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Rebalance Warmaster vs Savant skills.

There have been some changes being done during the years that have shifted the balance of this two camps.

One example of several being the rising of cursed weapon disarmament.

Warmaster gladiatorial Stance undependance of standard.

And others.

Suggestions.

1) Allow all non sub-cabal skills to be unrelated to standard status.

For savants this is the mana save thing and reverse time.

Warmasters is retreat, recall and move save thing as far as I know.

Which should also not need base CP's to activate.

Hard to tell with limited warmaster knowledge.

This are basic skills to make life easy, they are not offensive skills. Having this skills promotes interaction in my view.

2) Stance allows Gladiators to not having their sanctuary dispelled in combat.

This might look small but it's freaking huge. It allows them in most cases to just ignore mental because, let's face it Dispel is the only big gun that need saves. Sleep can be covered with a weapon.

The mages oposite to dispeling sanctuary is disarm. And mages can be disarmed by a lot of meele classes even with cursed weapons.

Most savant cabal spells are offensive. With only one Crono shield being defensive and Reverse time being an facilitator of existing defense.

Ideally defensive things in savant, is meele defense, HP duration (which we already have), Weapon disarm prevention, Lag prevention.

Defense in Warmasters is mainly saves and HP.

I suggest that one of Savants subcabals (Mysterium, the worst) becomes the defense sub. Gaining an improvement of an Complete LAG prevention skill (AKA Ironwill or the sort) or complete immune weapon disarmament (phasing the weapon out or melding the weapon to hand).

3) Savant skills tendency of giving with one hand and taking with the other.

While this makes a very interesting and challenging environment, it counterproductive many times.

For example reverse time penalties completely stifles PK with forced breaks.

The penalties on it are very large to ever do it in PK.

Then there's Temporal Avenger. A spell so powerful I never use it because it will lead to the caster certain death vs someone who knows what he is doing.

Perhaps this one could be phased out, and replaced by a 100% chance sanctuary dispel (even stance). With a cool down of 6 hours and 1 round lag.

This would be a easy and direct display of mage power.

Perhaps describe it as turning the sanctuary back in time until before the moment they applied it.

Not to even speak of Chrono shield. Whose spell description had me so scared that I never used it in PK with my first Savant Cleric.

4) Mysterium, AKA no one goes there unless they have no other option.

In my view Mysterium only has one good skill. Chrono shield ...

Everyone I speak to avoids that sub cabal like the plague. Except that Drow Invoker and Healers/Shamans who have no other option.

Perhaps focus the cabal more in defense. I remember the first time I tried to use Town Gate during PK, ended up in a foul mood.

The faith and voice ward are also very low on usefulness.

Either I have saves and don't need them, or I don't have saves and all they have to do is cast it again.

Give them intelligent choices. Choices that are tactical.

For example give them a skill/spell that allows them to negate one of their opponents skill. Very easy to code, just make the skill give -99% proficiency on the skill specified on the argument. No need to do BLM prediction like code on all skills.

Call it selective forgetfulness.

Now I have a mage that can simply kill any one trick pony.

Blademaster is keen on Iron arm? Select disarm.

Blademaster a Shadowdancer Onslaugher? Select Onslaught.

Fighting a Shaman blinder. Select blindness.

Fighting a Ninja. Select assassinate.

Fighting a bard. Select Haggle not Throw , cause bards suck anyway.

Fighting a Mino Warrior charger. Select charge.

DK about to lose his Warlock. Select charm and laugh.

Warrior making you eat dirt all day. Select dirt.

Now a request for more experienced Warmaster. Please share your views.

Balance can't be brought with just one side arguing.

Actually the Mysterum sub cabal has 0 offensive skills..... And I went that route with my first psi. I chose it because it related directly to the RP I was using, ignoring the protests from my entire AIM contact list that I was stupid for not going Temporum. I firmly believe this led to me having 0 pdeaths at fifty (only one at all, and it was to Myrtaal when I was level 47 or 48.)

Mysterum is actually a very strong choice, it is just not as obviously powerful as temporum is. Two of their abilities make you basically immortal unless you get cocky, and careless.

Temporum already gets a skill that gives you -50% to a skill at random, as well as nixes some saves. To make it SELECTABLE is absolutely insane. Also I am VERY against having a skill that hoses classes. Giving them the ability to nix a combat skill is VIOLENTLY overpowered. Examples:

Berserker: Rage, Haymaker. You can't win vs a mage without these

Blademaster: Onslaught, Snakespeed, Spellkill, Critical strike.

Ranger: Dirt kick basically negates pets.

Thief: Blackjack, Backstab, Throw

Warrior: Dirt, Warrior Lore

Taking any of these skills away from a warmaster is going to violently empower any savant. An invoker that can negate haymaker, dirt kick, critical strike, or rage? Are you serious? If anything I think temporal storm needs looked at because it has some very buggy interactions with some races. VERY buggy.