Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Dec 24, 2006 7:30 pm 
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You also can't dirt kick while flying.


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PostPosted: Sun Dec 24, 2006 11:21 pm 
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Minette wrote:
At any rate, what you are suggesting would take minimum of five years to make happen. In five years, we had better be playing virtua-reality systems that allow us to fight others across the globe with physical movements.


You mean the Wii? :)

I seriously don't think it'd take that long. That kind of thing is easy to implement. If you were thinking bards, I think that they were still working out how the code for a lot of things and they had not decided 100% on how they wanted certain things to work. This is pretty much set in stone already, and while there are a few new spells, they're just that -- spells.


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PostPosted: Mon Dec 25, 2006 12:52 pm 
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I don't like this. The spells seem to have no cohesive theme other than to make it better than being a sorc. Just pure, unadulterated, powering function. Sure, it'd be great to play. Who wouldn't with all those buffs and debuffs to really screw over everyone? It is just too much for one class by the looks of it. Not to mention that second attack isn't needed.


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PostPosted: Mon Dec 25, 2006 1:37 pm 
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Location: In the palm of the left hand black
Never talking, just keeps walking, spreading his magic.


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PostPosted: Mon Dec 25, 2006 1:57 pm 
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Know alignment would fit in real nice with know age. Should add that spell.


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PostPosted: Mon Dec 25, 2006 3:33 pm 
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Travorn wrote:
I don't like this. The spells seem to have no cohesive theme other than to make it better than being a sorc. Just pure, unadulterated, powering function. Sure, it'd be great to play. Who wouldn't with all those buffs and debuffs to really screw over everyone? It is just too much for one class by the looks of it. Not to mention that second attack isn't needed.


All classes, I think, get second attack.

The general theme is supposed to be trickery. I don't know what else to call it, however, and it isn't really better than a sorc. Sorcerers still get one-hit kills, final strike, gate, just about every detection this class does bar true seeing, and a decent enough nuke. I could see this class without access to wands or scrolls to keep them more limited to what only they should have access to, though.


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PostPosted: Wed Dec 27, 2006 4:38 pm 
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I agree that the class isn't overly powerful or weak - it's more overfocused. The whole spell set seems devoted to maledictions, primarily anti-caster maledictions. That's very limiting, especially if you want to do something besides PK.

Some of these abilities would be interesting in a broader mentalist class, if you care to create one. Also, working from a theme, even one as diffuse as mentalist, would be more satisfying from a roleplay perspective as well.


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 Post subject: Re: Class: The Wizard (or Mentalist, etc) (rev. 3,2)
PostPosted: Fri Jan 18, 2013 1:17 am 
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revived!


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 Post subject: Re: Class: The Wizard (or Mentalist, etc) (rev. 3,2)
PostPosted: Fri Jan 18, 2013 4:17 am 
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I really like this class!! I, too, think it's a bit OP, but it can be balanced around, perhaps by making some of his spells heavy on concentration, cause it's their combination that can make it OP. I would love to play that!


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 Post subject: Re: Class: The Wizard (or Mentalist, etc) (rev. 3,2)
PostPosted: Fri Jan 18, 2013 1:55 pm 
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I love every single piece of this. Even wizard lock.

I think they need something like charm or persuade?
Maybe a spell to make it so you cannot control them in any way, just make it so they cannot attack you specifically. Except with AoE..


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