forums wiki bugs items changes map login play now

Buff warmaster abilities?

If you want to say it in english too we wont be mad.

... no clue what you're talking about ... none at all ...

a-g

Savant's skills.....that particular one will either be neutralized or break you depending on whether you pick Gladiator or Barbarian.

I agree with that comment 100% and I think I'm thinking of the same skill as you. Perhaps WMs just need a skill to combat against that one skill, and yes, they would need it as I or M. Hard as anything to get into how to fix the problem or even give the idea at a slight solution without getting into cabal secrecies, but I believe that would completely level the playing field of WM vs Savant as just cabals themselves.

please please please please listen to Jester on this. Buff WM. Buff them big! I love this idea.

There might be a secondary problem which is an identity crisis. When asked what the general cabal philosophy of WM is, someone said long ago that the newer philosophy is "perfection of combat" vs. "kill all magic" of 1.0. Which means more duels and less external ambition, to match the watered down abilities of 2-3.0.

Buffing WM now would be neat, it's just the downside is that the player base can only really show enough interest in 2 cabals simutaneously anyway. sometimes maybe 3 cabals make a showing in any legitimate strength. So the WM changes would fill that cabal for a while but not show its true strength in relation. But seeing a bunch of WM's just clobbering all resistence would be a fun sight.

All this talk about WM....Wish the MUD was up.

sometimes you have to give people a reason to play/change cabals, otherwise they will just join whatever has the most numbers.

Hah - trust me that if any of the skilled players that are currently in Nexus/Savant wanted to destroy equally with a WM, they would be able to. What you see in Savant right now are power combos and that's not necessarily the case in WM.

The problem with melees in general is the high-degree of equipment changing you need in order to survive - especially in WM when you have to fight communers and casters that can wreak havoc on petty saves. The savant skill set is very buff, perhaps the most buff because it's the only cabal that melees are not allowed in and therefore the entire skill set is dedicated to spell casters - who even uncaballed, generally speaking, own the 50 range.

Gladiator skills are very buff, it's just that in order to really take advantage of the Gladiator skill set, you need to redefine the common tactics of weapon selection and know when to use which weapons...A gladiator that decked themself out in high svs gear and has done his homework in regards to their cabal skills will be able to destroy every Savant in a "no mistakes" contest. However, then they're at the mercy of other melees with much higher hit/dam. That may even be saying too much - sorry if it is. I'm not really familiar with the Barbarian set so I can't comment.

The point is that in order to really be effective vs. Savants, a WM (Gladiator at least) needs very high saves but that puts them at a disadvantage with other melees who can lag and outdamage - that is the general problem with melees altogether. Mages need one suit with maybe one or two inventory items for higher saves/hp depending on the situation.

Nicely said. However doing all that seems to be unfair when other cabals don't have to sacrifice anything. That is why its unfair. Also, you still need +hit/+dam eq versues high AC clerics and bmgs. Shamans, invokers, and the others can be dealth with with low hit and dam.

Yup, he's right. Any other former warmasters just pretty much get out melee'd by Suunmar while stocking up on a bunch of mental saves to try to fight his sermon?

Its a lot easier getting aff svs with only a few choice pieces of equipment to lessen the blow of path, rather than trying to prevent sermon. Even with the change, it still lands fairly easily.

I still think forcing warmasters to be triplocked and go without sanc is rediculous as they are supposed to be such great warriors.

Everyone needs sanc and flight in this game without them you are obsolete. Alteast give the the ability to use pills and potions.

Yup' date=' he's right. Any other former warmasters just pretty much get out melee'd by Suunmar while stocking up on a bunch of mental saves to try to fight his sermon?[/quote']

Do you really think that it was anything to do with saves that allowed Suunmar to outmlee anyone? It wasn't - because I fought him with 60/60hit dam and could deal nothing more than wounds and an occasional maul. Its called resistance both physical and magic attacks. If you wait 12 ticks it goes away and you can get medievil on him with a pair of icicles.

Not to mention that the minister bug was active during his reign...

Beer: You actually believe that a melee with low hit/dam and high saves is the way to go? WM skills or not you're just asking to get owned. A WM is still a melee - and melee's have to balance hit/dam with saves. Pure hit/dam leave you vulnerable, however, almost pure hit/dam with some saves should blunt the attack of any c/c long enough for you to end them. What kind of saves will depend on what you are fighting - as a base setup I'd be using hit/dam with -40sva. You'll find you can win 90% of your battles with this setup and some skill.

Cheers,

L-A

I still think forcing warmasters to be triplocked and go without sanc is rediculous as they are supposed to be such great warriors.

Everyone needs sanc and flight in this game without them you are obsolete. Alteast give the the ability to use pills and potions.

I lasts for 10 hours. That's all - and deaths don't count towards con loss during this time. Its the price they pay to be in their cabal.

If you really want to talk about how to improve WM, how about letting Barbs 'use' items. Virigoth said that this wasn't allowed due to items such as the 'haste' item. Remove the haste item and any others that are too strong for Barbs from the game and let barb's actually have access to some kind of tactical edge.

L-A

I lasts for 10 hours. That's all - and deaths don't count towards con loss during this time. Its the price they pay to be in their cabal.

If you really want to talk about how to improve WM, how about letting Barbs 'use' items. Virigoth said that this wasn't allowed due to items such as the 'haste' item. Remove the haste item and any others that are too strong for Barbs from the game and let barb's actually have access to some kind of tactical edge.

L-A

Virigoth isn't here anymore. (ofcourse you knew this) I think the whole concept of Warmasters can't use magic, should be removed. They should battle the concept of Mages who abuse magic, as apposed to magic as a whole.

Heh, This DI be used very frequently (Meaning you could easily beat someone off with it up and be able to use it again by the time they are rested). Plus, with your 12 ticks idea, I think you are forgetting the effects of certain Savant skills. Using fire weapons with it up works better than nothing though. Even after it wears off, using two low level vuln weapons isn't exactly going to rip him up.

Even just saying "What the hell" to vuln issues, I was able to pull MUTILATES dualing the Vorpal sword and Arctron. That combo combined with Gladiator skills was great. Unfortunately, I d/ced in a thunderstorm later on while fighting Sarodin and lost them. After that I could find one or the other, but I never got the pair again.

I'll always remember one day against Suunmar with my last WM. I beat him around for a long while, and was thinking to myself the old line about how preparation always pays off, then I noticed he'd forgotten to wear a shield. He figured it out a little bit after I did though.

I disagree - WM is cool since some of them don't use magic.

Virigoth make it this way because those WMs that do have some very decent skills to back them up - and I can see why the ability to 'use' was taken. However, I think it puts them at too much of a tactical disadvantage in today's FL. As I stated - remove the 'super' items that caused 'use' to be taken from Barbarians and allow them to use. Not use scrolls. Not use wands. Not brandish staves. Just use.

L-A

I disagree - WM is cool since some of them don't use magic.

Virigoth make it this way because those WMs that do have some very decent skills to back them up - and I can see why the ability to 'use' was taken. However, I think it puts them at too much of a tactical disadvantage in today's FL. As I stated - remove the 'super' items that caused 'use' to be taken from Barbarians and allow them to use. Not use scrolls. Not use wands. Not brandish staves. Just use.

L-A

Gladiator's are hardly the masters of combat either. I don't see being able to kill a few unsuspecting mages as something to flaunt. Warmasters in general should be able to hold their own better in melee vs melee, cabaled.

I still want a WM stormie combat cleric.

I still want a WM stormie combat cleric.

lol perhaps they should allow giant sized clerics in... as many people stated earlier today communing isn't magic...

It would be cool, I love stormie clerics anyway, and I already have rp planned out.

It would be cool' date=' I love stormie clerics anyway, and I already have rp planned out.[/quote']

they were always one of my favorites as well, great for taking out duergars in the caverns, lol.