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Range Amp Device
http://forums.te4.org/viewtopic.php?f=39&t=49137
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Author:  Quetz [ Wed Jul 18, 2018 8:16 am ]
Post subject:  Range Amp Device

Spells/mindpowers get 3 additional tiles for 20% fatigue? Why would anyone pick this?

What about unrestricting the prodigy to sling/bow attack and adding 300% projectile speed if the attack is a projectile?

Thoughts?

Author:  PseudoLoneWolf [ Wed Jul 18, 2018 2:28 pm ]
Post subject:  Re: Range Amp Device

Doomed and Archmage both benefit heavily from it, Doomed because their range on everything not-Shadows is crap and they're not concerned with fatigue very much, and AM because high fatigue is actually GOOD for them to facilitate easier dumping of the mana bar for Disruption Shield. A similar point to Doomed could maybe be made for Cursed but Cursed has much better prodigy options.

20% fatigue isn't really even all that bad, especially if you run light armor and naturally have 0 fatigue.

Author:  Quetz [ Thu Jul 19, 2018 9:04 am ]
Post subject:  Re: Range Amp Device

PseudoLoneWolf wrote:
Doomed and Archmage both benefit heavily from it, Doomed because their range on everything not-Shadows is crap and they're not concerned with fatigue very much, and AM because high fatigue is actually GOOD for them to facilitate easier dumping of the mana bar for Disruption Shield. A similar point to Doomed could maybe be made for Cursed but Cursed has much better prodigy options.

20% fatigue isn't really even all that bad, especially if you run light armor and naturally have 0 fatigue.


Yes, doomed has crappy range, but why increase range if they can get better stuff?

Can't comment on fatigue. Nice point. But range isn't a problem for archmage.. An inversed benefit compared to doomed's case.

Author:  Mankeli [ Fri Jul 20, 2018 11:47 am ]
Post subject:  Re: Range Amp Device

>using fatigue increase as a basis for prodigy selection

Author:  Chronosplit [ Wed Sep 12, 2018 6:33 pm ]
Post subject:  Re: Range Amp Device

The fatigue is really a non-issue for a lot of classes that can use it when you look at how many use a resource that isn't effected by it. If anything the penalty may need to be more universal, like it takes more resources to use a talent across the board.

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