I don't like the way Antimagic currently works to non WIL and CUN classes, and I would like to propose some changes:
- Make antimagic talents use the higher of WIL, STR and DEX to unlock the skills;
- Resolve and Antimagic shield could use combatTalentStatDamage picking the higher of WIL, STR and DEX;
- Aura of Silence could be based on the higher of Mindpower or Physicalpower (and may be Accuracy), or better, just make it irresistible;
- Mana Clash could be a ranged melee attack, like weapons of projection, doing manaburn damage, or simply keep it as a cast and change it to use combatTalentStatDamage. It should also afflict the target with either the "burns latent spell energy" (like inquisitor's weapons) or "disrupts spell-casting" (weapons of disruption).
My general sentiment is that all non magic melee classes, like warrior and rogues, should be viable and strong when taking the Antimagic. Antimagic should be a neutral tree, that everyone can take without sacrificing the main stats.
Antimagic for melee classes
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Re: Antimagic for melee classes
One idea that's been tossed around is make antimagic scale with spell save if it's higher than your mindpower.
A little bit of a starters guide written by yours truly here.
Re: Antimagic for melee classes
That could work too. The way things are now, only a few classes, most non melee, can fully use Antimagic.
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- Thalore
- Posts: 165
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Re: Antimagic for melee classes
You and I are feeling exactly the same about the antimagic tree
Here's my post in the "Ideas" board. Don't think changing the scaling alone would help much though, even if you stack wil/cun and take Superpower, the Antimagic tree itself does not really do much good to a melee class. The talents themselves need to change as well
http://forums.te4.org/viewtopic.php?f=39&t=46176
Here's my post in the "Ideas" board. Don't think changing the scaling alone would help much though, even if you stack wil/cun and take Superpower, the Antimagic tree itself does not really do much good to a melee class. The talents themselves need to change as well
http://forums.te4.org/viewtopic.php?f=39&t=46176
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- Halfling
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Re: Antimagic for melee classes
What does "burns latent spell energy" do, anyway?
Re: Antimagic for melee classes
Puts random spell talents on cooldown.OrionJAnderson wrote:What does "burns latent spell energy" do, anyway?
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- Sher'Tul Godslayer
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Re: Antimagic for melee classes
Aura of silence should NOT be irresistable. Picture that from the other side of the scale. You'd be causing crazy numbers of rares to suddenly instantly screw a mage player character.
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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Antimagic for melee classes
And how THAT could be a bad thing?Crim, The Red Thunder wrote:You'd be causing crazy numbers of rares to suddenly instantly screw a mage player character.

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- Wyrmic
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Re: Antimagic for melee classes
Rather off-topic, but I would prefer less severe variant of silence . Penally to spellpower and\or spellcasting speed would be less deadly but still interesting.