Next spell on 10/02/2007 10:30 PM CDT
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Alright. I'm going to circle Gulph for the third time or so this year, and I get a spell slot. I want to get a good spell for this war starting tomorrow.

Here's what I've got. What would you pick for a group hunting/war situation and why?

Aether Manipulation:

Ethereal Shield [es]
Aether Lash [ala]
Aether Lance [ael]

Electricity Manipulation:
Arc Light [al]
Tingle
Gar Zeng [gz]

Fire Manipulation:
Fire Shard [fs]
Fire Ball [fb]

Water Manipulation
Frostbite [frb]
Ice Patch [ip]
Frost Scythe [frs]

Earth Manipulation
Tremor
Sure Footing [suf]

Air Manipulation
Zephyr
Paeldryth's Wrath [pw]
Swirling Winds [sw]

My goal up to this point has been to get some base spells in each book before deciding where to go. Armor hinderance is not much of a problem, so I'm not really caring too much about YS right now, as good as it is as a spell. My current inclination is leaning toward Static Discharge.

Thoughts?

~player of Gulphphunger
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Re: Next spell on 10/03/2007 08:13 AM CDT
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If you got Rising Mist, you could maybe find another Warrior Mage to do the good ole' Rising Mist/Frostbite combo on some DPs.

Considering your current hunting situation, I'd say get SD. Also, you can throw an ES up on someone else and SD their shield.

Axillus - Halfling Warrior Mage
>You charge your steel-toed footwrap at a musk hog.
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Re: Next spell on 10/03/2007 09:53 AM CDT
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Thunder clap for training hiding.


-Galren Moonskin

!>You hear the distant echo of a savage Horde screaming in barbaric approval of your deeds.
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Re: Next spell on 10/03/2007 11:37 AM CDT
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>>Thunder clap for training hiding.<<

repeated for emphasis.
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Re: Next spell on 10/03/2007 01:06 PM CDT
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>>Thunder clap for training hiding.<<

>repeated for emphasis.

I'll take "spells I think I used to have before the magic rewrite and have since forgotten they even existed" for $800, Alex.

I seem to hazily recall that back in the day, the only defenses against TC were something like knowing the spell and Discipline. Is this still the case? In other words, in the immediate sense, will this be helpful in a group situation or completely unusable? Not saying I won't get it, but it would be good to know.

~player of Gulphphunger
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Re: Next spell on 10/03/2007 02:22 PM CDT
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Gulph,

You will not want to use TC in a group you care about.

- Mazrian
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Re: Next spell on 10/03/2007 02:37 PM CDT
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I bumped my charisma up a little bit (to 14) and I find TC grossly ineffective even when hunting way under my level. This is with 30 in all mentals.


Axillus - Halfling Warrior Mage
>You charge your steel-toed footwrap at a musk hog.
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Re: Next spell on 10/03/2007 03:33 PM CDT
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>>I bumped my charisma up a little bit (to 14) and I find TC grossly ineffective even when hunting way under my level. This is with 30 in all mentals.<<

idk...get more charisma? Prep higher?

What are you hunting?


- Mazrian
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Re: Next spell on 10/03/2007 03:52 PM CDT
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30 mana (I believe) on blood wolves or snowbeasts gave me about a 4 second stun, in which, insig. hindered, I STILL couldn't hide on them at melee (I can hide on them at pole w/o TC)

Axillus - Halfling Warrior Mage
>You charge your steel-toed footwrap at a musk hog.
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Re: Next spell on 10/03/2007 04:27 PM CDT
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Oh.

To even start hiding at melee you need some amount of base hiding that is calculated off the creature's base perception. TC won't help with hiding at melee until you have that much.

If you get the "You are too close to hide" message than you just plain don't have enough hiding.

- Mazrian
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Re: Next spell on 10/03/2007 05:08 PM CDT
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>>If you get the "You are too close to hide" message than you just plain don't have enough hiding.

Yeah. I vaguely recall that it's between 180-200 hiding. Might be a bit lower, but I seem to recall 200 being the base.

>>You will not want to use TC in a group you care about.

It's statements like this that make me wish Gulph had more of my moon mage's or thief's personality.

Anyway, I've thought about it a bit, and coming straight out of left field, I think I'm going with Aether Cloak.

My reasoning is that a) it's useful in some contexts all on its own, and b) it's a prereq for fissure. Currently all of the places Gulph hunts and backtrains could be greatly improved by Fissure.

~player of Gulphphunger
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Re: Next spell on 10/03/2007 08:03 PM CDT
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It sounds like you've made your decision, but I just wanted to throw this out-

I'd probably go with SD before TC. It is definitely easier to train hiding with TC since it stuns things at all ranges, but you can get the same effect as long as you wait for everything to get to melee on you, cast SD, retreat, then hide.

SD also has the added benefit of causing nerve damage and being castable more frequently than once a minute, which I think makes it better than TC for backtraining weapons at level.

But they're both definitely worth getting.


-Sephos
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Re: Next spell on 10/03/2007 10:11 PM CDT
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FYI, no spell or ability helps with hiding at melee. It's a broken calculation that the GMs refuse to fix (although they have 'considered' changing it a few times). If your stealth is low for your level, a stun will help you hide at pole immensely, and perhaps keep the creatures frozen for a second or third attempt.
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Re: Next spell on 10/04/2007 12:24 AM CDT
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>>I'd probably go with SD before TC. It is definitely easier to train hiding with TC since it stuns things at all ranges, but you can get the same effect as long as you wait for everything to get to melee on you, cast SD, retreat, then hide.

Yah. I got AC, going for fissure next, then SD, and at that point I'm going to be backtraining a few things anyway and won't need a spell to help hide. I'll probably get TC after that, but at that point it will be 3 to 15 months from now, and who knows what I might want then? And that may change depending on how I feel with more multi under my belt, etc.

~player of Gulphphunger
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