Re: What we need on 08/30/2012 06:18 PM CDT
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Interestingly enough, I always hide my profession. I see no no need to advertise my strengths and weaknesses. My warmage is described as a "travel guide", for example.

The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Open Implosion, does it need to change? on 08/30/2012 07:06 PM CDT
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>>implosion was such a terrifying and destructive spell that items imbedded with it where marked and tracked by GMs and consequences were severe

>As far as I'm aware, nothing has changed about this.

You are correct. It's still tracked, but the desire to have it imbedded has decreased dramatically. Other professions now have mass damage spells that are at least as powerful in the first wave. Implosion is the only one that lasts, which would be nice if we ever felt free to use it, but it has been demonized in a way that none of the others have for precisely that reason.

I'm honestly curious if we started using open implosion like rangers use Nature's Fury or Bards use Disruption. Many, myself included, have complained that one of the glaring things Sorcerers lack is a crowd control/mass damage spell. (sorry, ewave doesn't count..it isn't ours)The problem is, we don't lack it. It's just carries such a stigma that most of us don't use it. The rest of us rarely use it because you then have to burn an extra 17 mana to close the rift.

As I typed this post I realized it was probably too far of a tangent to leave on the same thread...

So, the question I pose is this...does anyone have any use for the multi-pulse lasting version implosion or would they be interested in it becoming a single blast area affect spell where the void closes instatnly...like the focused version is?

The power of it may or may not need to be tweaked because it's level 20 and not 30/35. That's almost a whole seperate conversation. Personally, I'd say swap it with Animate Dead (unless they are going to fix that one) and maybe tweak focused costs, but I rarely use FI so that could be damaging to many in the profession. Another thought would be Channel it for additonal mana cost (not sure the coding pain here) to close it instantly so it still only costs the caster 3 seconds instead of 6.

This would give us a crowd control spell that we could ACTUALLY USE...frequently. Sure, we've all used it on occasion, but I'll hazard a guess and say few use it regularly.

It's not a fix to the whole problem of sorcery, but it may be a start.

Advanced apologies if this has already been beaten to death and I didn't notice. I may also be barking up the completely wrong tree. Maybe it is used commonly and I'm still living in the past. Maybe 4 seconds to open and close (and 6 seconds before you can make your next move) doesn't bother anyone, it certainly doesn't pulse again quickly enough to damage anyone in that time. At this point I'm just tossing stuff at the wall to see what sticks.

--Jurp
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Re: Open Implosion, does it need to change? on 08/30/2012 07:13 PM CDT
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>This would give us a crowd control spell that we could ACTUALLY USE...frequently. Sure, we've all used it on occasion, but I'll hazard a guess and say few use it regularly.

I use major ewave all the time. If people die, I feel a little sorry, but this is the tool I was given to hunt, and I try not to kill anyone.
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Re: Open Implosion, does it need to change? on 08/30/2012 07:28 PM CDT
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I actually see Open Implode as nothing more than a short term insta-disabler that works on everything but unstunnable targets. Or its expanded use, 720/417/720, which is incredibly lethal, but mana intensive.

I think the problem is that, on its own, Open Implode is not actually that strong. Its an insta-stun, but its damage cycles are actually pretty average against critter targets. Problem is, those stun rounds are only average against enemies (who outlive stuns frequently) but incredibly dangerous to players, who often die once stunned. Thus, the benefits of leaving an open implosion open are much less than the risk of killing someone, which most likely would happen. Especially since it hits targets OUT of the room, a roving hunter could easily be hit by the 1-9 room lockdown which an open implosion puts on a hunting ground.

I guess I'd like to see open implosions do immediate damage in addition to stuns against non-stunned targets. Puts it more on par like spells like Nature's Fury or Disruption. Otherwise, its just a mass stun of moderate duration.
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Re: Open Implosion, does it need to change? on 08/30/2012 07:41 PM CDT
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>I use major ewave all the time. If people die, I feel a little sorry, but this is the tool I was given to hunt, and I try not to kill anyone.

True enough, but that's no more 'ours' than regular e-wave. But that is part of why I started the tangent thread, to see if that was something anyone else cared about. I suppose that makes me curious if bards are more likely to use Disruption or major ewave or wizards vs Cone, etc. Of course, that's a question for (a) different folder(s) so I'll leave that be lest I get my hands slapped.

But back on point, and with absolutely no disrepsect intended, I find it interesting that the first response regarding if anyone uses open implosion is answered with a different non-player safe area effect damage spell. I may be stretching, but that seems to almost make my point. Other spells are viewed as acceptable, but Implosion is still shunned. Perhaps I'm wrong and tomorrow a dozen posters will say they use open implosion daily. Perhpas the 2 mana difference or 4-6 seconds to close the implosion once cast is the issue. I don't know, but I'm curious.

--Jurp
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Re: Open Implosion, does it need to change? on 08/30/2012 08:35 PM CDT
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By the way, does anyone know if channeling phase at a open void teleports you to the local gathering spot? I just found out that doing so to the veil-iron mini voids in the Guilds does that. Would be a great way to make an exit.
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Re: Open Implosion, does it need to change? on 08/30/2012 08:46 PM CDT
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>>but that seems to almost make my point.

Agreed. Makes it perfectly, I'd say. An open spell list spell, even though it costs more mana, is more deadly than a sorcerer spell?

My sorcerers would love to see more deadly spells, especially above 15 mana cost. And here, deadly is intended to include deadly to other player characters.

No one should be totally comfortable or safe hunting around a sorceress with her dander up.

Doug
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Re: Open Implosion, does it need to change? on 08/30/2012 09:21 PM CDT
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open implode IS not that strong, you're right. It has been downtweaked repeatedly actually, especially the debris damage portion.

DC was nerfed, MD was nerfed, people remember those, but open implode was nerfed too.

Some critters were also made immune to it, which is somewhat ridiculous if they're flying critters.

Raise your hand if you remember how much stronger it used to be.
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Re: Open Implosion, does it need to change? on 08/30/2012 09:22 PM CDT
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>It's still tracked, but the desire to have it imbedded has decreased dramatically.

Yeah, something about those pesky mechanics that they made to have certain spells backfire in town had a lot to do with that, too.

>It's just carries such a stigma that most of us don't use it. The rest of us rarely use it because you then have to burn an extra 17 mana to close the rift.

If I feel the need to use it, I do. If I feel the need to close it, I do. If not, it can stay until it's finished.

>So, the question I pose is this...does anyone have any use for the multi-pulse lasting version implosion or would they be interested in it becoming a single blast area affect spell where the void closes instatnly...like the focused version is?

I like the current open version. It's a better version of tremors or quake as far as finding hidden/invis critters or people. Also quite nice to shut up a bard that thinks song of noise is an I-win button against sorcerers. It can also be useful as crowd control in swarms.

>Another thought would be Channel it for additonal mana cost (not sure the coding pain here) to close it instantly so it still only costs the caster 3 seconds instead of 6.

Something like that would be a much better option.

>Advanced apologies if this has already been beaten to death and I didn't notice. I may also be barking up the completely wrong tree. Maybe it is used commonly and I'm still living in the past. Maybe 4 seconds to open and close (and 6 seconds before you can make your next move) doesn't bother anyone, it certainly doesn't pulse again quickly enough to damage anyone in that time. At this point I'm just tossing stuff at the wall to see what sticks.

I don't know that it's been beaten to death, but I also don't think it should be anywhere near even being considered as something that needs worked on for the time being. There are a lot of things that could be done with the profession and I don't know that messing with a pretty viable, functioning spell is the way to go.
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Re: Open Implosion, does it need to change? on 08/30/2012 10:45 PM CDT
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I don't use open implosion regularly because it's not as effective as an initial disabler spell unless stuff is on the ground. It's a 20th level spell, and a good one that can be used multiple ways, while major ewave is a 35th level spell. I don't see why that because we share the spell circle with other professions it's discounted. On that end I believe it's a little bit of wizard jealousy and the fact that they have two unique spell circles.
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Re: Open Implosion, does it need to change? on 08/30/2012 10:53 PM CDT
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It can seem that way, and sometimes is even presented that way (the 'other profession' envy thing).

But in honesty, the root of the problem is the sorcerer was purposefully moved from arguably the top or near top hunting efficiency slot to the bottom. Justifications at the time were unsettling, but not terrible. Then, those justifications never were followed through for the other classes.

This caused the sorcerer profession players to be left with a class that was aligned to a set of stated goals that no one else was aligned to.

It is a tough situation, and one that has lingered. The comparisons aren't necessarily envy in most cases. Most sorcerers have experience playing other professions as well -- a part of the challenge of the class is supposed to be its difficulty in attaining the pinnacle of power.

It's pretty good, except for that pinnacle part. . .

Doug
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Re: Open Implosion, does it need to change? on 08/31/2012 09:15 AM CDT
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>I don't see why that because we share the spell circle with other professions it's discounted. On that end I believe it's a little bit of wizard jealousy and the fact that they have two unique spell circles.

It is official game policy that minor circles are to be less powerful than major circles.

Additionally, sharing it is a big deal, as you may recall 403, 404, 407, and 408 being changed in years (decades?) past to favor rogues.

And ya, having two full spell circles to yourself is nothing to sneeze at.

My problem with 435 is how easy it is for capped critters to dodge it, very annoying. Or they'll get knocked down but avoid any damage from it, not sure how that works but that is annoying too. Still, I use 435 regularly, as you do.

Of course, an easy fix for the two, by definition, weaker minor circles would be to be given a third. That'd be something unique, a long stick. The only profession with 4 circles.
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Re: Open Implosion, does it need to change? on 08/31/2012 11:05 AM CDT
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>My problem with 435 is how easy it is for capped critters to dodge it, very annoying.

One of the big reasons I haven't been too big on tearing 720 a new one is that I myself find 435 to be pretty weak. Since I never found 435 to be all that strong, I never get too bent out of shape when comparing it to 720.

>Of course, an easy fix for the two, by definition, weaker minor circles would be to be given a third. That'd be something unique, a long stick. The only profession with 4 circles.

When I first saw this suggestion, I thought that it would be completely unrealistic, simply from a balance perspective. That we've gotten a response saying even a change to training point costs is virtually out of the question, the idea of an entirely ADDITIONAL spell circle seems even moreso outlandish.

That said . . . I've been thinking about it more and more, and gave it a serious once over.

I added up the mechanical benefits that would be gained, primarly spell based DS oriented, and came to the following results:

Foresight: 10 DS, stackable, castable on others
Windward: 20 Mental TD (+1 per two levels over 8), stackable, castable on others
Focus Barrier: 30 group DS (only usable when not using Mind over Body)
Premonition: 20 DS, (+1 per two levels over 20)
At rank 50, that would be 75 DS, and 41 Mental TD. That is a SERIOUS increase in DS, and has to be taken from somewhere.

Additionally:
Iron Skin, if lore were implemented, would allow up to double chain ASG group. If lore were only 1xable studded leather.
Brace's 25% disarm if hit on the arms
Blink's 25% Fasthr effect on physical attacks.
Mind over Body, reducing group stamina cost by 20% (if not using Focus Barrier)

Thats a WHOLE lot of stuff to justify our gaining access to. At the very, very least, Cloak of Shadows would have to be reduced from 1 DS per rank to 1 DS per 2 ranks (-44 DS at cap, in exchange for the 60 DS by level 20 of Minor Mental). Assuming we would have to split our training 4 ways instead of 3, you might expect to see a far post cap player with 160 in Sorcerer circle, and about 40ish ranks in all the secondaries. The loss of Minor Spiritual ranks would have an additional 1 DS/per loss, which helps "justify" such a change, while Minor Elemental has its .5 DS/.25 CS loss. Assuming a post cap 3x in spells character, to fund taking Minor Mental up to level 35, they would have to sacrifice somewhere between 35 DS in MnS or 17 DS/9 Sorcerer CS in MnE to afford those ranks, which in turn provide 67 DS (-44 DS from CoS and -35 DS from MnS is 79 DS, while -44 from CoS and -17 from MnE is 61 . . . so working with it is reasonable).

On the other hand, we DO have the lowest self-spelled DS in the game, potentially tied with Empaths, so maybe such a drastic adjustment to CoS isn't necessary (+.66 DS for every rank would result in +58 DS at cap, instead of our current 88, or 44 if it was .5 per rank). We would gain some small amount of self-spelled DS from this change, but my comparisons found that we are 10-20 DS below Wizards and Clerics in self-spell DS as it is, so thats fine. Premonition also provides maneuver defense, which we are sorely lacking. The more I look at it, the more this addresses things.

What I DO think would have to be done is change our non-sorcerous lore situation. There is too much potential for power in the minor mental circle, power which was designed for Monks and Savants, who will likely be balanced around it. What I would suggest is that we would only be capable of 1xing Spirit, Elemental, and Mental lore, rather than 2xing them. The BIGGEST reason why is because Sorcerers are awesome, but even we don't deserve to cast from double chain without spell penalty (leave that for the Savants and Monks). With 75 ranks in Trans lore, we could cast from studded leather, which is pretty significant. While I don't see any real loss from losing 2x elemental, following the upcoming E Lore review, that could be a detriment. And I think at least a few Sorcerers out there (Virilneus?) have over 1x in Spirit lore. So this wouldn't be free.

An additional requirement would be that all equations which take into account our mana controls would now only give .66% credit to EMC and SMC, now taking all THREE controls into account (MMC would of course have its training cost reduced, as would Mental Lore). This is so that we do not "get" this circle for free. That said, we would of course improve our skill in mental spell scroll infusion, but thats another issue entirely.

Assuming CoS was nerfed to cost us some of our DS, would this really be broken?

I should mention that spells like Thoughtlash, Vertigo, and Shroud of Deception are all intensely sorcerous spells.

I'd also suppose that as a penalty to this, that "Ithzir mental resistance" would have to stay in place forever, V.

To sum up:
Minor Mental list would add about 60-75 DS
Compensate by nerfing CoS a tad, also keep in mind, loss of ranks from MnE/MnS
Spirit/Elemental/Mental lore only 1xable, Mental lore costs reduced to normal. Prevents abusing Iron Skin.
Mental Mana Control becomes required fare for all control based spells, increasing training requirements (but with benefits like Scroll Infusion, +1 mana regen/20 ranks, etc)
Dragonclaw would be our first and ONLY melee-centric build spell.
Premonition provides Maneuver defense.

What am I missing?
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Re: Open Implosion, does it need to change? on 08/31/2012 11:26 AM CDT
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Are you applying iron skin as monks have it, or as savants have it? Because remember, monks get a special bonus to using it.

And the lore requirement is pretty astronomical too, considering our other costs would not go away. We could probably get there way way post cap, but would we be any more broken than how godly semis get postcap?

Of course, I made the proposal before MM details were even given. So I wasn't trying to ask for any specific power in the MM circle, just a fourth circle in general. Give us the arcane circle instead if you like.

Mostly its based conceptually off this graphic:

http://www.play.net/gs4/info/magic-guide.asp#spheres

What if we moved just south a little bit, to the nexus of the three circles. Why not have a profession based there? That, and the fact that so many of our spells already seem mental.
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Re: Open Implosion, does it need to change? on 08/31/2012 11:27 AM CDT
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oh, and I suppose major mental would be acceptable too as a fourth circle... but I fear we'd be waiting awhile for that one.
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Re: Open Implosion, does it need to change? on 08/31/2012 11:41 AM CDT
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>Are you applying iron skin as monks have it, or as savants have it? Because remember, monks get a special bonus to using it.

Yes. The spell inherently grants rank 6 (full leather). Monks gain an inherent, seed based level bonus, which can provide up to +5 AsG at level 75 with NO lore (studded leather). Monks, however, can also only 1x the lore, meaning the maximum lore bonus would be an additional 5 AsG with 75 ranks of Trans lore (putting a level 75, 1xed Monk at in Chain Hauberk.) A small (5 ranks) enhancive could be a level 100, 1xed Monk to Metal Breastplate.

Savants can 2x, but do not gain the inherent level bonus. Their final lore bonus is at 180 ranks, with 6+8, for Double Chain. If we could 2x, we would end up in the same. If we can only 1x, we get up to a maximum of 6+5 (75 ranks), so Studded Leather. Thats huge by itself.

>And the lore requirement is pretty astronomical too, considering our other costs would not go away. We could probably get there way way post cap, but would we be any more broken than how godly semis get postcap?

Not that high. I suspect if such a change occured, our Mental Lore cost would be brought down to 7 as well (though upping all of them to 8 wouldn't be out of the question). I never used 2x spell aim. I could easily have translated the points required to 2x Spell Aiming into 1xing Mental Lore for a higher armor group. I'm also a huge Sorc. Lore buff . . . I'm 2xed. I could have 1xed Sorc Lore and 1xed Trans lore instead, and had points to SPARE! I suspect the average sorcerer would rather 1x Trans Lore than 1x Sorc lores for that purpose.

And I totally get the Venn diagram approach, and I totally support the concept of being "right in the middle".

The one thing I think would come as a result of this is an increase in our defensive/utility/group benefits, but oddly, NOT in our killing potential. If anything could get this concept passed through QA its that fact. We wouldn't be broken, because Minor Mental is only a vaguely offensive circle, with a handful of CS/maneuver attacks, and a few disablers.
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Re: Open Implosion, does it need to change? on 08/31/2012 01:06 PM CDT
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>Not that high. I suspect if such a change occured, our Mental Lore cost would be brought down to 7 as well (though upping all of them to 8 wouldn't be out of the question). I never used 2x spell aim. I could easily have translated the points required to 2x Spell Aiming into 1xing Mental Lore for a higher armor group. I'm also a huge Sorc. Lore buff . . . I'm 2xed. I could have 1xed Sorc Lore and 1xed Trans lore instead, and had points to SPARE! I suspect the average sorcerer would rather 1x Trans Lore than 1x Sorc lores for that purpose.

Right, but you'd be forgoing all elemental lore and all spiritual lore. There would be a significant opportunity cost to pursuing ironskin as such.
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Re: Open Implosion, does it need to change? on 08/31/2012 01:24 PM CDT
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>Right, but you'd be forgoing all elemental lore and all spiritual lore. There would be a significant opportunity cost to pursuing ironskin as such.

As a sorcerer, I just don't see how thats an even comparable trade. Post lore review, maybe on the Elemental. There are some very nice benefits for Spirit Summoning that I believe you are a particularly big fan of, but I would not be surprised if a studded leather AsG was enough for most people to forgo it entirely. Heck, pick up the 20 ranks for Web bolt and you are good to go (only need 75 for Trans lore studded leather).

As it stands, I have 20 Fire lore almost purely as fluff, in some vague effort to improve the quality of my DC. I may migrate that down to 10 or take it out entirely, since my recent transition to 2x spell aim has completely disallowed my efforts to 1x PF or pick up additional spell ranks for CS.
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Re: Open Implosion, does it need to change? on 08/31/2012 01:32 PM CDT
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In its Iron Crown "RoleMaster" roots, there was an Essence/Channeling [Elemental/Spirit] hybrid spellcaster called the 'Sorcerer'.

The Essence/Channeling/Mentalism [Elemental/Spirit/Mental] hybrid spellcaster was the Archmage, with completely different spell lists (although there was some overlap) and training costs, apart from Spell Research which cost the same. (In GemStone terms, he would probably have access to the Arcane list, the Creature list, and that'd be about it.)

I do not, offhand, recall the names of the Essence/Mentalism and Channeling/Mentalism hybrid spellcasters, though rest assured that they existed.
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Re: Open Implosion, does it need to change? on 08/31/2012 05:26 PM CDT
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I do not, offhand, recall the names of the Essence/Mentalism and Channeling/Mentalism hybrid spellcasters, though rest assured that they existed.


Mystic, and Healer for the hybrid paths,repsectively. Empath did not exist, although there was a 'Lay Healer' which was mentalism only (as well as the 'mentalist'). Each pure realm had two classes (Magician and Illusionist, Cleric and Animist, Mentalist and Lay Healer)

There were also six semis (Ranger and Paladin for channeling, Monk and Dabbler for essence (yes, Monks were essence) and Bard and Magent for mentalism.)

That was in the basic rules (depending of course, on which basic rules you are talking about). The Companion books (Essence Companion, Channeling Companion, Mentalism Companion, Arcane Companion and Elemental Companion) introduced more classes, as did other books.

Little history of RM there. The above was the RM Standard System (RMSS). There was another set prior to that (RM Classic, or other names) but it had the same basic set of classes.

-Taakhooshi, and Me

For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
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