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Wyvern Development Here you can discuss anything and everything involving creating your own content for Wyvern. Have a problem with an arch file or a map? Want to show off something you've been working on? If so this is the place for you. |
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#41
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I just want to add that this topic is old and the changes already were done months ago.
So what the wizards thought needed addressed already was. Doesn't mean there won't be other changes in the years to come, of course, this is Wyvern. |
#42
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Aye Semper Gumby (Always Flexible)
edit: corrected spelling. Last edited by Jacksparow : 11-01-2010 at 09:54 AM. |
#43
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What does flexable mean? Is that Latin too?
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Are your gift cards on sale? Last edited by Trayr : 11-01-2010 at 09:23 AM. |
#44
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In a nutshell it means always remain able to adjust.
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#45
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Off-topic:
He was making fun of your spelling of flexible, not asking for the definition. On-topic: Tesh, what about my suggestion of reordering the skills conjurer's already earn (to make it 2 skill points each guild lvl)? Blackbeard, I think a more effective argument could be made if you compare rangers to mages (since both can lvl off from magic whip). (assuming the characters are going to use mana shield) Mages: -5 whips +10 meditation +x% Mana bonus (can't remember and server is down) Net gain: 5 skill points & X% mana Conjurers: - 5 enchant - 5 evocation - 5 incantation + 5 Whips +5 Death +5 air +5 meditation - cloak (assume -10 dodge) + y% Mana Bonus = (remove skill points to make up for -10 dodge, death and meditation are both usually trained above lv 5 but not trained to max. I will remove those.) -5 enchant (will probably train over negative to use enchantments) -5 evocation (should not use. . .) -5 incantation (will be missed, but probably not retrained) + 5 whips + 5 air (Not much of a bonus, it provides longer magic whips, maybe better enchantments if the conjurer goes that route.) +y% Mana bonus (less than mages) Net gain: 0 to +5 skill points, +y% mana bonus. The mana bonus is also less than mages. Not much incentive to use conjurers guild over mages guild for mana shielding whipper... (this ignores that Mages guild gets a staff that gives +2 death, and rangers get non-bungle resist armor) |
#46
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haha but unable to spell even when edited for typos
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#47
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Quote:
Quote:
Quote:
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Attempts to be good, but obviously fails. |
#48
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Quote:
And honestly it depends on your build thinking if those are important or not. |
#49
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I haven't played in a while, but I stopped by to see what's happening with Wyvern and saw a thread on rangers, so I thought I'd say something. Obviously I'm not going to criticize the balance since I haven't played the game in the current state, but I played a couple high level rangers so I thought I might make a few comments. Forgive me if it's more indulgence than useful.
Personally, I found the whipster to be a very viable build. Most people that I talked to seemed negative toward it in favor of playing a conjurer for the sp and buffs. My argument was always that you could get everything you need from equipment and items. Not splitting skill points trying to make a spellcaster/melee hybrid really made a more robust build. I'd like to think it could do a lot of damage as well, with all of those points I put into death magic. It'd be pretty lousy to think that I made a character that trained 28 death just so an axeman could buy a better weapon. Anyway, the main advantage I saw with playing a ranger is damage type. A magic whip with a flame blade scroll could go through xipes, armored titans, and reapers easily. Cycling through weapons was impractical because of curse, but even that was easier with magic whip since you could cast another one incase something immune to fire shows up. Of course that would cost a flameblade scroll which makes it a bit impractical, but not as bad as otherwise. On the other side of the coin, most boss monsters were pretty much immune to any sort of damage type a ranger could do. The main weakness during the days of heal spamming was, of course, survivability. I have no idea what it's like now, but back then, a bit of bad luck (or lag) could easily mean death. And, of course, I didn't even bother with most of the LQs. From what I've read, the main change that seems like it would hurt my old whipster build is with resists. He used a skull shield, so fear might not be a big issue, but if a free action potion isn't enough and unicorn horns aren't viable, it would be a nightmare to play, at least if there are the same amount of creatures (practically all of them) that cast confuse, paralyze, and slow. This is probably intended to promote grouping or something, I guess. To conclude, I think that in regards to the place of the Rangers Guild among other guilds, rangers (or at least whippers) should focus on doing unique melee damage. Rangers use a unique type of weapon, so why not expand on it? Personally, I think it would be cool to cast a magic whip or blade spell or buy a whip that has a chance to paralyze the opponent or maybe poison or fear or something like that. Also, and this may be the case now, but more areas that benefit from using a certain damage type would favor the ranger's selection of whips and blade spells with magic whip. |
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