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BMGs, plot, and sear.

So, because of the no sun plot, BMGs lost arguably their strongest spell. Could this lack of sun be a way for the BMGs to begin to experiment with new magics and find a sear alternatively to be used in the dark? Like a moon ray, bolt, beam type of deal? I did a quick search on Google and there are a few DnD spells that utilize the moon, so maybe this could be a good chance for BMGs to get a little love even if it is one spell?

Druids received tsunami kinda outta nowhere and it was basically icestorm renamed with a few tweaks and conditions added later, could sear be tweaked to do the same? Maybe instead of blindness if gives -str or something else.

 

Thoughts?

Or, I don't know, get the sun back....

Yeah.. or.. try to use an ongoing plot to help a class that the community has argued needs help.. 

Ya know, intertwine RP with class design in a way that can make sense because the world evolves and changes and something long lasting can come from this instead of just eventually reverting the sun change and everyone going about their day? ;)

I mean right now if they cant use sear, thats pretty bad.

Edited

Right now they are NOT able to use sear at all. Nowhere.

I was thinking of writing some journals about it. Same principle for light energy could be used for dark energy and create some kind of shadow pulse beam. 

Then give it a super plague when cast at midnight. 😂

All great ideas. I was being uber sarcastic, but drumming up an RP reason for it being tweaked is good.

Also, get the damn sun back lol

it seems that the class spells center around manipulation of energy and resources.

With abundant light the masters of the arts created sear.

With abundant darkness perhaps they may create some form of shadow manipulation.

In the interim one would think an enterprising BMG would learn to focus flashfire at single targets.

On moonlight, I would remind the free thinkers that Aabahran has three moons. Ergo, consider that there could be three different affects. Until the Sun returns, perhaps one moons affect from 6pm to 9pm, second moons affect from 10pm to 1am, and third moon affect from 2am to 5am.

Veil of darkness perhaps?

Could be an interesting and enterprising young Savant could do the legwork and figure something out. I'm not saying, just saying.

1 hour ago, Wade said:

Veil of darkness perhaps?

Pretty sure thunderclap is already covering this.

I was thinking something like;

Help shades

In the time of darkness battlemages of Aabahran needed to alter their methods to take advantage of an environment that rendered their long stagnate arsenal less affective on the field of battle. The guild began the art of manipulating the soft beams of light generated by Aabahran's three moons to aid in their endeavors.

syntax: cast 'shades'

While the affects of this spell vary based upon which moon dominated the skyline at the time, the cold chill of the redirected beams seems unavoidable.


For reasons many of you know, I can not name the moons here. So forgive me being vague.

affect: Shade of 'moon 1'  8hrs, etc.

One moon could cause pestilence, surrounding the victim in moon fire (faerie fire) that attracts biting insects. (secondary Mal save)

Another moon could cause a blur like affect upon the opponents weapon and shield, this would cause it to occasionally phase out of existence and pass harmlessly through the battlemage or in regard to shields causing it to fail to block. (note this spell affect is on the weapon and or shield) (secondary Aff save)

The third moon could cause the opponent to see visions. A doppelganger affect that forces the opponent to engage in battle against a phantom vision of the BMG (something similar to a slith shedding its skin). (secondary mental save)

Just an old fools thoughts. 

Edit. Considered that the second moon could alternatively blur the victims vision instead. Causing fired and thrown projectiles to have a far greater chance to miss. #afterthought

Edited

Give meteors a chance to stun the opponents (and yourself if not using force field).

I dont really thinking think bmgs need much personally. They felt better able to survive than any other mage except maybe necro

Do we count clerics/pala/dks/shaman and/or healers for mages? 

  1. If we do, then what you say is not correct.

  2. If we do not, except necros we only have invokers (except q-classes). So "better able to survive than ANY OTHER", means simple they are batter than invokers, which is not that great.

1 hour ago, Mmm Beer said:

Give meteors a chance to stun the opponents (and yourself if not using force field).

At least make meteors charge up reflective shield if it hits you, give it some synergy. 

@Fool_Hardy My thinking regarding veil of darkness is it fills a similar role to blind yet slightly different. I can't agree with having one spell do 4 different things though however, it's confusing to play with and painstaking to play against. Maybe making it cycle monthly would make it more predictable.

Dks are hybrids. I say except necros because necros output is mainly passive from pets. Spells do some work, but the heavy lifting is done by pets, not spells. So we have:

 

Clerics, shamans, invokers, liches, psi, bmg, and necro. Among those bmgs have by far the best passive dps (except a necro) and the best defense. Now if you look at input vs output, bmgs are on top, and shamans on bottom. So to be short, bmgs need a rework less than any mage.

Also i dont factor healers into any balance debate. They are not balanced to be a pvp class, they are a dint die class

Another thing i keep saying is before we all jump the change it wagon, we need to let dust settle after this eq tone down

I do not agree with you.

For me survive means a lot more complex than some spells in offensive and few defensive skills. I am not quite sure if I can write what psi can do, but we all know about petrify, hypnosis and the possibility to cure  which is part of the survivability as well. As for shamans and clerics who have two defensive skills, parry and shield block, can cure themself and remove all the negative effect on them using so many  protective spells (cleric) I have to say that for me they are much more survavability-oriented than the battlemages. I've never played lich, so I cannot comment it. For me every class has it's way to survive and it is wrong to consider direcly which one is better, because they have completely different way to do it.

For example necro could be very strong in survivability because he can sleep target, summon nymph gain all his missed health with vamp and strike at full health in 1-2 hours, even spell the sleeping target.

Cleric on their way can flee and cure on every 300 lost hp with 3-5 spells (dependable of the race) and if it can get a sleep for the hour it will gain back the mana for it even. 

For me all that is part of survivability and for me it is wrong to consider "this class is better" and that's it.

Anyway, I do not believe this topic is regarding "let's discuss all the classes here". So, I prefer not to comment all the classes, but I really wish to see what people thinks about battlemages and the current missing spell.

Edited

If you had to address classes that suffer right now, bmgs arent at the top of the list by any stretch of the imagination. Even when you could sear, you very rarely would, and never against the high output melee. The 2 rounds of lag as anything but an opener was a bad idea.

Edited