ThorLarge |
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Moderators: Stormbringer, Ehlanna
Class Bonus Stats:
Str+5, Int+5, Agi+5, Res+5, Sta+0, Spl+2, Life+2
Axios wrote:If you look at all the Advanced Classes - they've got 18 points spread out.
You've got 24 total.
miyuka wrote:wait...what? a replacement? Not like some changes or a new class but a replacement? I find this to be very odd. I do like the name though. Combat readiness is pretty interesting, might be too much though. I do like that there is a roll involved, giving it a chance to happen.
Ok, about the mithril magic. it might have not been your intent but the way you left it is being interpreted by me as this. You don't need a free hand to cast so long as that hand has a mithril item. So you can have a shield in one hand, a mithril sword in the other and you can cast spells despite no having a hand free cause the mithril sword will allow you in conjunction with the mithril magic abillity. This would actually turn it into a combat abillity though if you ask me, having both hands ocupied and not being able to cast seams kinda dumb. Nothing stops a player from, sticking the weapon in the ground, cast and get the weapon again, or simply remove one hand from a two handed weapon to cast and then go back to holding it in two hands. The whole point on needing a free hand to cast is almost completly mute except to say that if someone tied your hands behind your back you'll not be able to cast.
ive told you in the past and I've told you again. I'd rather see unique spells for WaM's rather than giving them access to all the Arcana spells...which wouldn't make sense for them to even have if they are supposed to be a balance between warrior and mage. Having their own sphere? I don't really care one way or the other if they have their own sphere so long as they have their own spells. That's more or less a database thing. Maybe some buffs to their weapons and armour type spells. There are good ideas floating around here and there over the years for Warrior mages and some have their own ideas of how they should and shouldn't be but here in belariath, this is how a warrior mage is. I'll definetly make sure to point to this thread when WaM comes up for review.
Quick Foot:
Level required: 15
Class required: Warrior-Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Warrior Mage X2:
Class Restriction: Warrior Mage:
The Warrior Mage tends to have a foot in both worlds, both in magical abilities and in his hold over a weapon. Yet at times a smart opponent would know enough to stay out of the WaMs range and finally the Warrior Mage may have found a way to close that distance. Soft incantation is set free. The sudden bound of the WaM and his electric leap towards his opponent bring him in for a quick spell or a damaging blow that may stun the victim at just how quick the WaM was upon him.
:MECHANICS: A roll of !ranmagatk vs. !ranmagdef is required to actually see if the Mage can use his power to suddenly streak towards his opponent, catching him off his guard. Stamina costs are calculated as normal, but a failing roll will wind the WaM and result in an additional 5 stamina cost. If successful, the WaM may then add a +5 to his agility that will last 1 round per every three slots put into this spell, but must expend 1 stamina per round to keep the effect active.
Rock the Boat:
Level required: 10
Class required: Warrior-Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Warrior Mage X1:
Class Restriction: Warrior Mage:
Just because you wield a sword, doesn't mean you are attuned to just the art of slicing and dicing. They can size up an enemy quickly and decide just how they may move to what reaction he may gain. Yet we are crafty as well and at times, throwing one off balance is where the skill may seem to most lay. Sizing up an enemy, the Caster lets free a rather whispered, quiet spell, hand flinging out to send a rush of air at his enemies most weakest point, hoping to send them teetering off balance and in line for their next swing or spell.
:MECHANICS: A typical !ranmagatk vs. !ranmagdef. If the victim fails, the rush of air 'knocks' them off balance, giving the Caster an edge to attack. +1 for every 3 slots put into the spell. No real damage is done, but the damage of course comes in the next round when the Caster suddenly comes at one with a surprising blow. This is an instant spell and the gained bonus to attack only lasts one round. This costs 1 point of stam per slot put into this spell and will stack with other attack bonuses. Used for both physical and magical attacks.
Miyuka: So you want WaM's to have heat metal, Shimmering armour and Mirror image?
Miyuka: Where are you going with the elven warbow thing?
Miyuka: Also keep in mind, that firstly dev may be slow but it ain't stagnant. Check the news from the admin section for updates. Secondly, not every idea that gets brought up is going to be accepted. That would be like madness. Yes you may have had your ideas rejected, it happens. It doesn't mean we reject everything. And if you think Dev does then that's your own problem.
Miyuka: That being said if this is supposed to be an alternative to Wam, then the title of your thread is misleading, which is why I was so boggled by this in the first place.
lullamarie: Replacing Warrior Mage is a big deal, and not likely to get approval. The idea may be broken down, and some aspects used in the review of Warrior Mage, as most ideas that may not see the chopping board are.
lyllamarie: The intent may be considered faulty for the game, but the smaller ideas that come from it aren't.
We have to take into consideration how many actually want to keep WaM, years of work already poured into the class, and so forth.
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