure out?
Vivisection is like snipe. It is more of a hiding feat than a magical feat, which means only survival primary guilds get it.
*******
Malkien
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 03:03 PM CST
Not trying to be argumentative, but we really don't have more TM just because were primary. Only moon mages who have no combat experience and spend all day in classes have more TM than other combat skills. Skills all learn relatively fast these days anyway. I'm not griping about them getting a magical snipe. I just used this example to point out that being secondary or primary only affects learning rates, not ability. Please come up with a better reasoning than the primary/secondary deal. Its just not a good reason at all. It defeats your point more than it helps it. Primary Magic guilds should have the best spells. All your saying is secondary/tertiary magic guilds should have better spells for the sake of slower learning rates? Really?
And when you relate the power of necromancers to the constraints they have being evil, don't forget to bring up thieves and rangers who also have constraints to being in a city. That is such a weak leg to stand on. They chose to be necromancers, and there is no rule that says being hated gives you access to more powerful magic then the rest of the guilds. Do Thieves and Rangers get better than average quality spells and abilities just because they aren't as capable in city limits? And PVP aside, mist is still by far the more powerful and less constraining magic barrier. Why argue for another guild anyway? You must stand to gain something.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 03:15 PM CST
>>Or does it mean that I have to spend 4 spell slots to do what I am doing with 2 slots now?
I'm not sure if you know this, but spells in Magic 3.0 will cost varying numbers of slots (and we'll have a lot more slots available to us). Spells with small effects will be 1 slot, bigger spells 2 or 3. Just something to keep in mind when you see spells getting broken up -- likely one of them will be available as a simple 1-slot spell. This means that you can ignore some of the little spells you find less useful, and thus overall splitting spells up like this makes it cheaper, spell-slot wise, to get the effects you desire.
>>Lastly I just wanna say that I am interested in hearing what EVERYONE thinks and feels about the planned spell list.
I thought the list looked pretty good. I'm a bit bummed about SM, but I'll get over it (need more climbing though). I'd also like to see more offensive charisma-based spells, but that's just me.
-- Player of Eyuve
I'm not sure if you know this, but spells in Magic 3.0 will cost varying numbers of slots (and we'll have a lot more slots available to us). Spells with small effects will be 1 slot, bigger spells 2 or 3. Just something to keep in mind when you see spells getting broken up -- likely one of them will be available as a simple 1-slot spell. This means that you can ignore some of the little spells you find less useful, and thus overall splitting spells up like this makes it cheaper, spell-slot wise, to get the effects you desire.
>>Lastly I just wanna say that I am interested in hearing what EVERYONE thinks and feels about the planned spell list.
I thought the list looked pretty good. I'm a bit bummed about SM, but I'll get over it (need more climbing though). I'd also like to see more offensive charisma-based spells, but that's just me.
-- Player of Eyuve
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 03:21 PM CST
Thanks for pointing that out ALEPH-ONE, awesome feedback. Very solid points I was over looking pertaining to the way spell slots are going to change the way we learn spells. I guess I just wonder now if we have to learn Hypnotize and Calm to learn Mental blast or sleep. It very well could make it so were spending more slots so we can get all four spells that currently work as 2 spells.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 03:22 PM CST
>>Not trying to be argumentative, but we really don't have more TM just because were primary. Only moon mages who have no combat experience and spend all day in classes have more TM than other combat skills. Skills all learn relatively fast these days anyway.
You should have more TM. Given any fixed period of time - 24 hours, a week, a month, a year - and assuming both the Necro and MM are mind locked the entire time, the Moon Mage will have more target magic. Primary experience drains faster than secondary experience. This advantage is definitive and built into game mechanics; arguing against it is silly, IMHO.
>>Please come up with a better reasoning than the primary/secondary deal. Its just not a good reason at all. It defeats your point more than it helps it. Primary Magic guilds should have the best spells.
You can cap Shear quicker than a Necro can cap Mist be virtue of your skillset. That is one advantage. In magic 3.0, Shear may be more powerful than Worm's Mist, anyways: caps will be determined by skillset and "guild focus," so it stands to reason that a Moon Mage would have more focus on magical defense than a Necro, just like a Necro would have more focus on hiding.
>>All your saying is secondary/tertiary magic guilds should have better spells for the sake of slower learning rates? Really?
I never said that.
*******
Malkien
You should have more TM. Given any fixed period of time - 24 hours, a week, a month, a year - and assuming both the Necro and MM are mind locked the entire time, the Moon Mage will have more target magic. Primary experience drains faster than secondary experience. This advantage is definitive and built into game mechanics; arguing against it is silly, IMHO.
>>Please come up with a better reasoning than the primary/secondary deal. Its just not a good reason at all. It defeats your point more than it helps it. Primary Magic guilds should have the best spells.
You can cap Shear quicker than a Necro can cap Mist be virtue of your skillset. That is one advantage. In magic 3.0, Shear may be more powerful than Worm's Mist, anyways: caps will be determined by skillset and "guild focus," so it stands to reason that a Moon Mage would have more focus on magical defense than a Necro, just like a Necro would have more focus on hiding.
>>All your saying is secondary/tertiary magic guilds should have better spells for the sake of slower learning rates? Really?
I never said that.
*******
Malkien
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 05:01 PM CST
-You should have more TM. Given any fixed period of time - 24 hours, a week, a month, a year - and assuming both the Necro and MM are mind locked the entire time, the Moon Mage will have more target magic. Primary experience drains faster than secondary experience. This advantage is definitive and built into game mechanics; arguing against it is silly, IMHO.-
-You can cap Shear quicker than a Necro can cap Mist be virtue of your skillset. That is one advantage. In magic 3.0, Shear may be more powerful than Worm's Mist, anyways: caps will be determined by skillset and "guild focus," so it stands to reason that a Moon Mage would have more focus on magical defense than a Necro, just like a Necro would have more focus on hiding.-
Should and will are two different things. Its Assuming a lot to suggest everyone has TM locked 24/7. Individual play style is the only real factor. The difference in learning rates between tertiary and primary has been reduced already and IIRC the difference will be reduced even more later on. We are NOT talking about the learning rates here. Or who will cap the spells faster. Were simply talking about the over all effectiveness of the spells. If you believe that Mist should remain more potent at deflecting magic, and also have more utility and less constraints to casting, then just say it. I feel like this post is getting off track with the whole primary secondary thing. Why don't we take a close look at the three barriers were talking about.
Aether Cloak:
An esoteric cyclic Aether Warding spell. It provides a barrier versus TM spells only (think Shear-like here) with the effect that if Aether Cloak wins, the TM spell is instead reflected at its full strength back at the caster. If it loses, the spell is weakened by the power of the Cloak but goes through. The barrier does not ablate as it takes hits. The Cloak hinders the caster's own TM spells as badly as outside spells, but they cannot hurt themselves.
Aether Cloak Description points out that it only affects TM and will fully reflect a spell cast of an enemy but will not harm themselves at all. And is Non-ablative
Worm's Mist:
An esoteric Transcendental Warding spell. Non-ablative variable cast magic barrier. Same as now.
Worm's Mist is staying the same. And according to Armifer it is the most potent form of magic resistance in game. As I pointed out, they have a RISEN(which is also "built into game mechanics") which allows them to attack with TM unhindered while their barrier is active. They can also choose to form the barrier at pole range to self cast or cast at anything unhindered at melee range while there barrier is active. Also Non-ablative.
Shear
Esoteric Warding. Resists all spells cast on or by the user, though the user's own spells are penalized less. If a spell is repelled by Shear, the target is subject to a reactive stun.
Again, I might be confused because the description given to us is rather limited. But from what we can see it appears that all of our spells will be affected when shear is active. Also, there is nothing that indicates that the moon mage will not suffer a stun with SHEAR active or that the spell will not remain Ablative. Based on what we can see here, SHEAR is the least useful magic barrier. It is as much of a detriment to the moon mage as it is to anyone else. I personally believe that if the spell remains so constraining it ought to offer a very potent increase in magical defense compared to the other barriers available with less constraints.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 05:06 PM CST
Beyond bringing up that you might be jumping to conclusions and it is best to wait and see how things work in 3.0 before dismissing and complaining about the effectiveness of spells, I would like to remind you about Starlight Sphere.
Starlight Sphere is getting a slight makeover that sounds like it will make it much more useable. It won't fade away as soon as day break (as long as you keep it as your cyclic spell) and hopefully won't go crazy in water, so this means that you can have a shield up and have something attacking someone else as well. This will be based of TM, a skill that we have already pointed out you should learn very easily, so it will give you a pet that scales with a skill in your primary skill set.
Magic 3.0 never hit the test realm which means it is still being worked on and being reviewed. It will then be put in the test realm where some people are able to test things out and find issues. THEN after the GMs think things are where they should be they will be released as the change to the game. I expect there to be PLENTY of time to discuss and debate spells once we have actual information instead of random guesses.
Starlight Sphere is getting a slight makeover that sounds like it will make it much more useable. It won't fade away as soon as day break (as long as you keep it as your cyclic spell) and hopefully won't go crazy in water, so this means that you can have a shield up and have something attacking someone else as well. This will be based of TM, a skill that we have already pointed out you should learn very easily, so it will give you a pet that scales with a skill in your primary skill set.
Magic 3.0 never hit the test realm which means it is still being worked on and being reviewed. It will then be put in the test realm where some people are able to test things out and find issues. THEN after the GMs think things are where they should be they will be released as the change to the game. I expect there to be PLENTY of time to discuss and debate spells once we have actual information instead of random guesses.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 05:13 PM CST
I agree that is still quite early and nothing is set in stone. But I still feel like the changes suggested to Shear should be looked at closely and discussed by everyone. The forum is here for this reason. I don't feel like I am jumping to conclusions, I'm simply asking questions, offering my opinions and trying to get input from the rest of the guild.
I really like your point about SLS. That is an awesome piece of insight and something I did over look in regards to our ability to use TM while a barrier is active. Thanks for taking the time to think about what I was saying and offering that awesome feedback.
Would be nice if a GM could confirm if SHEAR will affect all magic or just TM. And if the spell will remain Ablative.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 06:02 PM CST
>>Let me get this straight then...Secondary magic guild can cast more powerful magic barrier with less constraints than a primary guild can manage?
I'm going to go ahead and respond to this as well. There a not less constraints on worms mist than their is on shear. Worm's mist allows you to adjust the protection from on at all distance, to on at any range further than melee. But when cast as the latter if offers no protection against spells cast at you by targets at melee distance from you. Like wise it penalizes you if you cast at a target further than melee. Also when the spell fails there is no real side effect on the attacker. Besides wasted time.
Although Shear is always at "any distance" and can't be adjusted it also punishes a caster who fails to breach it.
Take your poison.
P.S. Magic Prime spells are not supposed to be more powerful than that of non-primes, they are however more numerous. They are some exceptions to this, but all that will get cleaned up in magic 3.0 Exceptions will exist, at a higher cost.
_______________________
As good almost kill a man as kill a good book; who kills a man kills a reasonable creature, God's image; but he who destroys a good book, kills reason itself, kills the image of God, as it were in the eye.
-John Milton
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 06:15 PM CST
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 06:45 PM CST
<<Worm's Mist is staying the same. And according to Armifer it is the most potent form of magic resistance in game.>>
That statement means currently in game. It is not a statement about what will happen in 3.0. Worm's Mist is the only current incarnation for the benchmark of barrier spells in the 3.0 system. Want to know about the magic weakening effects of shear and the potential potency of its resistance to the outside force, the closest example we have now is Worm's Mist.
<<As I pointed out, they have a RISEN(which is also "built into game mechanics") which allows them to attack with TM unhindered while their barrier is active.>>
What they currently have now are zombies and a pale example of what risen are supposed to be. Risen have not been released in the game yet. What they have now is essentially GS.
<<Aether Cloak Description points out that it only affects TM>>
Which means all warrior mages will be vulnerable to non-TM spell disablers.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
That statement means currently in game. It is not a statement about what will happen in 3.0. Worm's Mist is the only current incarnation for the benchmark of barrier spells in the 3.0 system. Want to know about the magic weakening effects of shear and the potential potency of its resistance to the outside force, the closest example we have now is Worm's Mist.
<<As I pointed out, they have a RISEN(which is also "built into game mechanics") which allows them to attack with TM unhindered while their barrier is active.>>
What they currently have now are zombies and a pale example of what risen are supposed to be. Risen have not been released in the game yet. What they have now is essentially GS.
<<Aether Cloak Description points out that it only affects TM>>
Which means all warrior mages will be vulnerable to non-TM spell disablers.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 08:13 PM CST
First I want to say thanks for all the feedback. I appreciate all the thought you guys put into your responses.
Give me a little bit of credit on this one. I have compared the only spells that can be compared to SHEAR in functionality, and weighted the information available to us before forming my opinion. I even said I could very well be wrong and asked a GM to verify a few things that the Description of SHEAR is not clear about. I still feel my assessment is correct. SHEAR would be far too constraining if it affected all spells being cast. Similarly if it remains Ablative and as cumbersome to remove as it is now, it will be lacking in comparison to the other similar barrier spells utility.
If however SHEAR does not affect all spells cast and loses its Ablative nature, I will not feel the same way about it being too constraining.
I would respond further about picking my poison, but don't want to get into the GvG thing again. I understand how Mist works just fine.
---They can also choose to form the barrier at pole range to self cast or cast at anything unhindered at melee range while there barrier is active.---
clearly I used the words POLE range and MELEE range to show this. Although I do thank you for trying to help me.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 09:00 PM CST
I don't feel Mist should be more powerful than Shear. I never said I did.
I was simply pointing out that in combat 3.0 your objections will be mostly realized. If a barrier spell makes more sense for Moon Mages than for Necromancers, the Moon Mage version will probably be stronger.
*******
Malkien
I was simply pointing out that in combat 3.0 your objections will be mostly realized. If a barrier spell makes more sense for Moon Mages than for Necromancers, the Moon Mage version will probably be stronger.
*******
Malkien
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 09:12 PM CST
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 10:00 PM CST
>It's been beaten to death but the main point is that shift moonbeam invalidates the travel limitations that are supposed to create a feeling of distance to the game world.
For moon mages? For everyone else?
I have a bad attitude about this, I know. We are losing enchanting as a "Special Ability". We are losing shift moonbeam because it ruins a feeling of distance?
I should just lay down and take it. I know.
RF used to be awesome. I'm still not over that.
You're a moon mage: death should come as no surprise.
For moon mages? For everyone else?
I have a bad attitude about this, I know. We are losing enchanting as a "Special Ability". We are losing shift moonbeam because it ruins a feeling of distance?
I should just lay down and take it. I know.
RF used to be awesome. I'm still not over that.
You're a moon mage: death should come as no surprise.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 10:06 PM CST
>>I have a bad attitude about this, I know. We are losing enchanting as a "Special Ability". We are losing shift moonbeam because it ruins a feeling of distance?
>>I should just lay down and take it. I know.
>>RF used to be awesome. I'm still not over that.
I feel your pain, somewhat. Passive BMR and "you can't touch me" high-level magic resistance are dying. Barbs already lost weapon forging, and went from needing primary weapons ranks to tert lore ranks. Soon we'll need to learn "magic" ranks to dance well, who would have though?
Beneath the surface, though, all those changes have been (or will be) objectively good for the game as a whole.
*******
Malkien
>>I should just lay down and take it. I know.
>>RF used to be awesome. I'm still not over that.
I feel your pain, somewhat. Passive BMR and "you can't touch me" high-level magic resistance are dying. Barbs already lost weapon forging, and went from needing primary weapons ranks to tert lore ranks. Soon we'll need to learn "magic" ranks to dance well, who would have though?
Beneath the surface, though, all those changes have been (or will be) objectively good for the game as a whole.
*******
Malkien
Re: Tentative Moon Mage M3 List opnions and ideas on 11/06/2011 10:32 PM CST
With due respect to how people want the game to be, you are discussing as facts changes that you have not yet witnessed. Some thoughts:
Mirror Wraith will still allow you to place a beam with next to zero risk to yourself. I believe GMs have discussed the possibility of it carrying with it a bonus to Athletics, the skill that will let you bypass barriers. Given that most people depart fully upon dying immediately anyway, claiming you want this as a means to perform rescue operations is sort of moot. Given that we are survival secondary means you should have no problem going places anyway.
Mirror Wraith will still allow you to place a beam with next to zero risk to yourself. I believe GMs have discussed the possibility of it carrying with it a bonus to Athletics, the skill that will let you bypass barriers. Given that most people depart fully upon dying immediately anyway, claiming you want this as a means to perform rescue operations is sort of moot. Given that we are survival secondary means you should have no problem going places anyway.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 05:44 AM CST
This discussion of barriers and TM is silly.
If you want to learn TM with Shear up (I honestly have no idea why you would), cast Starlight Sphere and learn how to use it.
Moon Mages have every important tool in the magic toolkit. Yes, it would be fantastic if Moonies had a version of Vivisection. Yes, it would be fantastic if Moonies had a version of Fire Rain. I could keep going like this but it would be pointless and ultimately irritating.
Shift Moonbeam was what it was: a spell of limited utility that people became very reliant on. Anyone who has actually trained their Moonie (to which I mean utilized the Survival secondary skillset placement for more than sitting around foraging while they irritate people with their inane antics in a gather spot) probably isn't going to see a real decline in utility with Mirror Wraith. I haven't decided if I'm going to take it at all, however, simply because Astral Travel is way more efficient and I can't honestly see a situation where it's more useful to send the Mirror Wraith than to just go myself.
If you want to learn TM with Shear up (I honestly have no idea why you would), cast Starlight Sphere and learn how to use it.
Moon Mages have every important tool in the magic toolkit. Yes, it would be fantastic if Moonies had a version of Vivisection. Yes, it would be fantastic if Moonies had a version of Fire Rain. I could keep going like this but it would be pointless and ultimately irritating.
Shift Moonbeam was what it was: a spell of limited utility that people became very reliant on. Anyone who has actually trained their Moonie (to which I mean utilized the Survival secondary skillset placement for more than sitting around foraging while they irritate people with their inane antics in a gather spot) probably isn't going to see a real decline in utility with Mirror Wraith. I haven't decided if I'm going to take it at all, however, simply because Astral Travel is way more efficient and I can't honestly see a situation where it's more useful to send the Mirror Wraith than to just go myself.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 08:59 AM CST
*This discussion of barriers and TM is silly*
*If you want to learn TM with Shear up (I honestly have no idea why you would), cast Starlight Sphere and learn how to use it*
Maybe you don't know what Forums are used for (I honestly have no idea why you wouldn't), I'd suggest you re-evaluate your stance about discussing game systems in the proper place. Maybe we should all talk OOC in game instead.
Irritation is such a drag.
*Anyone who has actually trained their Moonie (to which I mean utilized the Survival secondary skillset placement for more than sitting around foraging while they irritate people with their inane antics in a gather spot) probably isn't going to see a real decline in utility with Mirror Wraith*
*I haven't decided if I'm going to take it at all, however, simply because Astral Travel is way more efficient and I can't honestly see a situation where it's more useful to send the Mirror Wraith than to just go myself*
Exactly my thoughts about it. The only reason I would ever use mirror wraith is if it had a nice Athletics boost and I could take a shortcut I normally couldn't handle without it.(I can think of one shortcut I can't take) And with enough Athletics it would lose its usefulness altogether.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 11:27 AM CST
I think his point was complaining about the change to barrier spells indicates, more than anything, that you haven't thought about the other spells we have, such as SLS and how they may facilitate TM learning while having a magic barrier in place. I'm not sure at all what you're getting at with the 'maybe we should all talk OOC in game' tangent.
As for Mirror Wraith, I think the point of us being survival secondary, and thus rendering MW somewhat obsolete is a good one; are there any plans to enhance it's functionality?
As for Mirror Wraith, I think the point of us being survival secondary, and thus rendering MW somewhat obsolete is a good one; are there any plans to enhance it's functionality?
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 05:16 PM CST
>>I really don't get the reasoning behind the loss of the shift moonbeam spell.
It's been beaten to death but the main point is that shift moonbeam invalidates the travel limitations that are supposed to create a feeling of distance to the game world.>>
That is why its MAGIC! Sorry just had to kick the dead horse one more time. I too am sad to see SM go.
>>Shift Moonbeam was what it was: a spell of limited utility that people became very reliant on. Anyone who has actually trained their Moonie (to which I mean utilized the Survival secondary skillset placement for more than sitting around foraging while they irritate people with their inane antics in a gather spot)<<
I liked the irritate people with their inane antics bit, that made me laugh. The truth is though you can't train survivals to swim from Tais to Kresh/Riss, and Ratha to Aesry. I see a lot of SM being used there, more so even than the bin to Haven for what its worth.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 05:37 PM CST
>>I liked the irritate people with their inane antics bit, that made me laugh. The truth is though you can't train survivals to swim from Tais to Kresh/Riss, and Ratha to Aesry. I see a lot of SM being used there, more so even than the bin to Haven for what its worth.
Sadly in this case you are right, it affects lower-mid level moon mages more than anyone else and only really those who are islanders. For the most part though once you have the skill in the ways with the introduction of the new shards its not that hard to drop a beam jump in a pathway and come out another shard.
Mirror Wraith I can't really see it having much function in its current form unfortunately, adding an athletics boost is nice, but really only if it taught us athletics while we were in that form.
_______________________
As good almost kill a man as kill a good book; who kills a man kills a reasonable creature, God's image; but he who destroys a good book, kills reason itself, kills the image of God, as it were in the eye.
-John Milton
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 09:02 PM CST
---Mirror Wraith I can't really see it having much function in its current form unfortunately, adding an athletics boost is nice, but really only if it taught us athletics while we were in that form.---
Even if it trained athletics, it would still be a rather lack luster spell. If its going to be an advanced stellar magic spell its going to need a new function. It seems that so far everyone is in agreement about MW as it is currently planned. I say we all suggest some new functions the spell might provide. I think we can come up with something to make the Mirror Wraith live up to the expectations and be useful for the senior mages as well as the fledgling.
Mirror Wraith (Not sure what the contest would be or how it would be categorized)
Advanced Utility (debilitation?) -Mind/charm versus Will/mind- Transfer's the caster's mind, body and senses into a incorporeal wraith-like form. The caster may then possess any other living creature it comes into contact with, gaining a rudimentary control over its will. While possessing another living creature the moon mage is limited to controlling basic motor functions. Any experience gained while possessing the body of another creature will be transferred to the moon mage. The two will be inexorably linked however and any physical harm which befalls one will surely befall the other. Including death.
The spell would have to be limited to casting on npc critters, but might offer some fun possibilities for training and role playing. Also a mage who was not particularly good at evasion/weapons etc but had a strong will and strong magic might be able to possess the body of something more powerful physically and stomp some pc but while possessing it.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 10:15 PM CST
>I feel your pain, somewhat. Passive BMR and "you can't touch me" high-level magic resistance are dying. Barbs already lost weapon forging, and went from needing primary weapons ranks to tert lore ranks. Soon we'll need to learn "magic" ranks to dance well, who would have though?
Thanks. I needed a new perspective on the subject. All good points, well made.
You're a moon mage: death should come as no surprise.
Thanks. I needed a new perspective on the subject. All good points, well made.
You're a moon mage: death should come as no surprise.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/07/2011 10:20 PM CST
Someone surprised me the other day. They commented on how I used a 2HE as my primary weapon, and how that was unlike a moon mage to do so.
There is talk about "if you trained your moon mage".
I'm willing to bet there are a great many moon mages that are nearly barbarians or rangers in the way they train.
I might be wrong.
You're a moon mage: death should come as no surprise.
There is talk about "if you trained your moon mage".
I'm willing to bet there are a great many moon mages that are nearly barbarians or rangers in the way they train.
I might be wrong.
You're a moon mage: death should come as no surprise.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/08/2011 07:12 AM CST
>>The two will be inexorably linked however and any physical harm which befalls one will surely befall the other. Including death.
That would make the spell more useless than it currently is.
Putting more thought into this though
Mirror Wraith as long as it allows us to move through areas where teleportation or beams are not permitted has a good and valuable function, improved upon the base aspect of SM. Extremely Niche but it would be what you used RF for before, when it was basically a guaranteed can't hurt me button.
Pass through the tunnel of evil gremlins, come out the otherside and turn into a beam. Yay.
Shift moonbeam for the most part has limited function, the one function I'm going to miss which will most likely go away is the ability trade beams by shifting one through a moon gate
_______________________
As good almost kill a man as kill a good book; who kills a man kills a reasonable creature, God's image; but he who destroys a good book, kills reason itself, kills the image of God, as it were in the eye.
-John Milton
Re: Tentative Moon Mage M3 List opnions and ideas on 11/08/2011 09:57 AM CST
>Shift moonbeam for the most part has limited function, the one function I'm going to miss which will most likely go away is the ability trade beams by shifting one through a moon gate
This would make an excellent cantrip.
>chant cantrip flip n' switch
You chant a small phrase, the power of your cantrip flowing from your lips!
Using your advanced knowledge of geometry, you force your will upon reversing the coordinates of a pale blue moonbeam and a pool of inky black shadows!
Exhausted, with sweat dotting your brow, you feel you successfully reversed the location of your two moonbeams.
-Coralin
This would make an excellent cantrip.
>chant cantrip flip n' switch
You chant a small phrase, the power of your cantrip flowing from your lips!
Using your advanced knowledge of geometry, you force your will upon reversing the coordinates of a pale blue moonbeam and a pool of inky black shadows!
Exhausted, with sweat dotting your brow, you feel you successfully reversed the location of your two moonbeams.
-Coralin
Re: Tentative Moon Mage M3 List opnions and ideas on 11/08/2011 11:03 AM CST
>Shift moonbeam for the most part has limited function, the one function I'm going to miss which will most likely go away is the ability trade beams by shifting one through a moon gate
Since Moongate is going to be a cyclical spell, it may be entirely possible that you can do this in M3.0. We already know that you will be able to abandon the location of your moongate (at added cost, whatever that may be), so the requirement of needing an anchor - at least on both sides - seems to be something that is in doubt. Also, I believe you'll be able to keep a cyclical spell going while casting other spells, right? So this might be doable. Would be great, if so.
Also, I'm really looking forward to Mirror Wraith. To me, it's a cool spell thematically, and I can see some significant uses for it, such as going in to the location of a deader while being invulnerable, letting them know the gate will be opening soon, and so on.
Furthermore, losing Shift Moonbeam is going to make Astral Guides more popular, assuming Astral Guides make it into the new enchanting system.
Since Moongate is going to be a cyclical spell, it may be entirely possible that you can do this in M3.0. We already know that you will be able to abandon the location of your moongate (at added cost, whatever that may be), so the requirement of needing an anchor - at least on both sides - seems to be something that is in doubt. Also, I believe you'll be able to keep a cyclical spell going while casting other spells, right? So this might be doable. Would be great, if so.
Also, I'm really looking forward to Mirror Wraith. To me, it's a cool spell thematically, and I can see some significant uses for it, such as going in to the location of a deader while being invulnerable, letting them know the gate will be opening soon, and so on.
Furthermore, losing Shift Moonbeam is going to make Astral Guides more popular, assuming Astral Guides make it into the new enchanting system.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/08/2011 01:27 PM CST
> Since Moongate is going to be a cyclical spell, it may be entirely possible that you can do this in M3.0.
Actually, that's precisely why it won't be possible. Mirror Wraith will also be cyclic, and you can only have one cycle spell going at a time. On the other hand, if you can walk through a moongate without ending it, you could just step through, drop a beam, then step back.
Actually, that's precisely why it won't be possible. Mirror Wraith will also be cyclic, and you can only have one cycle spell going at a time. On the other hand, if you can walk through a moongate without ending it, you could just step through, drop a beam, then step back.
Re: Tentative Moon Mage M3 List opnions and ideas on 11/08/2011 02:08 PM CST
-That would make the spell more useless than it currently is.-
I disagree. If you could possess something and it died and you went away unscathed it would be extremely Overpowered and have no drawback. If you could say, possess a rock troll but not kill it, you could essentially still control the rock troll to attack another troll or creature for its loot or the experience. This spell is probably way too powerful for more reasons than one, and I didn't imagine anyone would say it was more useless than an athletics boost.
The MW spell as it is currently planned is by far less valuable than it should be regardless. If you are afraid to run through that scary cave of gremlins to get to the other side, then cast Refractive field or invisibility and run through as you yourself mentioned. And while RF is not as strong as it used to be, If you train stealth like a survival secondary guild with one of the best hiding boosts in the game ought to, then you will be able to travel around with RF just fine.
The difference between the amount of mana you are holding and if you fully prepare the spell are large factors in the spells success. If you snap cast RF and hold 5 mana its not going to do anything for you really. If you cast shadows on yourself, fully prepare RF and harness a significant amount of mana the results will probably surprise you.
We don't need an invulnerable form. Shift Moonbeam is currently infinitely more useful than MW would ever be as it is planned. We really need to get behind this one as a guild and ask for improvements. And if you can't suggest a better alternative then maybe you could help others with their ideas instead of shoot them down without any reasoning.