Isn't that only for physical attacks?Hachem_Muche wrote:They already have an evasion-like bonus. If the attacker can't see an invisible defender, it only has 1/3 the normal chance to hit.
Spell-beams always hit, don't they?
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Isn't that only for physical attacks?Hachem_Muche wrote:They already have an evasion-like bonus. If the attacker can't see an invisible defender, it only has 1/3 the normal chance to hit.
There've already been quite sufficient arguments made against giving Aegis as an Angolwen reward, and those would have to be addressed when proposing that.. The primary one is that Aegis requires spellpower.Atarlost wrote:The simplest thing to do is give Aegis. The first three abilities are passives or sustains so the lack of regen doesn't matter and anyone can benefit from it.
It's a question of power between a broadly applicable item vs. a narrowly applicable item.Suslik wrote:I'm afraid adding multiple options of removing detrimental effects to runes will shift balance towards undead too much. They are quite powerful even without such option, but if casting an instant offensive rune would remove 3 effects, well.. Wild infusion is made for removing effects and it removes only 1 effect and restricted to 2 types. Why would offensive rune remove 3 effects?
That's a really interesting idea. Not sure if it belongs in this thread, but I do like it.b0rsuk wrote:How about just improving Arcane artifacts and stuff ?
Improved escort rewards would be cool, yeah. The current ones do work great for casters, but not so much for muggles.b0rsuk wrote:What bothers me is that even arcane escort rewards tend to be bad if you're not a spellcaster. I'm playing an archer with a Phase Door rune, I don't want to commit myself to Arcane or AM to have a broad range of item choices, including throat-seeking bows. Yet I have to take sucky rewards from escorts. No, I don't care about Chant of Fortitude or +2 Magic on my Str/Dex character. Why do I have to save all paladins if I merely have a (potentially temporary) rune ? Let my character be a hypocrite and a traitor. If I have infusions only, I can choose between betrayal and saving.
That's cool. It sounds a tiny bit Necromantic (in that it's extracting power from a recent kill), so maybe it could find a home in HousePet's Necromancy+ addon?b0rsuk wrote:That being said, I think I have an idea for a new ability!
"Extract Runes(and Infusions)"
Passive
Whenever you kill a monster equipped with runes(or infusions), there's an increased chance that some of them will fall out.
So, with this reward, be it a single skll or a part of a talent tree, you'd find more runes and infusions. I think it should affect both runes and infusions, because it's Zigur and Antimagic who are restrictive and resemble a religious order. Arcane users are merely hiding from persecution, they have - as far as I can make see - no desire to make everything arcane.
I wouldn't be surprised if monsters were spawned with more powerful runes than players can find. I didn't really pay attention. If that's the case, then the talent could just spawn a rune of the same type, but otherwise generated from scratch based on character's (or zone's) level.
I'm not sold on the specific effects you listed, but I love this idea, and I think it's probably a better base than my Runic stuff.Atarlost wrote:Angolwyn is sending you, a probably-not-mage, to hunt down a renegade mage. That mans Angolwyn uses auxiliaries.
After putting down Urkis you should become an auxiliary and receive appropriate training for hunting down rogue mages. The reward tree should be the counterpart not of fungus but of antimagic.
What would help someone kill rogue mages that doesn't work like antimagic? Saves, mobility, and condition removal. Saves are kind of dull and covered by the Combat Veteran tree for many nonmagical classes, though.