Everyone knows the famous major ice and major fire. If your attuned like myself. Your air magic is very limited in grim camps. Only thing you have would be Cone. That's a Massive No No. What if you replaced possily ice patch with major air. (splashing purposing) or (multiple vortexs) hitting multiple targets according to the strength of your lore. Just like fire or ice. Being attuned to air could have more benefits for Grims or very unfriendly room attributes. Just a thought, because 505 is awesome for a single apponent or for multiple but to a degree.
I want to hear everyones thought on this subject.
This could even be said for earth or water magic. According to the strength of your lores.
Just like throwing a boulder. Shards? Hmmm
Now thinking of the sole purpose of equality, and the sake of argument. Wizards that are truly attuned don't gain alot of benefits from different elements(obviously) so it wouldn't change fairness. It would only give wizards trained in their specific lore a advantage over the others wizards. Like fire, earth, ice? In having a spell like this could benefit all from hazardous rooms for electric or fire. When minor acid, minor water isn't cutting it.
Just a idea, and I believe it could be seriously considered!!!
Multiple striking air spells? on 08/15/2011 10:17 AM CDT
Re: Multiple striking air spells? on 08/15/2011 10:33 AM CDT
Re: Multiple striking air spells? on 08/15/2011 10:48 AM CDT
Everyone knows the famous major ice and major fire. If your attuned like myself. Your air magic is very limited in grim camps. Only thing you have would be Cone. That's a Massive No No. What if you replaced possily ice patch with major air. (splashing purposing) or (multiple vortexs) hitting multiple targets according to the strength of your lore. Just like fire or ice. Being attuned to air could have more benefits for Grims or very unfriendly room attributes. Just a thought, because 505 is awesome for a single apponent or for multiple but to a degree.
I want to hear everyones thought on this subject.
This could even be said for earth or water magic. According to the strength of your lores.
Just like throwing a boulder. Shards? Hmmm
Now thinking of the sole purpose of equality, and the sake of argument. Wizards that are truly attuned don't gain alot of benefits from different elements(obviously) so it wouldn't change fairness. It would only give wizards trained in their specific lore a advantage over the others wizards. Like fire, earth, ice? In having a spell like this could benefit all from hazardous rooms for electric or fire. When minor acid, minor water isn't cutting it.
I'm personally not all that interested in seeing an air based ball spell similar to major fire or major cold. As a profession, wizards have a sufficient number of bolt and ball spells already at their disposal so I would much rather see spells that add some new aspect or creative flair to wizards. Elemental guardian or the travel spell that Rimalon proposed sometime back are a couple of my personal favorites. Ice Patch isn't one of my more favorite spells but it does have its situational uses and is at least not another bolt spell.
Air Lore already does offer some unique benefits (as much as any elemental lore currently adds benefits for wizards) for spells such as sandstorm, haste, disk size, and 505 as you already mentioned and I believe is one of the more popular lores for wizards to train in at present.
With respect to equality... one of my personal pet peeves is the apparent need for many folks to make everything equal. All wizards have the option to train (or not train) in any of the available lores. I would much rather that the different training paths were intentionally and distinctly very different as this adds a lot more flavor and playability to the game vs. working to insure that all training paths lead pretty much to the same end result with different flavor messaging. Lets look for ideas to make each of the lore training paths more distinct and varied vs. looking to have them mirror each other in capabilities.
-- Robert aka Faulkil
Cauldron: 1 Raggler: 0
I want to hear everyones thought on this subject.
This could even be said for earth or water magic. According to the strength of your lores.
Just like throwing a boulder. Shards? Hmmm
Now thinking of the sole purpose of equality, and the sake of argument. Wizards that are truly attuned don't gain alot of benefits from different elements(obviously) so it wouldn't change fairness. It would only give wizards trained in their specific lore a advantage over the others wizards. Like fire, earth, ice? In having a spell like this could benefit all from hazardous rooms for electric or fire. When minor acid, minor water isn't cutting it.
I'm personally not all that interested in seeing an air based ball spell similar to major fire or major cold. As a profession, wizards have a sufficient number of bolt and ball spells already at their disposal so I would much rather see spells that add some new aspect or creative flair to wizards. Elemental guardian or the travel spell that Rimalon proposed sometime back are a couple of my personal favorites. Ice Patch isn't one of my more favorite spells but it does have its situational uses and is at least not another bolt spell.
Air Lore already does offer some unique benefits (as much as any elemental lore currently adds benefits for wizards) for spells such as sandstorm, haste, disk size, and 505 as you already mentioned and I believe is one of the more popular lores for wizards to train in at present.
With respect to equality... one of my personal pet peeves is the apparent need for many folks to make everything equal. All wizards have the option to train (or not train) in any of the available lores. I would much rather that the different training paths were intentionally and distinctly very different as this adds a lot more flavor and playability to the game vs. working to insure that all training paths lead pretty much to the same end result with different flavor messaging. Lets look for ideas to make each of the lore training paths more distinct and varied vs. looking to have them mirror each other in capabilities.
-- Robert aka Faulkil
Cauldron: 1 Raggler: 0
Re: Multiple striking air spells? on 08/15/2011 02:04 PM CDT
I mostly agree with Robert here, but with a couple of points.
I wouldn't mind seeing a 'ball' spell for air. I would suggest major cold actually move to 'major ball', with the attuned wizard getting 100% consistently the element chosen, and the unattuned wizard getting 50% cold, and the other 50% spread over earth, air.
I would keep the cold wands as cold wands (no changing the item itself).
And I agree with the whole 'equality' discussion. One of my biggest pet peeves is seeing a sound concern / complaint (sorcerers / wizards and foraging profession minuses as an example) and seeing it spun as a 'bad choice in the beginning, only made worse through time' type discussion. The premise that the disadvantage may be too pronounced with the changes over the last few years is a great position and one that should be explored. It doesn't require attacking the historical decision points (which were valid in the game of their day), nor does it require attempting to 'level out the playing field' (thus killing differentiation).
I personally perceive profession differentiation as a key ingredient in the game (as in the example), and furthermore see a benefit to diversification within a profession (the magic-using rogue, the war-pure, the semi-arms and semi-pure paths). I would want strong choices to lead to benefits and detractors -- no free lunch. I do admit, however, that it's hard to implement because the detractor is most likely going to be a minus of some sort, something no one wants to have in their chosen profession.
Doug
I wouldn't mind seeing a 'ball' spell for air. I would suggest major cold actually move to 'major ball', with the attuned wizard getting 100% consistently the element chosen, and the unattuned wizard getting 50% cold, and the other 50% spread over earth, air.
I would keep the cold wands as cold wands (no changing the item itself).
And I agree with the whole 'equality' discussion. One of my biggest pet peeves is seeing a sound concern / complaint (sorcerers / wizards and foraging profession minuses as an example) and seeing it spun as a 'bad choice in the beginning, only made worse through time' type discussion. The premise that the disadvantage may be too pronounced with the changes over the last few years is a great position and one that should be explored. It doesn't require attacking the historical decision points (which were valid in the game of their day), nor does it require attempting to 'level out the playing field' (thus killing differentiation).
I personally perceive profession differentiation as a key ingredient in the game (as in the example), and furthermore see a benefit to diversification within a profession (the magic-using rogue, the war-pure, the semi-arms and semi-pure paths). I would want strong choices to lead to benefits and detractors -- no free lunch. I do admit, however, that it's hard to implement because the detractor is most likely going to be a minus of some sort, something no one wants to have in their chosen profession.
Doug
Re: Multiple striking air spells? on 08/15/2011 04:06 PM CDT
See, I do agree to have a spell that you could attune too. Hate to take cold, fire away for those pesky fire/cold based critters. I still like having good AvDs. Well ho hum.
I would love to see wizards having a elemental And something better for teleporting. Takes a long time to have a familiar to fetch and gate too.
I would love to see wizards having a elemental And something better for teleporting. Takes a long time to have a familiar to fetch and gate too.
Re: Multiple striking air spells? on 08/15/2011 04:31 PM CDT
I'd love to see wizards commanding elementals, too. There are a couple of pragmatic problems with it, though. Probably be a great discussion to have in the wizards area (and yep, I see you started that there. :)
On the teleporting -- we're in difficult territory here. So far, one profession has the ability to teleport across realms (remember how I feel about profession diversity!) at fair expense and with some risk.
Several professions have the ability to teleport intra-realm (within a 'gold ring' / 'thought net' region) -- all pure professions. Clerics and empaths can get to someone quickly and easily at 25 mana. Clerics and empaths can return groups to predestined drop-off points fairly easily at 30 mana, but they end up sinking a bit of time into recovery (times vary depending on training).
Sorcerers can get to locations moderately quickly, but the cost and risk(?) is highest of the transport spells. And sorcerers can only get to locations -- they can't target a specific (moving?) character.
Wizards can get to people or locations, fairly easily (30 mana and some strong training), but it takes a bit of time to get the familiar to the location / character to open up the gate. Usually this is less than 30 seconds in my experience, and is certainly favorable to flailing around turning purple like our cleric and empath brethren do. It also is very flexible, with being able to have a familiar find someone, or move by specific direction (people or location) which gives it greater flexibility.
And of course, there are the society teleport mechanisms which for the purposes of 'magic spell / system' discussion we'll simply note and say they are equivalent. The important point is that this feature set gives all professions the possibility of moving intra-realm as individuals or groups (yeah, I know -- GoS isn't exactly the win in this category, but 'eh'.)
So, given the pervasive ability, and the trade offs between time (spent preparing to go, time spent going, or time spent recovering from landing) and cost (mana, mana / training, component investment), it gets kind of hard to equitably draw various lines.
Here's an insider tip that some new wizards don't know, though -- each familiar type has its benefit (much like each demon type, to the sorcerer). Some are known (carrying capability, for example). It's theorized (although I haven't seen it confirmed yet by a staff member) that some types of familiars are 'faster' at seeking out people outdoors, or at seeking people indoors (where possible). My general observation supports this type of belief, but I haven't timed it to the second to sort out. I might just, though. . . Think flying. ;)
Doug
On the teleporting -- we're in difficult territory here. So far, one profession has the ability to teleport across realms (remember how I feel about profession diversity!) at fair expense and with some risk.
Several professions have the ability to teleport intra-realm (within a 'gold ring' / 'thought net' region) -- all pure professions. Clerics and empaths can get to someone quickly and easily at 25 mana. Clerics and empaths can return groups to predestined drop-off points fairly easily at 30 mana, but they end up sinking a bit of time into recovery (times vary depending on training).
Sorcerers can get to locations moderately quickly, but the cost and risk(?) is highest of the transport spells. And sorcerers can only get to locations -- they can't target a specific (moving?) character.
Wizards can get to people or locations, fairly easily (30 mana and some strong training), but it takes a bit of time to get the familiar to the location / character to open up the gate. Usually this is less than 30 seconds in my experience, and is certainly favorable to flailing around turning purple like our cleric and empath brethren do. It also is very flexible, with being able to have a familiar find someone, or move by specific direction (people or location) which gives it greater flexibility.
And of course, there are the society teleport mechanisms which for the purposes of 'magic spell / system' discussion we'll simply note and say they are equivalent. The important point is that this feature set gives all professions the possibility of moving intra-realm as individuals or groups (yeah, I know -- GoS isn't exactly the win in this category, but 'eh'.)
So, given the pervasive ability, and the trade offs between time (spent preparing to go, time spent going, or time spent recovering from landing) and cost (mana, mana / training, component investment), it gets kind of hard to equitably draw various lines.
Here's an insider tip that some new wizards don't know, though -- each familiar type has its benefit (much like each demon type, to the sorcerer). Some are known (carrying capability, for example). It's theorized (although I haven't seen it confirmed yet by a staff member) that some types of familiars are 'faster' at seeking out people outdoors, or at seeking people indoors (where possible). My general observation supports this type of belief, but I haven't timed it to the second to sort out. I might just, though. . . Think flying. ;)
Doug
Re: Multiple striking air spells? on 08/15/2011 06:44 PM CDT
Thinking about this, it would be interesting if Call Wind gained an ability like Hand of Tonis does with adequate training to cast a focused, bolt version. Only for this, it would have a splatter effect.
Or the thought of getting rid of the distinction between bolt and ball spells and making it so channeling would produce the latter effect with an adjusted mana cost.
Or the thought of getting rid of the distinction between bolt and ball spells and making it so channeling would produce the latter effect with an adjusted mana cost.
Re: Multiple striking air spells? on 08/15/2011 07:49 PM CDT
Re: Multiple striking air spells? on 08/16/2011 07:23 PM CDT
Re: Multiple striking air spells? on 08/17/2011 10:57 AM CDT
Grimswarm shamans place a shroud over their warcamps that hides them from people who can't detect grimswarm. This shroud doesn't react well when hit with magic, specifically AoE spells. Use too many AoEs while in a camp and bad things happen.
http://www.gsguide.net/index.php?title=The_Guardians_of_Sunfist_Guide#The_Shroud
http://www.gsguide.net/index.php?title=The_Guardians_of_Sunfist_Guide#The_Shroud
Re: Multiple striking air spells? on 09/15/2011 11:23 AM CDT
Another idea with 505 could be with a certain amount of lore like ball spells. It could also hit multiple targets. Then you wouldn't fill another spell slot.
Wouldn't have to mess with any other spell.
505 has alot of benefits to the spell, one being knocking the opponent down.
Let's just say with 20 ranks = 2 targets
40 = 3 targets
Of course the # of ranks and targets could be devoloped by the GM.
This a interesting thought.