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BatMUD Forums > Guilds > Re: vicmage+civfighter=battlemage

 
 
#1
18 Mar 2024 16:24
 
 
Civ mage and civ fighter is no pick by players :( I think maybe mix this 2
guilds together for create a new guild : Battlemage on 30 or 35 lvl :)

 
Rating:
10
Votes:
10
 
 
Fugazi
167d, 0h, 4m, 6s old
Level:
30
 
 
#2
18 Mar 2024 16:24
 
 
Fugazi wrote:
Civ mage and civ fighter is no pick by players :( I think maybe mix this 2
guilds together for create a new guild : Battlemage on 30 or 35 lvl :)
Maybe one of the special features of the guild can be the ability to
temporary enchant items with elemental qualities and/or with invoke abilities.

 
Rating:
2
Votes:
2
 
 
 
 
#3
18 Mar 2024 15:44
 
 
Dagnarille wrote:
Fugazi wrote:
Civ mage and civ fighter is no pick by players :( I think maybe mix this 2
guilds together for create a new guild : Battlemage on 30 or 35 lvl :)
Maybe one of the special features of the guild can be the ability to
temporary enchant items with elemental qualities and/or with invoke abilities.
Actually merging the two guilds into one 30 lvl guild would make it more
appealing, so a thumbs up to this idea.

 
Rating:
10
Votes:
10
 
 
Marrow
4y, 32d, 22h, 14m, 10s old
Level:
103
 
 
#6
18 Mar 2024 16:49
 
 
Marrow wrote:
Dagnarille wrote:
Fugazi wrote:
Civ mage and civ fighter is no pick by players :( I think maybe mix this 2
guilds together for create a new guild : Battlemage on 30 or 35 lvl :)
Maybe one of the special features of the guild can be the ability to
temporary enchant items with elemental qualities and/or with invoke abilities.
Actually merging the two guilds into one 30 lvl guild would make it more
appealing, so a thumbs up to this idea.
If ever there was a good suggestion about what to make of these guilds that is
it.

It makes the guild(s) much more appealing and is easy as anything to
implement.

Since it gets nothing offence or defence wise at too-high percentage and no
max-level spells it wouldn't be OP at 30th level, but would take a little bit
more effort to implement..

However, 25 level guild being basically unique to civilized background, it
might be even better to keep it as 25 level guild but drop all the 4th level
damagetype spells as a balance factor, if deemed necessary.

As stated it would be the Battlemage - the most basic hybrid guild, quite
newbie friendly but not offering anything too powerful if multiclassed.

With a little bit more ambition the Spellsword guild is born - a rep or skill
system that can trigger trained offensive damagetype spells from
strike skills instead of 'you turn and strike again' it might be '... and you
masterfully channel a shocking grasp through your weapon and into your foe!'
costing the spell points
in addition to the skill points. This effect might be limited to level 1 or 2
blast spells depending on rep or 'spellsword mastery' skill.

Keeping such a spell trigger tied to the basic stab/slash/etc strikes would
limit multi-class abuse since it wouldnt translate to sabre fence or
assault/battery or
turnblade or anismist strike, or whatever unless those respective guilds also
need a bump of somekind.

Such a guildmember then has the option to be frontrow or newbie-backrow with
their 3rd (or 4th if kept) level blasts.

Either the basic route or the ambitious one would result in a flexible newbie
friendly guild with limited multiclass abuse potential.

Lets face it, these classes are mostly limited by their medicrity in stats and
downtime recovery of eps/sps. That wont change if they are combined.

Cheers!
Killian The Crunchy

 
Rating:
2
Votes:
2
 
 
Killian
202d, 13h, 40m, 45s old
Level:
51
 
 
#8
18 Mar 2024 17:26
 
 
Killian wrote:
Marrow wrote:
Dagnarille wrote:
Fugazi wrote:
Civ mage and civ fighter is no pick by players :( I think maybe mix this 2
guilds together for create a new guild : Battlemage on 30 or 35 lvl :)
Maybe one of the special features of the guild can be the ability to
temporary enchant items with elemental qualities and/or with invoke abilities.
Actually merging the two guilds into one 30 lvl guild would make it more
appealing, so a thumbs up to this idea.
If ever there was a good suggestion about what to make of these guilds that is
it.

It makes the guild(s) much more appealing and is easy as anything to
implement.

Since it gets nothing offence or defence wise at too-high percentage and no
max-level spells it wouldn't be OP at 30th level, but would take a little bit
more effort to implement..

However, 25 level guild being basically unique to civilized background, it
might be even better to keep it as 25 level guild but drop all the 4th level
damagetype spells as a balance factor, if deemed necessary.

As stated it would be the Battlemage - the most basic hybrid guild, quite
newbie friendly but not offering anything too powerful if multiclassed.

With a little bit more ambition the Spellsword guild is born - a rep or skill
system that can trigger trained offensive damagetype spells from
strike skills instead of 'you turn and strike again' it might be '... and you
masterfully channel a shocking grasp through your weapon and into your foe!'
costing the spell points
in addition to the skill points. This effect might be limited to level 1 or 2
blast spells depending on rep or 'spellsword mastery' skill.

Keeping such a spell trigger tied to the basic stab/slash/etc strikes would
limit multi-class abuse since it wouldnt translate to sabre fence or
assault/battery or
turnblade or anismist strike, or whatever unless those respective guilds also
need a bump of somekind.

Such a guildmember then has the option to be frontrow or newbie-backrow with
their 3rd (or 4th if kept) level blasts.

Either the basic route or the ambitious one would result in a flexible newbie
friendly guild with limited multiclass abuse potential.

Lets face it, these classes are mostly limited by their medicrity in stats and
downtime recovery of eps/sps. That wont change if they are combined.

Cheers!
Killian The Crunchy
I wanted to add a little info for perspective.

I have at various points played a full civmage, a full civ fighter (and full
mercenary way back when), and then a combination of civ_fighter with 7-11
civmage levels (multiple times).

The civmage doesnt have the stats to kill quickly with blasts and has no
defence or entity to block, so must use heal self to recover big chunk of
health, burning out their mediocre sps pool.

The civ-fighter has insufficent recovery of any larger portions hps or eps in a
reasonable
timeframe.

The combo fighter-mage works best opening with stab or slash and following
with
magic missiles for the rest of the combat, to keep sp usage low so that there
are still some sps left after healing up. anything other than this slows you
down.

Attack spells higher than first might let you take on something slightly bigger
in one run, but wont improve overall rate.

It's the blended modest use of resources that the character somewhat
sustainable for a fee
battles before resting at a city crystal.

Combining the two classes is unlikely to cause any deviation from these basic
limiting factors; hence my 'ambitious' suggestion follows a similar resource
usage model. The bigger blasts likely wont come intp play much unless you're
friends let you pretend to be a backrower on halloween.

 
 
 
Killian
202d, 13h, 40m, 45s old
Level:
51