You could go to Angolwen and buy Spell/Staff-Combat.
Druid Class v1.5.2
Moderator: Moderator
Re: Druid Class v1.1
So you want to use a talent that costs stamina, but you don't want to pay for it.
You could go to Angolwen and buy Spell/Staff-Combat.
You could go to Angolwen and buy Spell/Staff-Combat.
My feedback meter decays into coding. Give me feedback and I make mods.
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Kaja Rainbow
- Thalore
- Posts: 145
- Joined: Sun Dec 18, 2011 1:41 pm
Re: Druid Class v1.1
Chronomancers are arcane users. Both silence and antimagic disruption mess them up just as readily as any other arcane casters. It's only the specific case of Mana Clash that doesn't affect them, and that's largely because of the quirky nature of Paradox as a resource. Removing paradox would just make it easier for them to cast, and adding paradox would just make their magic more powerful and more prone to chaotically screwing with reality. Not to mention that paradox has no real upper cap. Overall, it's best that Mana Clash doesn't affect Paradox.
I'll agree that it's odd Staff Combat requires Strength for a weapon that uses Magic for its damage, though.
I'll agree that it's odd Staff Combat requires Strength for a weapon that uses Magic for its damage, though.
Re: Druid Class v1.1
Which is why the first talent add damage based on your strength.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Something I've been wondering, with Staff Mastery, what's the math for the second bit of Physical damage you deal every time you hit? I've never fully understood it, and it doesn't say in the skill's description.
With a physical power of 54, it was hitting for 56 with Staff Mastery 5.2, as an example.
"Hits z for x physical, y physical damage" Referring to the y.
With a physical power of 54, it was hitting for 56 with Staff Mastery 5.2, as an example.
"Hits z for x physical, y physical damage" Referring to the y.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Druid Class v1.1
self:combatTalentPhysicalDamage(t, 1, 100)^2 / 100
I'm still a bit fuzzy on how combatTalentPhysicalDamage works.
I'm still a bit fuzzy on how combatTalentPhysicalDamage works.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
No, its just that boosting strength to use a weapon that runs off magic is all kind of wierd, and i'm pretty sure I can't get into angolwen because of having antimagic. And Linaniil has a flag that i believe makes her go hostile to antimagic, and I do NOT appreciate the idea of fighting a caster with 20k mana, no meaningful cooldowns and 6 prodigies.HousePet wrote:So you want to use a talent that costs stamina, but you don't want to pay for it.![]()
You could go to Angolwen and buy Spell/Staff-Combat.
Re: Druid Class v1.1
Firstly, strength gives physical power, which improves the damage of all weapons, so strength improves staff damage.
Secondly, Linny does not have a flag to make her go hostile to antimagic, her faction is set to be hostile to Zigur followers, which Druids cannot be.
Secondly, Linny does not have a flag to make her go hostile to antimagic, her faction is set to be hostile to Zigur followers, which Druids cannot be.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Ok, wasn't sure how phys power worked with weapons that run off magical stats.HousePet wrote:Firstly, strength gives physical power, which improves the damage of all weapons, so strength improves staff damage.
Secondly, Linny does not have a flag to make her go hostile to antimagic, her faction is set to be hostile to Zigur followers, which Druids cannot be.
As for the second, I assumed Linny aggroed antimagic because because she personally has a hates_antimagic flag and the trying to Zigur faction members is a function of being angolwen faction, obviously its more complicated.
BTW, has anyone tried fighting Linny? How tough is she compared to the sorcerers and Amatheon.
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Crim, The Red Thunder
- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Druid Class v1.1
By what I've heard, squishier then Athy, but hits harder. A lot.
And those NUKES. God, those nukes rival the eye beams. But she goes down faster as well, granted, she also pulls a LOT of nasty spells at you, whereas Atamathon has nowhere near as much variety available.
This is of course, completely discounting all the OTHER mages floating around, and don't forget that Tarellion is always hovering nearby. He may not be quite at her level, but he's a formidable foe in his own right. (And really ought to be buffed.)
And those NUKES. God, those nukes rival the eye beams. But she goes down faster as well, granted, she also pulls a LOT of nasty spells at you, whereas Atamathon has nowhere near as much variety available.
This is of course, completely discounting all the OTHER mages floating around, and don't forget that Tarellion is always hovering nearby. He may not be quite at her level, but he's a formidable foe in his own right. (And really ought to be buffed.)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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: Druid Class v1.1
Antimagic starts locked anyway.
Also, why do you want Psiblades and Staff-Combat? Make up your mind.
Also, why do you want Psiblades and Staff-Combat? Make up your mind.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Why, to use a Mindstar as your weapon, and a Staff as your shield ofc.
Just got the initial farportal boss as part druid, and sadly the... Sand/Water slow moving projectiles were able to be dodged just by walking backwards.
For some reason, they both expired after about 9 squares, if my eyes aren't faltering.
Just got the initial farportal boss as part druid, and sadly the... Sand/Water slow moving projectiles were able to be dodged just by walking backwards.
For some reason, they both expired after about 9 squares, if my eyes aren't faltering.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Druid Class v1.1
As it is NOW, i'd rather have psiblades, with Staff-Combat's starter cost brought down or shifted to magic it would depend on my mood and what build I'm planning.HousePet wrote:Antimagic starts locked anyway.
Also, why do you want Psiblades and Staff-Combat? Make up your mind.
Re: Druid Class v1.1
Will be writing a minor update soon.
Will contain a tweak to Staff Mastery requirements and Harden Bones will be fixed.
Might even contain a few new vfx.
Any bugs, suggestions or requests?
Will contain a tweak to Staff Mastery requirements and Harden Bones will be fixed.
Might even contain a few new vfx.
Any bugs, suggestions or requests?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Well, I'm not sure if this is possible but.
For some reason, despite your summons not using Cunning to determine their max count, they ARE counted in the case of other summons.
I'm curious if it's possible for you to make this not happen, to open up some Adventurer summoning builds.
For some reason, despite your summons not using Cunning to determine their max count, they ARE counted in the case of other summons.
I'm curious if it's possible for you to make this not happen, to open up some Adventurer summoning builds.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Druid Class v1.1
Yeah actually counts with some other summons too.
Like rat lich item summons count toward necromancer limit. Changing would remove some of the bonuses to life regen and such to wild summons.
Edit:
Couple suggestions, can you add taunt to poison ivy and given tanker ai?
Also, hailing oak spawn with empty quiver and spends many turns simply reloading. I think if you look at skeleton archer spawn this is fixed.
We also discussed the two new egos. I personally think druids should be more common and war should be stronger or not a greater ego. The big knocker on combat Druid is crazy
Like rat lich item summons count toward necromancer limit. Changing would remove some of the bonuses to life regen and such to wild summons.
Edit:
Couple suggestions, can you add taunt to poison ivy and given tanker ai?
Also, hailing oak spawn with empty quiver and spends many turns simply reloading. I think if you look at skeleton archer spawn this is fixed.
We also discussed the two new egos. I personally think druids should be more common and war should be stronger or not a greater ego. The big knocker on combat Druid is crazy
Last edited by ajfluffy on Sat Jun 15, 2013 11:57 am, edited 1 time in total.