Awaken Forest exp on 04/04/2015 08:55 PM CDT
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I picked this up today, because I thought it might be a cool different way to work TM. I learned absolutely no TM in apes with my spawn when I can pretty easily look with stampede or another targeted TM. Is this pretty standard? Is there any reason to use a spawn? Also the 73 minute timer before I recasting in that room is pretty ridiculous.

Jalika
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Re: Awaken Forest exp on 04/04/2015 10:32 PM CDT
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I don't think it's ever really taught TM. If it does, it's something the implemented with 3.0 or so. I believe it only really draws it's potency for the spawns from TM, similar to the way Guardian Spirit works. And yeah, the timer is ridiculous. Almost everything about it is.

Personally I'd rather see AF be turned into a nature based, limited time pet(one that follows you around), or a room effect, as per the way the name sounds. Something that would be more effective or practical. As of now, I think people mostly only cast AF out of sheer curiosity.



~Van
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Re: Awaken Forest exp on 04/05/2015 01:14 AM CDT
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AF power being based on TM makes absolutely no sense and it is indeed just a curiosity.

If AF worked on your own companion, or even replaced the current companion model entirely, it would be nice.
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Re: Awaken Forest exp on 04/05/2015 01:28 AM CDT
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Awaken Forest is a very weird spell.

-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: Awaken Forest exp on 04/05/2015 09:51 AM CDT
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Okay, thanks for responses. I'll just move it to the "never to be cast" list.

Jalika
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Re: Awaken Forest exp on 04/05/2015 11:04 AM CDT
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AF is a completely useless spell. It teaches nothing and the timer makes no sense.

I suggest you forget the spell and choose a feat or something else.
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Re: Awaken Forest exp on 04/05/2015 05:39 PM CDT
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>Awaken Forest is a very weird spell.

Weird-broken, or weird-intentional?



>befriend clear all
You are now friendless.
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Re: Awaken Forest exp on 04/05/2015 05:55 PM CDT
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I'm going to go with "weird". (I haven't really spent enough time with it honestly evaluate beyond that).

-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: Awaken Forest exp on 04/06/2015 06:55 AM CDT
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Over the years, my personal assessment of the spell has been that it was intended to be this high level, big thing for rangers. But due to guild philosophies, GM domains and restrictions or just plain coding difficulties, it never really got a chance to be what it might have been envisioned to be. Which, honestly, I'm not really sure about that part either. In the end, it just got watered down into this extremely limited spawn, which most people don't use because it's not all that strong for being so advanced. And even if it was, in it's current form it would just cause the ranger to not learn as well by stealing all the kills, as it teaches nothing in it's process. Best case scenario, it stands there as a meat shield for rangers learning stealth.

I would really love to see a reinvention of the spell. Maybe something unique and different, rather than a rebundled version of another guild's abilities. Something to give credibility to it's name.

My vision of it, something I posted years ago, was basically an entire area of nature animating itself to the rangers assistance/protection. I thought something like a room based status debilitating spell, doing all it could to assist putting combat in the ranger's favor. Trees, roots, vines, insects, etc, causing a variety slew of all kinds of random status debilitations(stuns, debalance/falls, RT pulses, blindness, strangulations/knockouts, slowing engagement rates, distractions/debuffs, etc) to anything not under the ranger's protection for a limited time. Essentially a difficult to predict, pulsing room combat hindrance to any attackers in the area, making overall combat generally more in favor for the ranger. Not completely predictable, but almost everything it does assists the ranger in some random way. Maybe more control can be gained with skill. Maybe some effects depend on terrain?

I don't know. I just always fancied something unique and interesting, but not sacrificing function. And everytime I hear the name, it sets off a visions of something a little more grand and interesting, like the concept of an entire land awakening to help protect it's guardian. Or maybe it's the other way around, the ranger/guardian commanding the forest to rise up?


I'm sure there are many other great ideas out there as well though.



~Van
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Re: Awaken Forest exp on 04/06/2015 02:02 PM CDT
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Did the spell switch back to using TM? For a while there (magic 3.0) it was moved over to Utility.

I found this post:

http://www.tinyheroes.com/forums/DragonRealms/Dragon%20Realms%203.1%20Test/Rangers/thread/1613582

..but I also thought I remembered an update around 3.1 or at some point where the spell was changed to teach utility over time as it attacked things.. and I remember getting excited, trying it out and it working.
I'll have to try it again.


I use awaken forest for...
1. Mining in the ice caves and other places with creatures, to keep them at bay while I focus on mining.
2. Quelling the Riot Aftermath - to help me beat through the prisoners quicker (I assume as long as I loot the kills, we still get scrip)


The two big changes I can recall about awaken forest with 3.x was my spawn became immensely more powerful (I assume due the switch to Utility, b/c my TM sucks) and the cool down for casting it again becoming insanely long.


I look forward to the consolidated pet system that some GM's have talked about in the past. Hopefully allow them to recreate the companion system and things like awaken forest.


I love Vandyl's idea for awaken forest.. maybe turn it into a cyclic spell, each pulse it does something (good) to the caster and/or a member of (or entire) their group or something (bad) to one or more creatures engaged with the caster or any creature..or it might do something equally annoying to everyone.
A vine could knock one or more creatures off balance or wrap around and immobilize for a moment..or the vine could steady the caster boosting their balance. Poisonous insects sting, forest creatures bite, swarms of bugs disrupt.. the more mana you put into the spell the more powerful options are unlocked in what the spell can randomly do.

Maybe at higher skill/mana levels (or a meta spell) the spell won't be so random and the forest can be smart enough to react to the fight. It can boost the balance of the caster when needed (if needed when the next pulse occurs) or pull them to their feet if knocked over, drag them to pole ranged if stunned. Yeah, going a bit crazy now. If the caster (and group) aren't in peril it can focus on the creature being engaged that is in the worst shape and debilitate it.

Idea B would pretty much be the same as idea A, but with logic behind the actions instead of being random.
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Re: Awaken Forest exp on 04/07/2015 01:48 AM CDT
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Originally Awaken Forest was a very unique spell. It mimic'd the caster's ability, with parry/evasion/top weapon. So a spawn cast by a big ranger would be a big spawn. It could also point things out of hiding. It's downside was the fact that it was extremely limited in its ability, very short lived with a long down time, and it really didnt teach anything.

It had a lot of potential, but never got there, for who knows what reason. I'd assume politics played a big part of it at the time. It was made at a time where something cool/strong was deemed to be required to have a downside/drawback to justify it.

Now after all the changes, its not even cool/strong, so the draw backs that everyone sees makes it even less appealing/worthwhile. It is certainly a spell that could use some love. Like many things in the ranger guild.

Falker
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Re: Awaken Forest exp on 04/16/2015 03:56 PM CDT
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Maybe Awaken can give exp similar to how Quicken Earth can. I think QE only gives exp when a mob is killed by it or it lands a special attack (I have no idea if AF has one).

It won't lock TM by itself, but it does a nice job supplementing TM gained elsewhere.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Awaken Forest exp on 04/17/2015 07:44 PM CDT
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That would work though this needs to be fixed as well. I can not even begin to guess why it has a 2 hr timer when capped.

You sense that Nature will take one hundred nineteen minutes to recover from the effects of a recent Awaken Forest spell cast here.
Roundtime: 3 sec.
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