Richters Build neither a mage nether a fighter..

Discussion in 'Debates & Discussions' started by PokemonThug, Mar 12, 2020.

  1. darkenedstar

    darkenedstar Level 7 (Cutpurse) Exiles Citizen

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    As things are right now he has a build i always wished i could play but wasn’t feasible. Always hated how limited most games make your play, not just talking about video games. Most pen and paper are also very narrow. That said he should turn his primary focus to magic use, a spell sword type of build.
     
  2. Johan

    Johan Level 14 (Defender) Exiles Beta Reader Citizen

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    In a world where your massive Mana pool replenishes in a hour, and you can cast your spells over and again without needing to memorize/prepare them each morning, it would be absurd to not be a wizard if you can. Wizards are OP if that limitations is taken away. It was probably some video game that give the user unlimited spells.
     
  3. darkenedstar

    darkenedstar Level 7 (Cutpurse) Exiles Citizen

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    There are other possible limitations that can be placed on magic. The pen and paper game shadowrun had magic drain. An exhaustion save of sorts
     
  4. Dragon

    Dragon Level 10 (Filcher) Exiles Beta Reader Citizen

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    Mages are powerful, but that power is balanced by their rarity and they do have their shortcomings.

    1) With intelligence and planning you can run a magician out of mana for highlevel spells, at which point they are largely useless in a fight. In other words, they lack endurance. Yes they can regenerate some of it, but that takes time.

    2)Then there is the issue of range, most of the spells we have seen have been very short-ranged. A fighter could launch arrows from outside effective spellrange untill the mage goes down. The mage could in turn raise shields, but those drain mana and if I remember correctly the low-level versions are stationary. They are also vulnerable to enchanted arrows as we saw in book 7.

    3) Having more spellslots is useful up to a point, after which they are pretty pointless.

    So basically, mages as currently portrayed are mostly shortranged, slowfiring glasscannons. They are definitely the profession with the greatest damage output, apart from the really OP meidon archers, and they probably have a large array of buffs, curses and so on they can draw on depending on their element, but they are neither invincible nor particularly OP.
     
    Last edited: Mar 14, 2020
  5. Johan

    Johan Level 14 (Defender) Exiles Beta Reader Citizen

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    Then there those spell slinger games that do not even perceived Mana restrictions. Some only have the cooldown. So you can keep spamming other spells while another set is coming off cooldown.
     
  6. Joe Schmoe

    Joe Schmoe Level 9 (Burgler) Exiles Beta Reader Citizen

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    The land restricts mages by having mana pools, slow mana regeneration, spell number limits, potentially long cast times, potential spell missfire/feedback(sometimes for no reason other than you f-d up), penalties for casting while armored, spell cooldowns, enemy spell resistances, rarity of magic affinity, even rarer dual affinity in magic and combat arts, and rarity of spells/access to magic.

    Deeper magics have even higher restrictions. Richters limitless and psi bond with alma have let him bypass a ton of the restrictions and even with his rapid growth, he's still not really an overpowering mage because he doesnt have any higher ranked spells yet. Hes dealt out a lot more death with his weapons. (Depending on how you look at imbued arrows)
     
  7. Andrew Lynas

    Andrew Lynas Level 9 (Burgler) Exiles Beta Reader Citizen

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    a Spell Sword or Spell Archer Classes are likely, but I think considering his Skills with Multiple types of Weapons and with Armour (only Light at the moment but I suspect others soon) I would think something more like an Arcane Weapons Master. But considering all his Magic types I suspect it will be something more of a True Mix of Spell Caster and Arcane Weapon Master, Weapons Master Omni Mage Warrior?
     
  8. Dragon

    Dragon Level 10 (Filcher) Exiles Beta Reader Citizen

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    Elemental mage: Requirement, journeyman in all eight base types of magic, unlock 3 deeper powers and 1 of the high powers. +100% skill gain for base powers, + 50% skill gain for deeper magics, +25% skill gain for any other natural type of power. These bonuses grow as the elemental mage grows in understanding of the elemental powers.

    In addition, the elemental mage gets double the bonuses of other mage professions, the talents are 30% stronger and the elemental mage has access to the power-exclusive talents for the eight base talents, such as talents related to healing (lifemage) or boosts to necromancy. Talent trees are restructured in order to remove duplicates of powerboosting talents. So no, you do not get 8 versions of mana pool boosting talents giving you several million mana.

    The elemental mage profession has the capability to evolve into the legendary elemental wizard profession should certain prerequisites be met. These requirements include but are not limited to, reaching journeyman rank in the powers of mind, blood, and spirit. Reaching journeyman rank in at least 3 of the higher powers (its recommended not learning celestial, heavenly and divine powers while also learning their opposites. Choose one side or the other).

    Warning: Becoming an elemental mage means shutting off the possibility of learning eldritch magic as well as other similar magics offensive to the elemental powers. The elemental mage will feel a natural revulsion towards any corruption of the natural magical orders, lowering relationshiprank upon initial meeting to hatred. Should someone the elemental mage knows turn to corruptive magics, this will temporarily lower relationship ranks by 2. This will worsen over time until the offender recants his use of corruptive magic or the elemental mage decides the relationship is unsalvageable.

    The elemental mage is considered a minor power in service to the elemental powers. As such he or she may receive unique questlines serving their goals, especially in regards to corruptive magicusers and exile worshipers. The elemental mage may not refuse these quests, on pain of losing his elemental blessing and having to choose a singular power to profess in.
     
    Last edited: Mar 14, 2020
    Waterhobit, ShoughtLoud and Johan like this.
  9. PokemonThug

    PokemonThug Level 6 (Footpad) Roleplaying Exiles Citizen

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    Nice points that fighting savage uneducated peasants.. its easy to win.. though I would suggest that any other Chaos seed would have a much harder time just leveling Necromancy f.e.
    No place of power, no money, no food, etc.. you would need to create your own economy & tribe to be able to power level that single skill... also how would you learn it? where would you get higher lvl speels?
    Also without limitless and fast learner skills.. it would take decades to become even a simple journeyman in Necrotech.

    Richto has MV, 2 core buildings & core golum, dungoen, quickening, familiar etc... he is super OP already..
    And another point: Richto was always pushed to the wall: win or Die. This gives a lot of motivation.. now say f.e. You Dragon, do you exercise, create your own business, excel at self improvements etc..
    No life or death constant struggle = no greatness..

    So a risk exists from other chaos seeds.. With a great strategy and decent resources to level their skills. Especially scientist Chaos seeds. Should be a big threat to Richto.. but he has mind magic.. lol OP
     
  10. PokemonThug

    PokemonThug Level 6 (Footpad) Roleplaying Exiles Citizen

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    he was distracted with a lot.. like really a lot
     
  11. Dragon

    Dragon Level 10 (Filcher) Exiles Beta Reader Citizen

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    I agree. This is more or less the reason I think Richter is the most powerful chaos seed FOR NOW. But others have no doubt spawned in more advanced regions, where advancing skills and knowledge is somewhat easier. Better resources and more accessible knowledge.

    Plus, some chaos seeds will build their own guilds. People like Heman create a massive incentive to organize and fight back, otherwise they'll be picked off one by one. Similar to the way Heman picked off two dozen chaos seeds.

    Once guilds start running, I could see them rapidly become small elite organisations, inferior to native factions in scale and absolute power, but with their access to the sea of chaos and their increased stats per level they have a significant advantage. Their ability to respawn as lowlevels (HM mentions it being a possibility for far more powerful creatures in book 1) gives them a massive advantage in a world with no priests and few other means of resurrrection.

    Those guilds will likely provide resources for their own elites, such as people with an ability that gives max affinity for necromancy(before you say thats an underpowered ability, many people don't have 100% affinity for their main skill at level 1, let alone level 30 when the guild has already invested heavily in them. Certainty that you can become a grandmaster eventually, makes you a coveted resource).

    Entire empires have been set in motion due to the appearance, either caused by them directly or indirectly because rulers realise how much of a threat and opportunity have landed on their doorstep. Brainwashed slavesoldiers, or for those with good alignment, white knights, will make for good troops they can throw against each other and recover once they respawn. Some of those will receive a ton of aid because their abilities give them the potential to become powerful champions.

    There will also be individuals like Richter that do have extraordinarily powerful abilities and rise on their own.
     
  12. Dragon

    Dragon Level 10 (Filcher) Exiles Beta Reader Citizen

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    I agree. This is more or less the reason I think Richter is the most powerful chaos seed FOR NOW. But others have no doubt spawned in more advanced regions, where advancing skills and knowledge is somewhat easier. Better resources and more accessible knowledge.

    Plus, some chaos seeds will build their own guilds. People like Heman create a massive incentive to organize and fight back, otherwise they'll be picked off one by one. Similar to the way Heman picked off two dozen chaos seeds.

    Once guilds start running, I could see them rapidly become small elite organisations, inferior to native factions in scale and absolute power, but with their access to the sea of chaos and their increased stats per level they have a significant advantage. Their ability to respawn as lowlevels (HM mentions it being a possibility for far more powerful creatures in book 1) gives them a massive advantage in a world with no priests and few other means of resurrrection.

    Those guilds will likely provide resources for their own elites, such as people with an ability that gives max affinity for necromancy(before you say thats an underpowered ability, many people don't have 100% affinity for their main skill at level 1, let alone level 30 when the guild has already invested heavily in them. Certainty that you can become a grandmaster eventually, makes you a coveted resource).

    Entire empires have been set in motion due to the appearance, either caused by them directly or indirectly because rulers realise how much of a threat and opportunity have landed on their doorstep. Brainwashed slavesoldiers, or for those with good alignment, white knights, will make for good troops they can throw against each other and recover once they respawn. Some of those will receive a ton of aid because their abilities give them the potential to become powerful champions.

    There will also be individuals like Richter that do have extraordinarily powerful abilities and rise on their own
     




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