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BMG Ideas

So I wanted to throw out some possibilities for BMGs that I think would make things a little more exciting:

 

Meteor Swarm

 

Can we make the summoning of the Death's Head meteor, or perhaps just meteors that are sometimes larger and cause significantly more damage, happen more often? I mean honestly, if you're summoning big rocks from the sky, may as well bring some fun into it. For balance purposes, maybe the larger meteors do SOME (not full) damage through force field. I used to know the conditions for the Death's Head, but I haven't seen or heard of one in a looooong time.

 

Dancing Blade

 

I propose that we allow different types of dancing blade to have different benefits.

 

Heavy, Sharp: As it exists now

Heavy, Blunt: Moderate damage, chance to apply headbutt affect instead of trip

Light, Sharp: Low damage, more frequent "spin multi-attacks" (sorry, I can't remember what the proc text is there), allows weapon procs to occur (e.g., a dancing monorod would still cause blood shoots, a dancing wrath dagger would still cause wrath, etc.)

Light, Blunt: Can proc with a flurry of blows, causing the opponent to get dizzy (thunderclap effect + loss of mana)

 

Those are just random ideas, so if someone has better ideas for how to implement that, I think it would be cool. It would be nice to see people not just dancing the same two/three axes or polearms per alignment.

 

Rust

 

Give this a chance to corrode armor and cause damage, using the new item breakage system. And increase the timer on the -ac affect, so it can be used effectively in battle.

 

These are just some preliminary thoughts.

Deaths head is so specific you're talking about it happening once a calendar year in FL.

But when it does, it wipes entire parties in winter.

Good times.

 

 

Besides, meteor swarm already does stuff at >100% prof.

So I wanted to throw out some possibilities for BMGs that I think would make things a little more exciting:

 

Meteor Swarm

 

Can we make the summoning of the Death's Head meteor, or perhaps just meteors that are sometimes larger and cause significantly more damage, happen more often? I mean honestly, if you're summoning big rocks from the sky, may as well bring some fun into it. For balance purposes, maybe the larger meteors do SOME (not full) damage through force field. I used to know the conditions for the Death's Head, but I haven't seen or heard of one in a looooong time.

 

Dancing Blade

 

I propose that we allow different types of dancing blade to have different benefits.

 

Heavy, Sharp: As it exists now

Heavy, Blunt: Moderate damage, chance to apply headbutt affect instead of trip

Light, Sharp: Low damage, more frequent "spin multi-attacks" (sorry, I can't remember what the proc text is there), allows weapon procs to occur (e.g., a dancing monorod would still cause blood shoots, a dancing wrath dagger would still cause wrath, etc.)

Light, Blunt: Can proc with a flurry of blows, causing the opponent to get dizzy (thunderclap effect + loss of mana)

 

Those are just random ideas, so if someone has better ideas for how to implement that, I think it would be cool. It would be nice to see people not just dancing the same two/three axes or polearms per alignment.

 

Rust

 

Give this a chance to corrode armor and cause damage, using the new item breakage system. And increase the timer on the -ac affect, so it can be used effectively in battle.

 

These are just some preliminary thoughts.

 

Meteor Swarm is fine.

There are already 3 types of meteor plus death head in it.

Meteor Swarm should NEVER EVER go through force field.

Meteor isn't your straight damage spell, that's sharpmetal.

Meteor it's the "HOoo crap I though I was going to win and now am dead" spell. It's the ace in your sleeve that you save for last, for when he is wounded and his sanctuary falls...  it's the big ender. Meteor can deal more damage than hellstream, in fact it has the potential to 1 cast kill a fully health character (I doubt any of use will ever see it) with 16 meteors. I still remember the time I tried to kill Aruncus with meteor and hited him with five **** meteors and got hit by 4 that I managed to save but still ate half my HP (I didn't have my protections up).

For example, I did some math in the past, and I can hit on average a target with 35 aff saves for 198 avg damage per cast, prior to sanctuary/protection. Sure it's not great for a 2 rounder, but like I said, the spell is an ender which can hit for 1800 damage (might just take you more time than the age of the universe).

 

Dancing blade.

Dancing blade is fine. If anything, having the weapons flaming/sharp/poison affects trigger would be an enough change.

And we definitively don't need headbutt. We are a mage, there is no reason we can't stack saves to fight other mages.

While I agree that trip is a bit passe, since everyone now has access to easy flight, and a bash attack would be more interesting.

Still, I'm very wary of mages that can lag. That's the melee playing field.

I agree that we could have more dancing weapons selections, stuff that hits vulns other than the Bastard sword.

An extremely easy solution would be to open maces to dancing weapons. I completely understand why we can't dance them, due to Icebane/SolarMace/StormForger.

As I said in another post Goods have the worst weapons to dance, but this is compensated by the access to healing/curing consumables.

Also, I think the new changes to enchant weapon, somehow negate using the arena enchant weapon rod to enchant weapons. My tests with it proved ruinous to the weapons.

 

Blades

This spell is perfect. In fact this hits a lot more than Eldrich blade (dancing blade).

 

Rust

Rust is perfect, it needs nothing more. You can already drop -9/-9 hit dam roll independent of saves, and if you know how you can stack the AC debuff to at least 150 from what I have seen.

 

Thunder clap

Has already been changed/fixed, and now the directions are random.

 

SharpMetal

I think the new saves system gimped sharpMetal a bit. It used to do 4/5 of damage on a save, being an EXTREMELY reliable spell.

In fact, in the old days, I used it for as an sort of extra attack that costed mana.

From my recent experience, sharpmetal is no longer worth it, unless vs multiples, or you are fighting someone with low AFF saves.

 

Reflective shield

I don't use it in PK. Even less now with the change to magic attacks not charging it slightly.

I know you can charge it pre PK, but it's something you can't always do.

 

Terra-shield

Terra shield no longer blocks arrows on %.

It used to block arrows in combat, years ago. I have no idea why this was changed.

 

In my view BMG are very fine. IF anything it's minor tweeks to some things like Sharpmetal and the blades you can dance. If you wish something really innovative, you can add Water-shield on proficiencies of Terra-shield above 100%.

BMG aren't Invokers, they are a lot harder to play but they are a lot more defensible. It's another mindset of play, and most players are better of playing DK's than BMG's.

Edited

Meteor Swarm is fine.

There are already 3 types of meteor plus death head in it.

Meteor Swarm should NEVER EVER go through force field.

Meteor isn't your straight damage spell, that's sharpmetal.

Meteor it's the "HOoo crap I though I was going to win and now am dead" spell. It's the ace in your sleeve that you save for last, for when he is wounded and his sanctuary falls...  it's the big ender. Meteor can deal more damage than hellstream, in fact it has the potential to 1 cast kill a fully health character (I doubt any of use will ever see it) with 16 meteors. I still remember the time I tried to kill Aruncus with meteor and hited him with five **** meteors and got hit by 4 that I managed to save but still ate half my HP (I didn't have my protections up).

For example, I did some math in the past, and I can hit on average a target with 35 aff saves for 198 avg damage per cast, prior to sanctuary/protection. Sure it's not great for a 2 rounder, but like I said, the spell is an ender which can hit for 1800 damage (might just take you more time than the age of the universe).

 

Dancing blade.

Dancing blade is fine. If anything, having the weapons flaming/sharp/poison affects trigger would be an enough change.

And we definitively don't need headbutt. We are a mage, there is no reason we can't stack saves to fight other mages.

While I agree that trip is a bit passe, since everyone now has access to easy flight, and a bash attack would be more interesting.

Still, I'm very wary of mages that can lag. That's the melee playing field.

I agree that we could have more dancing weapons selections, stuff that hits vulns other than the Bastard sword.

An extremely easy solution would be to open maces to dancing weapons. I completely understand why we can't dance them, due to Icebane/SolarMace/StormForger.

As I said in another post Goods have the worst weapons to dance, but this is compensated by the access to healing/curing consumables.

Also, I think the new changes to enchant weapon, somehow negate using the arena enchant weapon rod to enchant weapons. My tests with it proved ruinous to the weapons.

 

Blades

This spell is perfect. In fact this hits a lot more than Eldrich blade (dancing blade).

 

Rust

Rust is perfect, it needs nothing more. You can already drop -9/-9 hit dam roll independent of saves, and if you know how you can stack the AC debuff to at least 150 from what I have seen.

 

Thunder clap

Has already been changed/fixed, and now the directions are random.

 

SharpMetal

I think the new saves system gimped sharpMetal a bit. It used to do 4/5 of damage on a save, being an EXTREMELY reliable spell.

In fact, in the old days, I used it for as an sort of extra attack that costed mana.

From my recent experience, sharpmetal is no longer worth it, unless vs multiples, or you are fighting someone with low AFF saves.

 

Reflective shield

I don't use it in PK. Even less now with the change to magic attacks not charging it slightly.

I know you can charge it pre PK, but it's something you can't always do.

 

Terra-shield

Terra shield no longer blocks arrows on %.

It used to block arrows in combat, years ago. I have no idea why this was changed.

 

In my view BMG are very fine. IF anything it's minor tweeks to some things like Sharpmetal and the blades you can dance. If you wish something really innovative, you can add Water-shield on proficiencies of Terra-shield above 100%.

BMG aren't Invokers, they are a lot harder to play but they are a lot more defensible. It's another mindset of play, and most players are better of playing DK's than BMG's.

 

 

Wait did Mya just say that BMG's were fine? but shes the spokes person for all things mage being underpowered compared to melee ;P

HA!  Mya declines mage improvements.

 

 

Seems suspect to me.  

Dancing blade.

Dancing blade is fine. If anything, having the weapons flaming/sharp/poison affects trigger would be an enough change.

That's a pretty good idea, IMO.

Honestly not having the weapon flags used in the spell seems more like an oversight/bug to me. A worthy change for sure.