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Remove Fungus from Wyrmics

Posted: Fri Jun 27, 2014 1:02 pm
by Parcae2
Right now, Fungus is the Wyrmic's signature defense ... which makes no sense. It's a draconic class. How is Fungus draconic?

Get rid of it, and replace it with another tree that strengthens the class's defenses in other, more dragony ways.

Re: Remove Fungus from Wyrmics

Posted: Fri Jun 27, 2014 2:20 pm
by Davion Fuxa
I'm not against Wyrmics losing Fungus but there are some advantages to having that category in the class for their use. One advantage is that it helps to balance out the choice somewhat between going Anti-Magic or not; right now it's probably not too much benefit for going Anti-Magic versus the penalty of losing access to the Arcane. Another advantage is that it is somewhat unique - no other class that can use Arcane items has access to Fungus.

If you have some ideas on a class category to replace it however, would probably be good to voice them.

Re: Remove Fungus from Wyrmics

Posted: Fri Jun 27, 2014 9:05 pm
by Atarlost
Any fungus replacement for wyrmics needs heavy tanking and heavy equilibrium regen. Any category that replaced fungus would pretty much have to be either fungus with the serial numbers filed off or antimagic with the serial numbers filed off due to the thematic limits of wilder talents.

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 1:31 am
by 0player
Well, what about heavy defense bonuses instead of heavy tanking? Having armor-like skin kind of suits dragon theme.

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 4:19 am
by Atarlost
Defense or AC only protects against one kind of attack. Having HP regen or shields or damage reduction protects against most attacks. You can't tank on armor/defense alone.

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 5:03 am
by SageAcrin
I'd pretty much have to see the category before I commented on this idea.

Having said that, I do agree with Davion, there's definitely an interesting side to Fungus on Wyrmic. I like it personally.

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 2:47 pm
by The Revanchist
I also like Fungus on Wyrmics. And it isn't like Wyrms aren't already closely tied to Nature in Eyal... Nor are Fungi. Though an Oozemancer with Fungus does make slightly more thematic sense... :?

Perhaps a generic tree for "Draconic Hide", giving (eventually):
  • A comfortable increase to health.
    Respectable damage reduction (especially in "natural" or "unnatural" elements, but not both)
    Critical damage reduction, although that's low priority, probably.
...That's all I've got, really. Maybe some health regeneration talent, too, but it sounds like some people want to avoid that. :(

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 6:57 pm
by Atarlost
The other issue is that if wyrmics get a different tanking tree antimagic wyrmics will become ridiculous.

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 7:09 pm
by edge2054
Armor is a pretty nice stat and very fitting for dragons. As are straight up resists, a few immunities (stun, blind, and poison), and bonus life. I can also really see crit reduction and bonus armor hardiness.

How about this... how about we brainstorm a draconic racial tree for dragon NPCs? And give it to wyrmics too :twisted:

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 7:42 pm
by The Revanchist
Sounds fair. As a bonus, if the ideas don't start flowing, then the idea can be scrapped altogether and Fungus will still reign supreme! :twisted:

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 8:25 pm
by RedBucket
How about we just give fungus to all of the dragons?

Re: Remove Fungus from Wyrmics

Posted: Sat Jun 28, 2014 8:39 pm
by The Revanchist
RedBucket wrote:How about we just give fungus to all of the dragons?
What good is a healing super-improvement without any normal healing? :)

If we want to do that, we'll have to give them a wicked healing or regeneration infusion to boot!

And then we have to get into scaling. We don't want a several thousand+ health dragon to have one geared to a 300hp drake, and we don't want the opposite either!

Still better than a whole new tree, I think.

Re: Remove Fungus from Wyrmics

Posted: Sun Jun 29, 2014 12:24 am
by grayswandir
Atarlost wrote:The other issue is that if wyrmics get a different tanking tree antimagic wyrmics will become ridiculous.
Yeah, I think the best path is to make a Wyrmic Form or something tree that has a slight antisynergy with fungus somehow. Not enough so that you'd never want to take both, but enough so that you think twice before going for the super defensive build. Not really sure how to accomplish that, though.
edge2054 wrote:How about this... how about we brainstorm a draconic racial tree for dragon NPCs? And give it to wyrmics too :twisted:
Talent Ideas:
Wyrmic Hide: +50 Armour, +20% hardiness, gain retaliation damage in all wyrmic elements equal to mind power times your resistance to that element.
Tail Swipe: Weak Death Dance w/ Knockback. Passive knockback resistance.
Wyrmic Presence: Dragons are supposed to be scary. Whenever you fail to act due to equilibrium, instead release a roar, intimidating (weak reduction to all powers, strength vs. mental save + fear immunity, doesn't stack) in radius 3. For every enemy intimidated recover 2 equilibrium. Passive fear immunity.
Apex Predator: Dragons are one of the strongest natural creatures - there is very little in the natural world that can really hurt them. +20% nature resist, +10% nature resist cap, +40% poison immunity, +20% resistance to the natural classification.

Re: Remove Fungus from Wyrmics

Posted: Sun Jun 29, 2014 1:34 am
by The Revanchist
Those sound like a good starting point. I especially like the ability to recoup the losses from failed equilibrium checks.

Re: Remove Fungus from Wyrmics

Posted: Sun Jun 29, 2014 12:31 pm
by Planetus
I'd love to see wyrmics get a tree that increases base HP (dragon thematic), increase base HP regeneration (passively, as a replacement of this auto-regen fungus feature), and maybe decrease your equilibrium every time you kill a target, with the decrease scaling up with ranks and levels.