Range Amp Device

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Quetz
Cornac
Posts: 32
Joined: Thu Jul 12, 2018 1:43 am

Range Amp Device

#1 Post by Quetz »

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?

PseudoLoneWolf
Wyrmic
Posts: 247
Joined: Tue Jan 03, 2017 7:12 pm

Re: Range Amp Device

#2 Post by PseudoLoneWolf »

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.
Let slip the toast of war.

Quetz
Cornac
Posts: 32
Joined: Thu Jul 12, 2018 1:43 am

Re: Range Amp Device

#3 Post by Quetz »

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.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Range Amp Device

#4 Post by Mankeli »

>using fatigue increase as a basis for prodigy selection

Chronosplit
Archmage
Posts: 312
Joined: Fri Oct 09, 2015 2:27 pm

Re: Range Amp Device

#5 Post by Chronosplit »

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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