Search found 96 matches

by peaceoutside
Tue Nov 20, 2012 5:45 pm
Forum: Addons
Topic: Anti-magic metaclass?
Replies: 9
Views: 2641

Re: Anti-magic metaclass?

James LaBrie wrote:
Sradac wrote:b43 will introduce an antimagic from the start class
Do tell. :)
Current description:

Oozemancers are Nature's last resort. They stand behind the frontline, throwing lobs of acid and lumps of slime at all Nature's foes.

Their most important stats are: Willpower and Cunning
by peaceoutside
Fri Nov 09, 2012 9:27 pm
Forum: Bugs Archive
Topic: Shalore + antimagic = epic fail
Replies: 11
Views: 5289

Re: Shalore + antimagic = epic fail

Not a bug.

The game tells you that choosing anti-magic will make it so you won't be able to use spells anymore.

The activated and sustained talents on Shalore racial tree say that they're spells.
by peaceoutside
Fri Nov 09, 2012 8:36 pm
Forum: Bugs Archive
Topic: [svn 5779] Telekinetic Core damages the character.
Replies: 5
Views: 1505

Re: [svn 5779] Telekinetic Core damages the character.

Yeah, this happens to me as well.
by peaceoutside
Fri Nov 09, 2012 8:36 pm
Forum: Ideas
Topic: Orc race!
Replies: 16
Views: 6936

Re: Orc race!

Orc was a playable race via a special quest reward.

I don't think it's available anymore.
by peaceoutside
Tue Nov 06, 2012 5:27 pm
Forum: Development
Topic: Today I was instagibbed by.. *Help us Balance Random Elites*
Replies: 110
Views: 39913

Re: Today I was instagibbed by.. *Help us Balance Random Eli

Today I was instagibbed by 600+ damage from a firetrap that was triggered by my necromancer's summons multiple times while he was resting. I did not even understand what happened until I checked the game log. I've lost more than one necromancer this way. I really, really want the delayed explosion ...
by peaceoutside
Tue Nov 06, 2012 5:18 pm
Forum: Bugs Archive
Topic: [b42] Eye of the Wyrm charging to infinity
Replies: 1
Views: 868

Re: [b42] Eye of the Wyrm charging to infinity

Pretty sure this is fixed in the svn.

Make sure the energy value doesn't exceed 1.7976931348623157 x 10^308 or the universe will implode.
by peaceoutside
Sun Nov 04, 2012 11:23 pm
Forum: Spoilers
Topic: How the hell are you supposed to beat Urkis?
Replies: 9
Views: 6906

Re: How the hell are you supposed to beat Urkis?

He doesn't heal. No life regen, no healing talents. If you have a way to teleport or otherwise escape, just throw some burst damage his way, escape and repeat. Having a way to remove both magical (hurricane) and physical (freeze) negative status effects is pretty important for this fight. With the c...
by peaceoutside
Sun Nov 04, 2012 6:58 pm
Forum: Ideas
Topic: Making Staves interesting mod
Replies: 33
Views: 7091

Re: Making Staves interesting mod

It almost sounds to me like because staves are fairly balanced with the play of alchemists and wizards as they are now, that the best way to implement this idea would be to create a new 'battlemage' class or something which specifically uses staves as a primary offensive and defensive weapon. Keep ...
by peaceoutside
Sun Nov 04, 2012 3:20 am
Forum: Ideas
Topic: Making Staves interesting mod
Replies: 33
Views: 7091

Re: Making Staves interesting mod

Mod status: All non-artifact staves grant +1 Project Staff Project staff is the same as Channel Staff except it doesn't pass through non-hostiles, the weapon damage is 60%, and the damage is based on spell power, not physical power The "spell / staff combat" tree is replaced with a new &qu...
by peaceoutside
Sat Nov 03, 2012 8:28 pm
Forum: Spoilers
Topic: Newbie with a staff. Nice staff. But for what??
Replies: 3
Views: 2956

Re: Newbie with a staff. Nice staff. But for what??

Dual wielding mindstars is a good idea for classes that use mindpower.

Archmage talents don't use mindpower so mindstars aren't really that useful.
by peaceoutside
Sat Nov 03, 2012 8:15 pm
Forum: Spoilers
Topic: Newbie with a staff. Nice staff. But for what??
Replies: 3
Views: 2956

Re: Newbie with a staff. Nice staff. But for what??

Staves for archmages are generally just used for the stat increases, particularly +spellpower and +% damage.

Command staff will change what element the staff boosts your damage for. Use a lot of fire skills? Command staff > Mage > Fire. All your fire skills will now do more damage.
by peaceoutside
Sat Nov 03, 2012 8:11 pm
Forum: Spoilers
Topic: I dont understand
Replies: 12
Views: 5326

Re: I dont understand

Do you know all the tier one (starter) dungeons? There are 3 sets of 2 "starter dungeons" that are available to all races and classes. Doing all those before moving on the the Old Forest, Maze, etc. gives you a good amount of gear and levels. Not sure if it still works like this, but I ten...
by peaceoutside
Sat Nov 03, 2012 7:44 pm
Forum: Spoilers
Topic: I dont understand
Replies: 12
Views: 5326

Re: I dont understand

The archmage start quest is optional. If it is too hard, select a race with a different starting quest, or decline the quest. It's not really that bad if you don't do the quest. You have to use phase door to move around. The trick to surviving is dodging all projectiles since they move very slowly. ...
by peaceoutside
Sat Nov 03, 2012 5:16 pm
Forum: Ideas
Topic: Making Staves interesting mod
Replies: 33
Views: 7091

Re: Making Staves interesting mod

Should I make an SVN for the code I have done so far?

It's really not that much right now, it took me a while to figure out the staff resolvers stuff.

I'll probably try to work on the next steps today.

PM me for skype or other contact info.
by peaceoutside
Sat Nov 03, 2012 9:49 am
Forum: Ideas
Topic: Making Staves interesting mod
Replies: 33
Views: 7091

Re: Making Staves interesting mod

What stuff do you have started and where is it? I might want to help out. Good feedback, thanks. My plan for suggestions that might sound overpowered is to greatly scale back damage, add cooldowns and increase resource cost. However, I tend to do balancing last. Seems like a good idea to get stuff ...