View Full Version : Are sorcerers overpowered?
Lucas
06-24-2006, 02:21 PM
Can any of your sorcerer players give me snippets of how a regular hunting session looks like for like level'd hunting. Don't sorcerers usually kill their targets by the second spell? Don't sorcerers die relatively less then other professions (stance guard/defense casting)? Don't you guys ever run out of mana? Can't you guys uphunt like mad?
zhelas
06-24-2006, 02:49 PM
Can any of your sorcerer players give me snippets of how a regular hunting session looks like for like level'd hunting. Don't sorcerers usually kill their targets by the second spell? Don't sorcerers die relatively less then other professions (stance guard/defense casting)? Don't you guys ever run out of mana? Can't you guys uphunt like mad?
Don't sorcerers usually kill their targets by the second spell?
That really depends on how you are trained. And what your hunting tactics are. Mana Disrupt is a plinking spell you just plink away slowly. 705 channeled is pretty cool. 711 i kill usually on the third cast. 719 depends on the creature. 720 can take 1 to 2 casts if you are lucky.
Don't sorcerers die relatively less then other professions (stance guard/defense casting)? If you are smart sure sorcerers don't die all that often but neither do clerics, empaths, wizards etc. I never cast from guarded stance. Sometimes my tactics are hit and run.
Do we ever run out of mana? Yes, but society skill can help extend one's mana.
Can't you guys uphunt like mad?
Depends on the creature and the environment. Example on Teras focus implosion on the lava fields could mean instant death from what i hear. If your CS is not high enough a wizard or warrior at lower trains can own that creature while you can't touch it. Again it depends on how you trained and what your hunting tactics are.
A person studying sorcery does not start to feel their power until 20.
Can any of your sorcerer players give me snippets of how a regular hunting session looks like for like level'd hunting.
Not sure which level you mean, but heres a snip of my last hunt.
[Old Ta'Faendryl, Basilica Plaza]
You notice an Ithzir initiate.
Obvious paths: east, south
>
>
An Ithzir initiate raises her arms and gazes upward!
A wall of force surrounds an Ithzir initiate.
>
You trace a simple rune while intoning the mystical phrase for Elemental Wave...
Your spell is ready.
You gesture at an Ithzir initiate.
A wave of dark ethereal ripples moves outward from you.
An Ithzir initiate is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>
You gesture at an Ithzir initiate.
CS: +496 - TD: +386 + CvA: +19 + d100: +66 == +195
Warding failed!
... and hits for 25 points of damage!
An Ithzir initiate is suddenly engulfed in flames of pure essence!
... 50 points of damage!
Head explodes, splattering sizzling bits of flesh and bone everywhere.
The Ithzir initiate vainly struggles to rise, then goes still.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
The light blue glow leaves an Ithzir initiate.
The powerful look leaves an Ithzir initiate.
The wall of force disappears from around an Ithzir initiate.
You feel 5 mana surge into you!
Cast Roundtime 3 Seconds.
>
You search the Ithzir initiate.
She had a twisted crystal-tipped staff.
You discard the initiate's remaining useless equipment.
She had 266 silvers on her.
She had nothing else of value.
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Basilica Plaza]
Obvious paths: east, west
>
[Old Ta'Faendryl, Basilica Plaza]
You notice a curved crystal-edged blade.
Obvious paths: east, west
>
[Old Ta'Faendryl, Basilica Plaza]
Obvious paths: south, west
>
You can't go there.
>
[Old Ta'Faendryl, Basilica Plaza]
You notice an Ithzir adept.
Obvious paths: north, northeast, south
>
[Old Ta'Faendryl, Basilica Plaza]
You notice an Ithzir adept.
Obvious paths: north, northeast, south
>
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>You gesture at an Ithzir adept.
CS: +496 - TD: +422 + CvA: +19 + d100: +77 == +170
Warding failed!
... and hits for 22 points of damage!
An Ithzir adept is suddenly engulfed in flames of pure essence!
... 60 points of damage!
Flames engulf body. Chest left a smoldering ruin.
The Ithzir adept clutches at her wounds as she falls, the life fading from her eyes.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The bright luminescence fades from around an Ithzir adept.
The shimmering multicolored sphere fades from around an Ithzir adept.
The silvery luminescence fades from around an Ithzir adept.
You feel 3 mana surge into you!
Cast Roundtime 3 Seconds.
>
You search the Ithzir adept.
She had a twisted crystal-tipped staff.
You discard the adept's remaining useless equipment.
She had 280 silvers on her.
She had a smoky glimaerstone on her!
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, East]
You notice a moldy blueberry cupcake and a twisted crystal-tipped staff.
Obvious paths: east, west, northwest
>[Old Ta'Faendryl, Southeast]
You notice an Ithzir scout.
Also here: Laevin (prone)
Obvious paths: northeast, southwest, west
>
Laevin intones a phrase of elemental power while raising his hands...
Laevin gestures at an Ithzir scout.
CS: +492 - TD: +383 + CvA: +9 + d100: +25 == +143
Warding failed!
Wisps of black smoke swirl around an Ithzir scout and she bursts into flame!
... 25 points of damage!
Burst of flames to left leg blackens kneecap.
The Ithzir scout is stunned!
... 15 points of damage!
Minor burns to right hand. Ouch.
... 20 points of damage!
Burst of flames to chest toasts skin nicely.
... 20 points of damage!
Burst of flames to right arm burns skin bright red.
The flames around an Ithzir scout continue to burn!
>
[Old Ta'Faendryl, Southern Road]
You notice an Ithzir scout, some vegetation and some invading roots.
Obvious paths: north, south
>
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>
You channel at an Ithzir scout.
CS: +496 - TD: +351 + CvA: +9 + d100: +87 == +241
Warding failed!
A dull grey beam snakes out toward the Ithzir scout!
... 90 points of damage!
... 50 points of damage!
Vicious blast turns huge portions of back into red mist! Now lacking spinal support, the Ithzir scout crumples into a heap.
It is knocked to the ground!
The Ithzir scout is stunned!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>
You channel at an Ithzir scout.
CS: +496 - TD: +351 + CvA: +9 + d100: +22 == +176
Warding failed!
A dull grey beam snakes out toward the Ithzir scout!
... 66 points of damage!
... 35 points of damage!
Deep, penetrating wound etched into chest, exposing ribs and lung tissue!
... 24 points of damage!
Various bits of the Ithzir scout melt away!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>You channel at an Ithzir scout.
CS: +496 - TD: +351 + CvA: +9 + d100: +80 == +234
Warding failed!
A dull grey beam snakes out toward the Ithzir scout!
... 102 points of damage!
The Ithzir scout vainly struggles to rise, then goes still.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
You search the Ithzir scout.
She had a gleaming crystal-edged broadsword.
You discard the scout's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir scout's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Market Road]
You notice an Ithzir herald, a polished steel shield, a spiral-hafted handaxe and an arrow.
Obvious paths: north, south
>
[Old Ta'Faendryl, Market Road]
You notice an Ithzir initiate.
Obvious paths: north, south
>
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>
You gesture at an Ithzir initiate.
CS: +496 - TD: +388 + CvA: +19 + d100: +73 == +200
Warding failed!
... and hits for 30 points of damage!
An Ithzir initiate is suddenly engulfed in flames of pure essence!
... 60 points of damage!
Flame engulfs back: an Ithzir initiate flambe!
The Ithzir initiate falls to the ground in a crumpled heap.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
The powerful look leaves an Ithzir initiate.
An Ithzir initiate appears less confident.
You feel 4 mana surge into you!
Cast Roundtime 3 Seconds.
>
You search the Ithzir initiate.
She had a twisted crystal-tipped staff.
You discard the initiate's remaining useless equipment.
She didn't carry any silver.
She had a silvery moonstone on her!
She had nothing else of value.
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Market Road]
You notice an Ithzir herald, a polished steel shield, a spiral-hafted handaxe and an arrow.
Obvious paths: north, south
>
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>cast at her
You gesture at an Ithzir herald.
CS: +496 - TD: +394 + CvA: +9 + d100: +24 == +135
Warding failed!
... and hits for 27 points of damage!
An Ithzir herald is suddenly engulfed in flames of pure essence!
... 20 points of damage!
Nasty burns to chest make you wish you never heard of heartburn.
The Ithzir herald is stunned!
... 35 points of damage!
The Ithzir herald reels from a direct hit to the stomach. No food for a while!
... 25 points of damage!
Nasty shock to right arm stiffens joints. Nice and painful.
... 10 points of damage!
Light blow to left arm.
You feel 3 mana surge into you!
Cast Roundtime 3 Seconds.
>
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>
You gesture at an Ithzir herald.
CS: +496 - TD: +394 + CvA: +9 + d100: +83 == +194
Warding failed!
... and hits for 31 points of damage!
An Ithzir herald is suddenly engulfed in flames of pure essence!
... 25 points of damage!
Flames toast left cornea. Consider an eyepatch.
... 30 points of damage!
Freezing blast opens a gaping hole in the Ithzir herald's chest!
... 60 points of damage!
Electric shock causes a strong enough convulsion to snap the Ithzir herald's neck.
The Ithzir herald falls to the ground in a crumpled heap.
The tingling sensation and sense of security leaves an Ithzir herald.
The brilliant luminescence fades from around an Ithzir herald.
The silvery luminescence fades from around an Ithzir herald.
The bright luminescence fades from around an Ithzir herald.
You feel 1 mana surge into you!
Cast Roundtime 3 Seconds.
>
You search the Ithzir herald.
She had a curved crystal-edged blade.
You discard the herald's remaining useless equipment.
She had 139 silvers on her.
She had a yellow hyacinth on her!
She had nothing else of value.
An Ithzir herald's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Basilica Plaza]
You notice a war griffin (flying) and an Ithzir seer.
Obvious paths: south, west
>
You can't go there.
>
You can't go there.
>
You trace a simple rune while intoning the mystical phrase for Elemental Wave...
Your spell is ready.
You gesture at a war griffin.
A wave of dark ethereal ripples moves outward from you.
An Ithzir seer is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>
>You gesture while calling upon the lesser spirits to aid you with the Spirit Strike spell...
Your spell is ready.
You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
AS: +435 vs DS: +577 with AvD: +32 + d100 roll: +64 = -46
A clean miss.
>
You nock an arrow in your recurve bow.
You fire an arrow at a war griffin!
AS: +484 vs DS: +314 with AvD: +24 + d100 roll: +62 = +256
... and hit for 68 points of damage!
Attack punctures the eye and connects with something really vital!
The war griffin crashes to the ground, motionless.
The guiding force leaves you.
The scintillating silver light surrounding the arrow fades some.
The arrow sticks in a war griffin's left eye!
Roundtime: 3 sec.
>
You search the war griffin.
It had an arrow.
It had nothing else of value.
The war griffin decays into a pile of feathers and fur.
>
You remove a single arrow from a bundle of arrows.
>
>
You nock an arrow in your recurve bow.
You fire an arrow at an Ithzir seer!
AS: +409 vs DS: +163 with AvD: +34 + d100 roll: +3 = +283
... and hit for 105 points of damage!
Incredible strike pierces heart and runs the Ithzir seer clean through!
The Ithzir seer vainly struggles to rise, then goes still.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in an Ithzir seer's chest!
Roundtime: 3 sec.
>
You search the Ithzir seer.
She had an arrow, a twisted crystal-tipped staff.
You discard the seer's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>
An Ithzir scout fades into view while striking!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +420 vs DS: +581 with AvD: +33 + d100 roll: +65 = -63
A clean miss.
>
[Old Ta'Faendryl, Market Road]
You notice an Ithzir herald, a curved silvery blade, a curved silvery blade, a gleaming steel broadsword and a gleaming steel broadsword.
Obvious paths: north, east, south, west
>
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>
You gesture at an Ithzir herald.
A void rips open in the area, directly above an Ithzir herald!
Rather abrupt decompression causes an Ithzir herald to explode!
Billions and billions of tiny herald bits shower everything.
Quite severely dead.
A number of items ranging from 17 to 21 feet from the void were sucked into the blackness. The void disappears without further incident.
Cast Roundtime 3 Seconds.
>
[Old Ta'Faendryl, Market Road]
You notice an Ithzir herald.
Obvious paths: north, south
>
You trace an intricate sign that contorts in the air while forcefully invoking Evil Eye...
Your spell is ready.
>
You gesture at an Ithzir herald.
You stare at an Ithzir herald.
CS: +496 - TD: +424 + CvA: +9 + d100: +87 == +168
Warding failed!
The Ithzir herald looks at you in utter terror!
The Ithzir herald drops its silvery blade.
The Ithzir herald drops its steel shield.
The Ithzir herald is frightened into utter immobility! It collapses to the ground.
Cast Roundtime 3 Seconds.
>
You nock an arrow in your recurve bow.
You fire an arrow at an Ithzir herald!
AS: +409 vs DS: +271 with AvD: +26 + d100 roll: +67 = +231
... and hit for 73 points of damage!
Shot destroys eye and the brain behind it!
The Ithzir herald vainly struggles to rise, then goes still.
The tingling sensation and sense of security leaves an Ithzir herald.
The brilliant luminescence fades from around an Ithzir herald.
The silvery luminescence fades from around an Ithzir herald.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in an Ithzir herald's left eye!
Roundtime: 3 sec.
>
You search the Ithzir herald.
She had an arrow.
You discard the herald's remaining useless equipment.
She had 331 silvers on her.
She had nothing else of value.
An Ithzir herald's body shimmers slightly, then fades from view like a dissipating phantom.
>
Obvious paths: north, south
>[Old Ta'Faendryl, Market Road]
You notice an Ithzir initiate, an Ithzir seer, a twisted crystal-tipped staff and a polished steel shield.
Obvious paths: north, south
>
You trace a simple rune while intoning the mystical phrase for Elemental Wave...
Your spell is ready.
You gesture at an Ithzir initiate.
A wave of dark ethereal ripples moves outward from you.
An Ithzir initiate is buffeted by the dark ethereal waves and is knocked to the ground.
An Ithzir seer is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>
You are now in an offensive stance.
>You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
>
You gesture at an Ithzir initiate.
You hurl a roaring ball of fire at an Ithzir initiate!
AS: +420 vs DS: +268 with AvD: +59 + d100 roll: +65 = +276
... and hit for 100 points of damage!
Flame consumes an Ithzir initiate's right arm all the way to the shoulder.
The initiate's crystal-tipped staff falls to the ground.
The Ithzir initiate is stunned!
The roaring ball of fire strikes an Ithzir initiate, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Burst of flames char chest a crispy black.
A burst of flame from your roaring ball of fire flies off and hits an Ithzir seer.
... 20 points of damage!
Nasty burns to abdomen, an Ithzir seer shrieks in pain!
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
>You gesture at an Ithzir initiate.
You hurl a roaring ball of fire at an Ithzir initiate!
AS: +420 vs DS: +266 with AvD: +59 + d100 roll: +76 = +289
... and hit for 115 points of damage!
A large patch of flesh is seared off an Ithzir initiate's back.
The roaring ball of fire strikes an Ithzir initiate, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Burst of flames to left eye incinerates eyelid. Gruesome.
The Ithzir initiate vainly struggles to rise, then goes still.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
A burst of flame from your roaring ball of fire flies off and hits an Ithzir seer.
... 15 points of damage!
Burst of flames char chest a crispy black.
Cast Roundtime 3 Seconds.
>
Cast Round Time in effect: Setting stance to guarded.
>sea ini
An Ithzir seer stands up with a grunt.
>
You search the Ithzir initiate.
You discard the initiate's useless equipment.
She didn't carry any silver.
She had nothing of interest.
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>
Hope it didn't bore you too much.
:heart: hunting as a sorcerer.
zhelas
06-24-2006, 03:02 PM
And I was excited when my CS broke the 300 barrier..can't wait till it gets over 400
Lucas
06-24-2006, 09:05 PM
I don't think a single creature got even a swing in. Idioticly powerful. GS has so many profession balance issues.
Stretch
06-24-2006, 09:48 PM
I don't think a single creature got even a swing in. Idioticly powerful. GS has so many profession balance issues.
Dude, that's one hunt from one sorceror, hardly a basis to make such a sweeping generalization. You have to keep in mind that in this particular hunting area, you have no idea what's going to happen. I've gone 50k+ experience without my rogue dying (and therefore occasionally glimpse Recent Deaths: 0, heh). I've also had my rogue die three times in the space of a couple of hours. Things like griffin screams stacking and then getting nicked to death, adept getting lucky with a mote, getting mutilated by a herald disc and then pummeled, construct pinball, and weapon fire on a 101 end roll can fuck anybody up. Oh, and can't forget crystal weapon death (usually fries nerves) on a 1-6 damage hit.
I've also removed my armor to cast lore and gotten through a 10 minute hunt without a scratch before I realized I forgot to put my armor back on. Do I die more than Evarin does? I don't know, I probably average 4-5 deaths per 100k experience.
I'll post a log sometime next week when I go back to EN.
Kainen
06-24-2006, 09:50 PM
What they are forgetting to say.. is that sorcerers are vulnerable to manuvers. If you get injured enough you can't cast. Weight can quickly become an issue. And if someone or something uses a cman on you.. unless you are much older it'll most likely get you.
AestheticDeath
06-24-2006, 09:58 PM
Sorcerers, like any other profession depend on a variety of factors to get through a hunt.
Every profession can be just as good at staying alive if trained and utilized properly. You just have to know what to stay away from, guard your weak points. And act quicker then the creatures.
From what it sounds like, empaths are even more powerful than sorcerers or wizards. Though I have not had a chance to play a hunting empath before.
Numbers
06-24-2006, 10:09 PM
What Stretch said. Sorcerers are no more or no less powerful than other professions. You can get an equally impressive hunting log from EVERY other profession in the game.
Sorcerers have their strengths and their overpowered abilities. They also have their glaring weaknesses.
Just like EVERY other profession in the game.
Like it or not, GemStone has class balance down solid.
And when it comes to a PvP environment, class balance means all of jack and shit, as it's almost ALWAYS down to who gets the first attack in.
Solkern
06-24-2006, 10:59 PM
Pure lvl Profession balance only matters in a PvP setting in a PvM setting, balance doesn't matter
you can only base balance when you fight another player
most PvM is geared to a certain or sometimes multiple Profession groups
Some monsters maybe be easy for a rogue or a warrior to kill, but any sorcerer even 10 levels over, will get wtfpwned
and I'm sure some mosnters are the geared for casters, but not for melees
So don't bring balance into a game that is geared 100% towards PvM, PvP is the only place where profession balance matters.
also, in pvp it doens't come down to who gets the first attack in, it almost never does
1v1 means NOTHING, 1v1 is 75% luck 25% connection speed
it comes down to the luck of the roll
i've seen sooooooooo many fights were the first person to attack lost
in a fight were profession #1 is against profession #2 and just by profession and build profession #1 is suppose to win, there's ALWAYS that factor of the roll, profession #1 could get wtfpwned, b/c profession #2 got some luck ass rolls
i beta test nwn2
and i currrently play nwn
it's geared much like gemstone for pvm, not pvp.
and it's all the same in any game, it's luck not skill.
zhelas
06-25-2006, 01:50 AM
I hunt on Teras and damn, my friend who is a wizard (level 55), is younger than I and hunts Fire mages. I can't touch them..Sure I probably can Focus Implode them..result no loot.....WTF....Are Sorcerers over powered? No. I think most folks are just scared of the profession since we can burst your limbs, Animate Dead creatures and adventurers, have a demon that carries mana, carries some items and watches your pockets. I have played almost every profession and they all have their strengths and weaknesses.
Like the previous posters said luck has almost everything to do with it. Who gets the first strike in. Maneuvers can own pures. Sure I haven't died in a while but damn i walked through Pyros tonight and they had a lucky neck shot with their shards and i dropped dead instantly. If i had some mobility, dodge training, cmans, heavier armor, I might have lived.
Empaths, Clerics all have the ability to hunt in guarded stance. That boneshatter that empaths have is incredible if the empath trains to bone shatter. Clerics have the chance to destroy undead in one cast.
Rogues can ambush and get instant kills, if of course the size of the creature isn't a factor
Archery..lets speak about how over powered that is. I have a Ranger Archer who is 43 and he owns the pyros which are 58. I am sure the Rogue archers do quite nicely as well.
Warriors Cmans Mstrike, redux, heavy armor. Do they need spells for protection? Would be nice but not necessary. Surge+Weapon Specialization+weapon bonding+society skills+strength if you can get it..= Damn nice attack strength. If you use two weapons..normally one or two attacks will kill things.
Rangers...spiked thorns Semi dux
Paladins and Bards incredible Attack Strength
Really the title of this should be. "Damn Sorcerers have some really interesting spells that can do some cool things. I wish Simu would do that for some of the other professions."
Sorry for the rant haven't really slept in two days.
Peace
VorpalBlade
06-25-2006, 07:41 AM
"Warriors Cmans Mstrike, redux, heavy armor. Do they need spells for protection? Would be nice but not necessary. Surge+Weapon Specialization+weapon bonding+society skills+strength if you can get it..= Damn nice attack strength. If you use two weapons..normally one or two attacks will kill things."
You have no idea what you are talking about. I can' speak for other professions, but as a warrior we A.) have the third highest AS (below two semis). B.) If the standard board and sword train I can kill things in 25-30 seconds.(5-6 attacks including a knockdown manuever, and this is Pyros btw so you should be familiar). As a sorcerer, you pretty much need 3 seconds, 6 or 9 tops to kill something.
I die far more then my sorc buddies, mainly because I stand in stance o for like 80-90% of the time. Yes, Ive got redux but after the 14th nicked for 10 pts of damage, it all adds up. And when there is a swarm I MUST run, no other choice. Sorcs just maelstrom and blamo everything explodes in the room.
To demonstrate all this, I've complained so much about the disparity between sorcs and warriors that I've actually gave my warrior character (I paid the 30 $ for this) to my RL friend who plays a sorc for a month. Next day at work, he came up to me like my aunt died. "Dude, I'm really sorry...thats just ..wrong, you want to talk about it?"
zhelas
06-25-2006, 10:49 AM
"Warriors Cmans Mstrike, redux, heavy armor. Do they need spells for protection? Would be nice but not necessary. Surge+Weapon Specialization+weapon bonding+society skills+strength if you can get it..= Damn nice attack strength. If you use two weapons..normally one or two attacks will kill things."
You have no idea what you are talking about. I can' speak for other professions, but as a warrior we A.) have the third highest AS (below two semis). B.) If the standard board and sword train I can kill things in 25-30 seconds.(5-6 attacks including a knockdown manuever, and this is Pyros btw so you should be familiar). As a sorcerer, you pretty much need 3 seconds, 6 or 9 tops to kill something.
I die far more then my sorc buddies, mainly because I stand in stance o for like 80-90% of the time. Yes, Ive got redux but after the 14th nicked for 10 pts of damage, it all adds up. And when there is a swarm I MUST run, no other choice. Sorcs just maelstrom and blamo everything explodes in the room.
To demonstrate all this, I've complained so much about the disparity between sorcs and warriors that I've actually gave my warrior character (I paid the 30 $ for this) to my RL friend who plays a sorc for a month. Next day at work, he came up to me like my aunt died. "Dude, I'm really sorry...thats just ..wrong, you want to talk about it?"
I stand to be corrected..I do recall a thread where there was conversation about the warrior class being broken. Having only played my warrior to level 30, he hasn't had the pleasure of fighting on the lava flows. When i play my dwarf i play him knowing that he is going to die. If what you are saying about warriors is true then damn that is wrong and warriors are broken. For $14 to $40 bucks a month I would be pissed. But like you said two semis have hire attack str than you and they have spells at their disposal. Are Sorcerers overpowered i don't think so. Are warriors at a disadvantage compared to the other classes? Yes.
Normally as a sorcerer I never stay in swarms. I usually run from them . Sure I could ewave or quake them to try and avoid the pushdown. I don't like using Maelstrom. That damn spell has killed more folks wandering through my area even with me yelling that i am storming. I have been killed by an elder because i was storming and hurt them. Same with open implosion(never cast that on the lava flows hear that is instant death). Therefore i stopped casting them. I know that some sorcerers use it but really both those spells are not friendly. One death by those spells is an accident..repeated killing of folks with those spells, that is just dumb, I know they get marked for death.
Wizards have access to almost the same arsenal of spells. The one I am envious of was the chain lightening. Always pissed me off that they would stand in a swarm and then CL all of the creatures where i had to sit and hit each one to try and get partial exp from the kills. Now I see with lores they get splash damage from their bolts spells after they ewave them.
Warriors should get some sort of area stunning maneuver. It is BS that Warriors AS is lower than two semis. Like some folks say they are masters at arms and it should remain that way. Semis have thier training divided between spells and attacks therefore should not have an AS hire than one who specializes in it.
Hey I am sure that I have bumped into you on Teras. If you need any spells, feel free to ask. Maybe you can show me a bit more of what you are talking about concerning how warriors are broken.
Peace
I got sleep!
Apathy
06-25-2006, 12:11 PM
Warriors are broken, sorcerers are overpowered.
If you consider the incarnation of the sorcerer overpowered now, you should have seen them about 5 - 6 years ago.
Still makes me salivate a little when I think about how much fun that was.
AestheticDeath
06-25-2006, 02:11 PM
Not sure about these days, but back in GS3, I hunted the rift as a lvl 98 warrior. He did fine. I had no complaints. Same with my 98 sorcerer, and the 124.
And I am in no way a 'great' hunter. I just pick up something and try it out.
Bobmuhthol
06-25-2006, 02:34 PM
<<Warriors Cmans Mstrike, redux, heavy armor. Do they need spells for protection? Would be nice but not necessary. Surge+Weapon Specialization+weapon bonding+society skills+strength if you can get it..= Damn nice attack strength. If you use two weapons..normally one or two attacks will kill things.>>
Every profession gets combat maneuvers. Most professions commonly train in MOC. Every non-pure profession gets redux (most readily available to warriors and rogues, of course). Warriors, rogues, and paladins all wear heavy armor. Surge is available to warriors, rogues, and paladins. Weapon specialization is available to warriors, rogues, and paladins. Weapon bonding is only available at the expense of not learning another skill. Everyone gets a society. Strength is not a warrior skill, and is again available to everyone.
Your explanation of a warrior's advantage over other professions is horrendous in terms of unique abilities. I love warriors. I play two. But they are never going to be known for their monstrous AS. They're just cool guys.
zhelas
06-25-2006, 02:35 PM
Warriors are broken, sorcerers are overpowered.
If you consider the incarnation of the sorcerer overpowered now, you should have seen them about 5 - 6 years ago.
Still makes me salivate a little when I think about how much fun that was.
I remember those days.. DC was incredible and the crits with MD were great. One could turtle hunt and pretty much kill everything. Never ran out of mana pretty much killed everything with MD and could rack atleast 3 times. Hunted around the lake at Solhaven until i couldn't carry anymore.
The gods increased the TDs of all the creatures so everyone tripled to get super CS.
A lot of that has changed. MD no longer has the overpowered crits, DC needs elemental lores for quicker crits and really is only effective against certain creatures. The mana return is poor to fair. Some of the creatures you can't touch if you know magic or the TDs against sorcery magic are so high you can't really hunt them.
Compared to the squares. Sure there are some advantages pures have. I don't think Sorcerers are over powered anymore. With the specialization of demonology and necromancy i think the profession is richer and more rewarding.
I think the gods need to work on the warriors, I would be pissed too if i spent all these hrs working on my warrior only to see that when I go out to fight all the other professions don't seem to have to work as hard as I. They live where I die and have to deal with the dumb death sting.
Peace
You sense that you are not a wizard and thank your lucky stars.
StrayRogue
06-25-2006, 02:39 PM
I think the professions are pretty evenly balanced considering how they used to be. No one class has an massive advantage across all spheres of gameplay compared to the others.
Sorcerers certaintly aren't overpowered anymore, although they still do posses the most potent spell (720) and a number of cool, though pretty wank (except for 740) abilities. But then all casting professions can be reduced to a small number of attack spells (702, 910, 302, 1106 etc etc).
Warriors and rogues are doing fine, as far as I have seen in all areas of the game, from 1-100.
StrayRogue
06-25-2006, 02:40 PM
I don't think a single creature got even a swing in. Idioticly powerful. GS has so many profession balance issues.
LOL
Shimmerain dies as much as the next sorcerer in OTF (sorry Shim).
zhelas
06-25-2006, 02:42 PM
<<Warriors Cmans Mstrike, redux, heavy armor. Do they need spells for protection? Would be nice but not necessary. Surge+Weapon Specialization+weapon bonding+society skills+strength if you can get it..= Damn nice attack strength. If you use two weapons..normally one or two attacks will kill things.>>
Every profession gets combat maneuvers. Most professions commonly train in MOC. Every non-pure profession gets redux (most readily available to warriors and rogues, of course). Warriors, rogues, and paladins all wear heavy armor. Surge is available to warriors, rogues, and paladins. Weapon specialization is available to warriors, rogues, and paladins. Weapon bonding is only available at the expense of not learning another skill. Everyone gets a society. Strength is not a warrior skill, and is again available to everyone.
Your explanation of a warrior's advantage over other professions is horrendous in terms of unique abilities. I love warriors. I play two. But they are never going to be known for their monstrous AS. They're just cool guys.
Hey Bob,
In a previous post I mentioned that I was mistaken. I think it is wrong that the other professions are able to get a better AS than warriors..i mean hell..Warriors are cool and they should be weapon masters. Not all of the Cmans should be available to the Semis there should be some that are unique to warriors to give them more balance.
StrayRogue
06-25-2006, 02:43 PM
They have plenty of unique abilities.
Bobmuhthol
06-25-2006, 02:51 PM
<<In a previous post I mentioned that I was mistaken. I think it is wrong that the other professions are able to get a better AS than warriors>>
Warriors are supposed to have medium offense, incredible defense. They do a pretty good job of this.
Wizards, sorcerers, etc. have great offense, and they might have a lot of DS-boosting spells, but it's because they suck at defending against anything else (or even in offensive stance with their spells).
LOL
Shimmerain dies as much as the next sorcerer in OTF (sorry Shim).
Like you said.
''pretty wank''
:D
Tea & Strumpets
06-26-2006, 09:05 AM
OTF has been downtweaked to the point where it's like hunting the catacombs. Thank Soulpieced and other crybabies everywhere.
I hunt on Teras and damn, my friend who is a wizard (level 55), is younger than I and hunts Fire mages. I can't touch them..
PeaceI can relate. Sorcerers are definitely not overpowered. We just have some very unique spells at our disposal. When my sorcerer started hunting Varunar I would hunt with a like level Wizard who was easing through Phantasmas. I could barely touch them at the time. Eventually they became a piece of cake depending on the spell used, but you get the drift. Defense is always a issue, especially manuevers, which we defend against quite poorly like someone already alluded to. Offensively, sorcs kick ass, but they aren't the be all to end all amongst classes.
zhelas
06-26-2006, 11:14 AM
Someone suggested to me that the AS/DS system is broken and I should take advantage of that. Not that we don't have a bolt spell at our disposal but 111 won't work against the mages and personally my Sorcerer does not want to be a hybrid wizard. So I will see what my animated Pyro can do.
You sense that you are not a wizard and thank your lucky stars.
Kefka
06-26-2006, 12:03 PM
Let's not forget how deadly being feared is when hunting undead. I changed from runestaff to fist and shield just to hunt in offensive. Also good to note that a single disarm is death for a runestaffer. Hunting with the Mrs. so she can catch up to me in trains. She hits everything in sight. I MISS younger critters still. TD against sorc spells is higher compared to empaths and clerics. The way it feels now, if you're not a triple trained dark elf sorcerer, you're facing an uphill battle against critters your level.
AestheticDeath
06-26-2006, 09:02 PM
Since someone was gracious enough to post a 'good' hunt, I figured I'd post one of my many horrible ones.
edited to add that this was completely self spelled, was nothing from others or scrolls etc...thats why his defense is not up to par.
go port
[Ta'Faendryl Approach]
A cobblestone road swings in a wide arc northeast and west. Many of the stones are missing, but for the most part the road is still level and easily traveled. A huge mound of mud rises just to the southwest and extends to the west as far as the eye can see. The area is eerily quiet, as if no life of any kind resides here. A few dead trees, now petrified, rise into the sky in bleak silhouette, but the earth has a scorched look to it, and the usual underbrush seems to have retreated. You also see a shimmering portal.
Obvious paths: northeast, west
>prep 116
You gesture while calling upon the lesser spirits to aid you with the Locate Person spell...
Your spell is ready.
>cast xxxx
You gesture into the air.
Awareness expands as your mind reaches out, questing for xxxxx. Images flash past your senses...
Slowly the images fade as the magic begins to unravel.
xxxxx must be beyond the reach of your spell.
Cast Roundtime 3 Seconds.
>ne
[Ta'Faendryl Approach]
The cobblestone road wanders through a contorted landscape, both overgrown and nearly dead at the same time. Blackened, woody vines replete with long, jagged thorns and sickly grey leaves parallel the road as if examining it for potential victims. Here and there trees battle for survival among the choking underbrush, but the stunted appearance of the trees indicate that the battle is difficult. Several trees, merely large stumps now, indicate that the battle is often lost.
Obvious paths: northeast, southwest
>ne
[Old Ta'Faendryl, Southern Road]
The road slopes down to the southwest and rises toward the northeast. To the north a high wall cuts across the darkened horizon. You also see an Ithzir adept, an Ithzir adept and a twisted crystal-tipped staff.
Obvious paths: northeast, southwest
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>prep 720
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>
A shrill screech pierces the air as a war griffin dives from above!
A rush of fear rises in your stomach, and you freeze, struggling to regain your composure!
Roundtime: 20 sec.
A shrill screech pierces the air as a war griffin dives from above!
A rush of fear rises in your stomach, and you freeze, struggling to regain your composure!
>cast ad
...wait 19 seconds.
>l
[Old Ta'Faendryl, Southern Road]
The road slopes down to the southwest and rises toward the northeast. To the north a high wall cuts across the darkened horizon. You also see a war griffin that is flying around, a war griffin that is flying around, an Ithzir adept, an Ithzir adept and a twisted crystal-tipped staff.
Obvious paths: northeast, southwest
>
An Ithzir adept thrusts both palms toward you!
The adept's spell has no effect.
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>prep 719
...wait 13 seconds.
>
A war griffin swoops down from high overhead!
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +501 with AvD: +41 + d100 roll: +60 = +45
A clean miss.
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +501 with AvD: +41 + d100 roll: +95 = +80
A clean miss.
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
AS: +435 vs DS: +441 with AvD: +39 + d100 roll: +99 = +132
... and hits for 16 points of damage!
Strike through the palm!
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>
An Ithzir adept thrusts both palms toward you!
An Ithzir adept unleashes a bolt of churning air at you!
AS: +379 vs DS: +449 with AvD: +52 + d100 roll: +61 = +43
A clean miss.
>cast ade
...wait 11 seconds.
>
An Ithzir adept thrusts both palms toward you!
An Ithzir adept hurls a freezing ball of pure cold at you!
AS: +379 vs DS: +449 with AvD: +65 + d100 roll: +24 = +19
A clean miss.
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>inc 140
...wait 5 seconds.
>
A war griffin tries to bite you!
AS: +435 vs DS: +434 with AvD: +39 + d100 roll: +8 = +48
A clean miss.
>
A war griffin dives at you, claws extended, but can't quite manage to find a purchase.
>
An Ithzir adept swings a twisted crystal-tipped staff at you!
AS: +408 vs DS: +399 with AvD: +25 + d100 roll: +79 = +113
... and hits for 13 points of damage!
Torn muscle in your right leg!
The scintillating light surrounding the staff fades some.
>
An Ithzir adept thrusts both palms toward you!
CS: +402 - TD: +401 + CvA: +15 + d100: +92 - -5 == +113
Warding failed!
A wispy hand of air reaches toward you and grasps you tightly. The hand squeezes hard, snatching the breath from your lungs.
You are lightly stunned.
>
inc 140
You are still stunned.
>inc 140
You are still stunned.
>An Ithzir adept's voice sounds as if she is speaking through a long metal tube as she tilts her head toward an Ithzir adept, saying, "Maktali geabu jeseth mor tran!"
The Ithzir adept points at you.
The Ithzir adept nods and laughs.
An Ithzir adept closes her eyes while incanting an alien phrase.
>
inc 140
You are still stunned.
>inc 140
>You are still stunned.
>
inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>A war griffin dives down and hooks its claws into you! With a great flap of its wings the war griffin carries you into the air!
Within moments you find yourself soaring over the ground far below!
>
inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>You start to breathe easier.
>
inc 140
You try, but the terrifying flight to certain death takes precedence. Accept your fate.
>You feel the magic of your spell depart.
>
inc 140
>You try, but the terrifying flight to certain death takes precedence. Accept your fate.
>
inc 140
You try, but the terrifying flight to certain death takes precedence. Accept your fate.
>inc 140
You try, but the terrifying flight to certain death takes precedence. Accept your fate.
>
The griffin quickly swoops down and releases you several feet above the ground, and you flail awkwardly before landing with a dull **THUD**!
... 25 points of damage!
Strong blow to your right leg breaks it!
You are stunned for 5 rounds!
Roundtime: 8 sec.
[Old Ta'Faendryl, North]
The bleached half-buried skull of some large hunting cat shows starkly against a slab of dark stone against which it has come to rest. A patch of daisies grows around both slab and skull, as if planted in memoriam by a mourning feline relative. You also see a war griffin that is flying around.
Obvious paths: east, southeast, south
>
A war griffin tries to spear you with its beak!
AS: +435 vs DS: +432 with AvD: +37 + d100 roll: +6 = +46
A clean miss.
>
inc 140
>You are still stunned.
>
inc 140
A war griffin tries to bite you!
AS: +435 vs DS: +432 with AvD: +39 + d100 roll: +56 = +98
A clean miss.
>You are still stunned.
>
inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +432 with AvD: +41 + d100 roll: +97 = +151
... and hits for 16 points of damage!
Awkward slash to your stomach!
Everyone needs another belly button.
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +426 with AvD: +41 + d100 roll: +11 = +71
A clean miss.
>
inc 140
You gesture while calling upon the lesser spirits to aid you with the Wall of Force spell...
Your spell is ready.
You gesture.
A wall of force surrounds you.
Cast Roundtime 3 Seconds.
>sign of healing
An Ithzir initiate strides in, her hands clasped before her.
>
You shudder as your life force is torn and reshaped!
You feel drained!
>stand
You stand back up.
>
A war griffin dives down and hooks its claws into you! With a great flap of its wings the war griffin carries you into the air!
Just as the griffin begins to surge upward, it suddenly loses its grip and lets you plummet toward the ground!
You twist awkwardly as you try to break your fall with something other than your head!
... 20 points of damage!
Good blow to your neck!!
Something snaps!
You are stunned for 6 rounds!
>
An Ithzir initiate closes her eyes while uttering a hollow, alien chant.
>
A war griffin tries to bite you!
Nearly insensible, you desperately evade the attack!
>
An Ithzir initiate places one palm on her chest, and raises the other toward you!
CS: +386 - TD: +362 + CvA: +15 + d100: +10 - -5 == +54
Warded off!
>
An Ithzir initiate closes her eyes while uttering a hollow, alien chant.
>
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +537 with AvD: +41 + d100 roll: +70 = +19
A clean miss.
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +537 with AvD: +41 + d100 roll: +59 = +8
A clean miss.
>
You feel less drained.
>
An Ithzir initiate places one palm on her chest, and raises the other toward you!
CS: +386 - TD: +362 + CvA: +15 + d100: +49 - -5 == +93
Warded off!
>
A war griffin dives down and hooks its claws into you! With a great flap of its wings the war griffin carries you into the air!
Within moments you find yourself soaring over the ground far below!
>sign of staunching
You try, but the terrifying flight to certain death takes precedence. Accept your fate.
>
The griffin quickly swoops down and releases you several feet above the ground, and you flail awkwardly before landing with a dull **THUD**!
... 25 points of damage!
Strong blow to your abdomen!
You are stunned for 5 rounds!
Roundtime: 8 sec.
[Old Ta'Faendryl, North]
The bleached half-buried skull of some large hunting cat shows starkly against a slab of dark stone against which it has come to rest. A patch of daisies grows around both slab and skull, as if planted in memoriam by a mourning feline relative. You also see a war griffin that is flying around.
Obvious paths: east, southeast, south
>
A war griffin flaps its mighty wings rapidly, creating a powerful gust of wind that buffets the area!
Your arms are forced down to your sides!
The wind then subsides.
>
A war griffin flaps its mighty wings rapidly, creating a powerful gust of wind that buffets the area!
Your arms are forced down to your sides!
The wind then subsides.
>
A war griffin tries to bite you!
AS: +435 vs DS: +445 with AvD: +39 + d100 roll: +7 = +36
A clean miss.
>inc 130
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[Asylum, Central Hall]
Paired off marble pillars line each side of a long central hall that runs down the entire length of the building. Here and there, a pillar has toppled, joining the bits and pieces of beams that are all that remain of a tile roof long collapsed and ground into dust on the ground. Hardy vines of ivy coil up every pillar and creep like a green carpet across the stone slab floor. A particularly heavy curtain of vines extends across the southern wall of the hall.
Obvious paths: out
Cast Roundtime 3 Seconds.
>
You are completely overtaken by a sense of vertigo. Try as you might, you are unable to focus on any single object or person. The world around you spins in a disarray of lights and color!
Roundtime: 24 sec.
>
The wall of force disappears from around you.
>
You are completely overtaken by a sense of vertigo. Try as you might, you are unable to focus on any single object or person. The world around you spins in a disarray of lights and color!
Roundtime: 23 sec.
>exp
Level: 90 Deeds: 7
Experience: 6567178 Decays this level: 4
Exp. until next: 10822 Recent Deaths: 5
Mental TPs: 0
Physical TPs: 9 Mana: 162/275 max
(1596 Phy converted to Mnt)
Your mind is as clear as a bell.
>health
You have snapped bones and serious bleeding from the neck, a fractured and bleeding right leg, some minor cuts and bruises on your left hand, and deep lacerations across your abdominal area.
Bleeding:
Area Health per Round
----------------------------------
Abdomen 4
Neck 10
Right leg 2
Maximum Health Points: 139
Remaining Health Points: 15
You are feeling faint.
Maximum Spirit Points: 10
Remaining Spirit Points: 9
Maximum Stamina Points: 61
Remaining Stamina Points: 61
>
You recover somewhat from your nausea.
>sign of staunching
>
Your veins throb and your blood sings.
>sign of healing
You shudder as your life force is torn and reshaped!
You feel drained!
>mutter
l
You mutter something inaudible.
>stand
[Asylum, Central Hall]
Paired off marble pillars line each side of a long central hall that runs down the entire length of the building. Here and there, a pillar has toppled, joining the bits and pieces of beams that are all that remain of a tile roof long collapsed and ground into dust on the ground. Hardy vines of ivy coil up every pillar and creep like a green carpet across the stone slab floor. A particularly heavy curtain of vines extends across the southern wall of the hall.
Obvious paths: out
>l
You stand back up.
>
[Asylum, Central Hall]
Paired off marble pillars line each side of a long central hall that runs down the entire length of the building. Here and there, a pillar has toppled, joining the bits and pieces of beams that are all that remain of a tile roof long collapsed and ground into dust on the ground. Hardy vines of ivy coil up every pillar and creep like a green carpet across the stone slab floor. A particularly heavy curtain of vines extends across the southern wall of the hall.
Obvious paths: out
>stance defensive
You are now in a defensive stance.
>'I hate griffins.
You say, "I hate griffins."
zhelas
06-26-2006, 09:49 PM
holy round time
Stretch
06-26-2006, 10:04 PM
Typical hunt for me (edited out some room movement). I'm using 4x breastplate, 4x dagger, 4x shield, 4x axe, and e-bladed axe.
>[Old Ta'Faendryl, Basilica Plaza]
A multi-stemmed vine has worked its way up the side of the platform and across the plaza in wide semi-circular spray. You also see a twisted crystal-tipped staff, an Ithzir adept (stunned) and an Ithzir adept.
Obvious paths: east, west
>
An Ithzir adept raises a hand and turns slowly, as if trying to sense something.
The Ithzir adept furrows her blue brow thoughtfully.
>
An Ithzir adept holds her head as she tries to regain her bearings.
>
You leap from hiding to attack!
You swing a razor-edged black vultite dirk at an Ithzir adept!
AS: +496 vs DS: +396 with AvD: +22 + d100 roll: +76 = +198
... and hit for 45 points of damage!
Slash strikes the Ithzir adept's right eye.
Seems there was a brain there after all.
The Ithzir adept sneers, "Urok vas derop tal kalissar kamath," then collapses.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The bright luminescence fades from around an Ithzir adept.
Roundtime: 4 sec.
>
You feel fully energetic again.
>
You search the Ithzir adept.
She had a twisted crystal-tipped staff.
You discard the adept's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
You have minor bruises on your neck, and some minor cuts and bruises on your left arm.
Maximum Health Points: 175
Remaining Health Points: 163
You are feeling pretty good.
Maximum Spirit Points: 10
Remaining Spirit Points: 10
Maximum Stamina Points: 118
Remaining Stamina Points: 118
>
You focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>
You leap from hiding to attack!
You swing a razor-edged black vultite dirk at an Ithzir adept!
AS: +516 vs DS: +389 with AvD: +22 + d100 roll: +34 = +183
... and hit for 52 points of damage!
Strike pierces temple and kills foe instantly!
The Ithzir adept falls to the ground in a crumpled heap.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The bright luminescence fades from around an Ithzir adept.
The shimmering multicolored sphere fades from around an Ithzir adept.
The silvery luminescence fades from around an Ithzir adept.
Roundtime: 4 sec.
>
You are now in a defensive stance.
>
You search the Ithzir adept.
You discard the adept's useless equipment.
She had 81 silvers on her.
You gather the remaining 81 coins.
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Basilica Plaza]
A series of stone benches circles out and around a large oval space to the east. You also see a greater construct.
Obvious paths: north, northeast, south
>
You slip your black vultite dirk into the sleeve of your long-sleeved shirt and secure it with the narrow strap.
>
You remove a double-bladed logging axe from in your iron-bound back scabbard.
>
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
A greater construct raises its over-sized feet and stomps them down leaving deep craters where each impacts.
>
You are now in an offensive stance.
>
You leap from hiding to attack!
You swing a double-bladed logging axe at a greater construct!
AS: +516 vs DS: +299 with AvD: +23 + d100 roll: +5 = +245
... and hit for 47 points of damage!
Right kneecap smashed into pulp.
The greater construct is knocked to the ground!
The shimmering gold aura surrounding the greater construct flickers momentarily.
Roundtime: 6 sec.
>
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
...wait 1 seconds.
>
You leap from hiding to attack!
You swing a double-bladed logging axe at a greater construct!
AS: +516 vs DS: +204 with AvD: +23 + d100 roll: +23 = +358
... and hit for 69 points of damage!
Eye crushed by a hard blow to the face!
The shimmering gold aura surrounding the greater construct flickers momentarily.
Roundtime: 6 sec.
>
A greater construct struggles to rise but fails in the attempt.
>
You're now aiming at the head of your target when using a ranged weapon, or while ambushing.
>
You put a double-bladed logging axe in your iron-bound back scabbard.
>
You remove a butcher's cleaver from in your iron-bound back scabbard.
>
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
You leap from hiding to attack!
You swing a butcher's cleaver at a greater construct!
AS: +516 vs DS: +169 with AvD: +23 + d100 roll: +13 = +383
... and hit for 99 points of damage!
Brain driven into neck by mammoth downswing!
Cracks begin to snake across the greater construct's skin as its movement completely ceases.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You see a fairly typical greater construct that is lying down.
It appears to be dead.
It has severe head trauma and bleeding from its ears, a fractured and bleeding right leg and a blinded right eye.
It has nothing at this time.
>
You are now in a defensive stance.
>
You search the greater construct.
It had 118 silvers on it.
You gather the remaining 118 coins.
It had nothing else of value.
A greater construct's body crumbles until only a pile of rubble marks its remains.
>
[Old Ta'Faendryl, Amphitheatre]
A narrow path formed by the remains of a long stone bench picks its way between haphazard piles of crumbling granite blocks. It would be possible, by climbing over the fallen stone, to descend to the grassy area to the south. You also see an Ithzir adept.
Obvious paths: southeast, southwest
>
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
You are now in an offensive stance.
>
You leap from hiding to attack!
You swing a butcher's cleaver at an Ithzir adept!
AS: +516 vs DS: +405 with AvD: +31 + d100 roll: +49 = +191
... and hit for 62 points of damage!
Wild upward slash removes the Ithzir adept's face from her skull!
Interesting way to die.
The Ithzir adept coughs, causing a greenish fluid to dribble down her lips as she falls.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The shimmering multicolored sphere fades from around an Ithzir adept.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You are now in a defensive stance.
>
You search the Ithzir adept.
She had a twisted crystal-tipped staff.
You discard the adept's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Basilica Plaza]
Large chunks of the marble slab pavement have broken off along the edge of the plaza and plummeted into the depths of the lake below.
Obvious paths: east, west
>
[Old Ta'Faendryl, Basilica Plaza]
Rising swells carry small bits of flotsam along the surface of the lake. You also see a war griffin (flying).
Obvious paths: east, west
>
You focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
By amazing chance, you evade the attack!
>
You are now in an offensive stance.
>
You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +295 with AvD: +32 + d100 roll: +12 = +265
... and hit for 70 points of damage!
Whoosh! Several ribs driven into lungs.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
[Roll result: 184 (open d100: 95) Penalties: 24]
You seize an opening and bring the blunt end of your cleaver down on a war griffin's knee!
The griffin crashes to the ground, clutching its knee!
Roundtime: 5 sec.
>
You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +245 with AvD: +32 + d100 roll: +38 = +341
... and hit for 90 points of damage!
Hard blow to the war griffin's ear!
Deep gash and a terrible headache!
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +134 with AvD: +32 + d100 roll: +90 = +504
... and hit for 124 points of damage!
Fast slash to the war griffin's neck exposes its windpipe.
Quick anatomy lesson, anyone?
** As you hit, your cleaver flares with a burst of fire! **
... 25 points of damage!
Minor burns to abdomen. Looks painful.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
A war griffin screeches as it struggles to its feet.
>
You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +224 with AvD: +32 + d100 roll: +87 = +411
... and hit for 129 points of damage!
Awesome shot collapses a lung!
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 5 sec.
>
You are now in a defensive stance.
>
You search the war griffin.
It had nothing of interest.
The war griffin decays into a pile of feathers and fur.
>
[Old Ta'Faendryl, Basilica Plaza]
The road to the north opens out into a wide plaza that encircles a huge tower of cut granite blocks. Down a few steps to the south can be seen the collapsing remains of a residential section of the city. You also see an Ithzir adept, an Ithzir seer, a polished steel shield, a heavy star-flanged mace and a polished steel shield.
Obvious paths: north, east
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>
You put a butcher's cleaver in your black suede jacket.
>
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
A war griffin soars in.
>
You remove a razor-edged black vultite dirk from in your long-sleeved shirt.
>
You are now in an offensive stance.
>
[Old Ta'Faendryl, Basilica Plaza]
Branches from the trees growing at street level reach across the raised platform of a plaza and drip leaves along its surface.
Obvious paths: east, west
Roundtime: 1 sec.
>
You peer west and see ...
[Old Ta'Faendryl, Basilica Plaza]
The road to the north opens out into a wide plaza that encircles a huge tower of cut granite blocks. Down a few steps to the south can be seen the collapsing remains of a residential section of the city. You also see a war griffin (flying), an Ithzir adept, an Ithzir seer, a polished steel shield, a heavy star-flanged mace and a polished steel shield.
Obvious paths: north, east
>
You are now in a defensive stance.
>
A war griffin soars in.
>
[Old Ta'Faendryl, Basilica Plaza]
The road to the north opens out into a wide plaza that encircles a huge tower of cut granite blocks. Down a few steps to the south can be seen the collapsing remains of a residential section of the city. You also see an Ithzir adept, an Ithzir seer, a polished steel shield, a heavy star-flanged mace and a polished steel shield.
Obvious paths: north, east
Roundtime: 1 sec.
>
You are now in an offensive stance.
>
You leap from hiding to attack!
You swing a razor-edged black vultite dirk at an Ithzir adept!
AS: +516 vs DS: +391 with AvD: +22 + d100 roll: +100 = +247
... and hit for 69 points of damage!
Awesome shot skewers skull! The Ithzir adept blinks once and falls quite dead!
The Ithzir adept falls to the ground in a crumpled heap.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The silvery luminescence fades from around an Ithzir adept.
Roundtime: 4 sec.
>
An Ithzir seer becomes very still as she bows her head. She slowly raises her arms out to her sides until they are horizontal to the ground.
A sense of peace and calm settles over the area.
>
You search the Ithzir adept.
She had a twisted crystal-tipped staff.
You discard the adept's remaining useless equipment.
She had 33 silvers on her.
You gather the remaining 33 coins.
Interesting, she carried a piece of iron on her.
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>
You are now in a defensive stance.
>
An Ithzir seer walks north.
>
You slip your black vultite dirk into the sleeve of your long-sleeved shirt and secure it with the narrow strap.
>
[Old Ta'Faendryl, Basilica Plaza]
Branches from the trees growing at street level reach across the raised platform of a plaza and drip leaves along its surface.
Obvious paths: east, west
>
You remove a butcher's cleaver from in your black suede jacket.
>[Old Ta'Faendryl, Basilica Plaza]
A multi-stemmed vine has worked its way up the side of the platform and across the plaza in wide semi-circular spray. You also see a war griffin (flying) and a twisted crystal-tipped staff.
Obvious paths: east, west
>
A greater construct stomps in.
>
You have minor bruises on your neck, and some minor cuts and bruises on your left arm.
Maximum Health Points: 175
Remaining Health Points: 175
Maximum Spirit Points: 10
Remaining Spirit Points: 10
Maximum Stamina Points: 125
Remaining Stamina Points: 120
>
A war griffin swoops down from high overhead!
A war griffin rakes at you with a razor-sharp claw!
By amazing chance, you evade the attack!
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +580 with AvD: +25 + d100 roll: +52 = -58
A clean miss.
>cman surge
You focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>
[Old Ta'Faendryl, Basilica Plaza]
Branches from the trees growing at street level reach across the raised platform of a plaza and drip leaves along its surface.
Obvious paths: east, west
>Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
>[Old Ta'Faendryl, Basilica Plaza]
A multi-stemmed vine has worked its way up the side of the platform and across the plaza in wide semi-circular spray. You also see a greater construct, a war griffin (flying) and a twisted crystal-tipped staff.
Obvious paths: east, west
Roundtime: 1 sec.
>
You are now in an advancing stance.
>
You leap from hiding to attack!
You swing a butcher's cleaver at a war griffin!
AS: +464 vs DS: +323 with AvD: +32 + d100 roll: +100 = +273
... and hit for 77 points of damage!
Mighty swing separates head from shoulders.
The war griffin crashes to the ground, motionless.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
A greater construct swings a massive arm at you!
AS: +443 vs DS: +379 with AvD: +50 + d100 roll: +68 = +182
... and hits for 13 points of damage!
You hear a buzzing in your ears from that blow!
>
Your singular focus on combat slowly drifts away.
>
Your body relaxes as your thoughts stray from the shadows.
>
You search the war griffin.
It had a green errisian topaz on it!
It had nothing else of value.
The war griffin decays into a pile of feathers and fur.
>
Your injuries hinder your attempt to hide.
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
You focus your mind on the shadows and gird your body for stealth.
>
You sharpen your focus on combat and fortify yourself against distractions.
>
You leap from hiding to attack!
You swing a butcher's cleaver at a greater construct!
AS: +464 vs DS: +299 with AvD: +23 + d100 roll: +71 = +259
... and hit for 63 points of damage!
Wild downward slash severs the greater construct's right foot!
Bloody stump, anyone?
A deep basso rumbling can be heard as a greater construct falls over and grasps its mangled right leg!
The shimmering gold aura surrounding the greater construct flickers momentarily.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
A greater construct swings a massive arm at you!
AS: +393 vs DS: +387 with AvD: +50 + d100 roll: +71 = +127
... and hits for 4 points of damage!
Hit glances off your hip.
>
Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
You leap from hiding to attack!
You swing a butcher's cleaver at a greater construct!
AS: +464 vs DS: +150 with AvD: +23 + d100 roll: +28 = +365
... and hit for 106 points of damage!
Incredible blast shatters head into a red spray.
Cracks begin to snake across the greater construct's skin as its movement completely ceases.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You are now in a defensive stance.
>
You search the greater construct.
It carried a corroded gold chest on it!
A greater construct's body crumbles until only a pile of rubble marks its remains.
>
You put a battle-worn dark vultite buckler in your iron-bound back scabbard.
>
You pick up a corroded gold chest.
>
You put a corroded gold chest in your black suede jacket.
>
You remove a battle-worn dark vultite buckler from in your iron-bound back scabbard.
>
[Old Ta'Faendryl, Basilica Plaza]
Branches from the trees growing at street level reach across the raised platform of a plaza and drip leaves along its surface.
Obvious paths: east, west
>[Old Ta'Faendryl, Basilica Plaza]
The road to the north opens out into a wide plaza that encircles a huge tower of cut granite blocks. Down a few steps to the south can be seen the collapsing remains of a residential section of the city. You also see a piece of iron, a twisted crystal-tipped staff, a polished steel shield, a heavy star-flanged mace and a polished steel shield.
Obvious paths: north, east
>
An Ithzir seer closes her eyes and bows her head slightly.
>
[Old Ta'Faendryl, Basilica Plaza]
A huge pedestal of pinkish-white marble rests at the northwest corner of the plaza. All that remains is a portion of one elfish foot, broken off at the arch, leaving behind only a few surprisingly feminine-looking toes.
Obvious paths: east, south
>
[Old Ta'Faendryl, Basilica Plaza]
A tower rises up in the center of the city. Perched atop its massive height is an octogonal shaped building. Wide stone steps lead up the side of the pyramid. You also see an Ithzir seer.
Obvious paths: north, south
>
You put a butcher's cleaver in your black suede jacket.
>
You reach into the sleeve of your long-sleeved shirt and release the strap holding your dirk in place. The black vultite dirk slides into your waiting hand.
>
Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
You are now in an offensive stance.
>
You leap from hiding to attack!
Just as you move to strike, the Ithzir seer shimmers and fades away, leaving you swinging at nothingness!
Roundtime: 4 sec.
>
You are now in a defensive stance.
>
An Ithzir scout fades into view while striking!
An Ithzir scout swings a gleaming steel broadsword at you!
You evade the attack by a hair!
>
You slip your black vultite dirk into the sleeve of your long-sleeved shirt and secure it with the narrow strap.
>
A war griffin soars in.
>
A shrill screech pierces the air as a war griffin dives from above!
A twinge of fear starts to rise in your stomach, but you control the instinctive urge to freeze.
>
You remove a butcher's cleaver from in your black suede jacket.
>
[Old Ta'Faendryl, Basilica Plaza]
A huge pedestal of pinkish-white marble rests at the northwest corner of the plaza. All that remains is a portion of one elfish foot, broken off at the arch, leaving behind only a few surprisingly feminine-looking toes.
Obvious paths: east, south
>
You're now aiming at the head of your target when using a ranged weapon, or while ambushing.
>
[Old Ta'Faendryl, Basilica Plaza]
A tower rises up in the center of the city. Perched atop its massive height is an octogonal shaped building. Wide stone steps lead up the side of the pyramid.
Obvious paths: north, south
>
[Old Ta'Faendryl, Basilica Plaza]
A multi-stemmed vine has worked its way up the side of the platform and across the plaza in wide semi-circular spray. You also see an Ithzir seer and a twisted crystal-tipped staff.
Obvious paths: east, west
>
Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
You are now in an advancing stance.
>
You leap from hiding to attack!
You swing a butcher's cleaver at an Ithzir seer!
AS: +464 vs DS: +309 with AvD: +31 + d100 roll: +100 = +286
... and hit for 91 points of damage!
Wild upward slash removes the Ithzir seer's face from her skull!
Interesting way to die.
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The light blue glow leaves an Ithzir seer.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You are now in a defensive stance.
>You search the Ithzir seer.
She had a twisted crystal-tipped staff.
You discard the seer's remaining useless equipment.
She had 462 silvers on her.
You gather the remaining 462 coins.
She had nothing else of value.
An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Basilica Plaza]
Rising swells carry small bits of flotsam along the surface of the lake. You also see a war griffin (flying).
Obvious paths: east, west
>
A war griffin swoops down from high overhead!
A war griffin tries to spear you with its beak!
You dodge just in the nick of time!
>
You are now in an offensive stance.
>
You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +323 with AvD: +32 + d100 roll: +93 = +318
... and hit for 84 points of damage!
Feint left spins the war griffin around!
Jagged slash to lower back.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
A war griffin tries to bite you!
AS: +435 vs DS: +331 with AvD: +25 + d100 roll: +80 = +209
... and hits for 17 points of damage!
Minor puncture to the abdomen.
>
An Ithzir seer fades into view!
An Ithzir seer raises her hand, then slowly lets it descend toward you!
CS: +431 - TD: +364 + CvA: -18 + d100: +5 == +54
Warded off!
>
[Roll result: 131 (open d100: 50) Penalties: 24]
You seize an opening and bring the blunt end of your cleaver down on a war griffin's knee!
The griffin crashes to the ground, clutching its knee!
Roundtime: 5 sec.
>
An Ithzir seer closes her eyes and bows her head slightly.
>
You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +273 with AvD: +32 + d100 roll: +80 = +355
... and hit for 109 points of damage!
Horrible slash to the war griffin's head! Brain matter goes flying!
Looks like it never felt a thing.
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You begin to lose touch with your internal sources of strength.
>
...wait 3 seconds.
>
An Ithzir seer suddenly opens her eyes and stares directly at you!
The ground around you seems to shake violently, making it hard to stand.
Suddenly, the ground seems steadier.
>
You search the war griffin.
It had a clear glimaerstone on it!
It had nothing else of value.
The war griffin decays into a pile of feathers and fur.
>
You focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>
You swing a butcher's cleaver at an Ithzir seer!
AS: +516 vs DS: +369 with AvD: +31 + d100 roll: +33 = +211
... and hit for 63 points of damage!
Mighty swing separates head from shoulders.
The Ithzir seer sneers, "Urok vas derop tal kalissar kamath," then collapses.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
An Ithzir scout fades into view while striking!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +415 vs DS: +331 with AvD: +36 + d100 roll: +13 = +133
... and hits for 3 points of damage!
Hit glances off your hip.
>
An Ithzir adept fades into view!
An Ithzir adept thrusts both palms toward you!
An Ithzir adept unleashes a bolt of churning air at you!
AS: +379 vs DS: +361 with AvD: +52 + d100 roll: +61 = +131
... and hits for 3 points of damage!
Minor bruise to chest.
>
You are now in a defensive stance.
>
You search the Ithzir seer.
She had a twisted crystal-tipped staff.
You discard the seer's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>
Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
An Ithzir scout carefully surveys her surroundings.
Your injuries hinder your attempts to remain unseen.
The Ithzir scout's blue brow furrows, her strange green eyes narrowed in suspicion.
>
An Ithzir adept raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir adept furrows her blue brow thoughtfully.
>
You are now in an offensive stance.
>
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +415 vs DS: +331 with AvD: +36 + d100 roll: +43 = +163
... and hits for 6 points of damage!
Weak slash to your right arm.
That doesn't even sting.
>
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +415 vs DS: +331 with AvD: +36 + d100 roll: +24 = +144
... and hits for 4 points of damage!
A feeble blow to your right arm!
>An Ithzir adept closes her eyes while incanting an alien phrase.
>
[Old Ta'Faendryl, Basilica Plaza]
A huge pedestal of pinkish-white marble rests at the northwest corner of the plaza. All that remains is a portion of one elfish foot, broken off at the arch, leaving behind only a few surprisingly feminine-looking toes. You also see a war griffin (flying).
Obvious paths: east, south
>
* Snugglepoo is off to a rough start! He just bit the dust!
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
You gracefully avoid the attack!
>
You are now in an offensive stance.
>You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +295 with AvD: +32 + d100 roll: +66 = +319
... and hit for 99 points of damage!
Brain driven into neck by mammoth downswing!
The war griffin crashes to the ground, motionless.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You peer east and see ...
[Old Ta'Faendryl, Basilica Plaza]
Large chunks of the marble slab pavement have broken off along the edge of the plaza and plummeted into the depths of the lake below. You also see an Ithzir scout.
Obvious paths: east, west
>
You are now in a defensive stance.
>
You search the war griffin.
It had an emerald on it!
It had nothing else of value.
The war griffin decays into a pile of feathers and fur.
>put buck in scab
An Ithzir scout makes no sound as she slips in.
>
[Old Ta'Faendryl, Basilica Plaza]
A series of stone benches circles out and around a large oval space to the east. You also see an Ithzir adept.
Obvious paths: north, northeast, south
>
You are now in an offensive stance.
>
[Roll result: 142 (open d100: 36) Bonus: 1]
You seize an opening and bring the blunt end of your cleaver down on an Ithzir adept's knee!
The adept crashes to the ground, clutching its knee!
Roundtime: 5 sec.
>
Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>
You leap from hiding to attack!
You swing a butcher's cleaver at an Ithzir adept!
AS: +516 vs DS: +370 with AvD: +31 + d100 roll: +98 = +275
... and hit for 83 points of damage!
Mighty swing separates head from shoulders.
The Ithzir adept vainly struggles to rise, then goes still.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The silvery luminescence fades from around an Ithzir adept.
The bright luminescence fades from around an Ithzir adept.
The shimmering multicolored sphere fades from around an Ithzir adept.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You are now in a defensive stance.
>You search the Ithzir adept.
She had a twisted crystal-tipped staff.
You discard the adept's remaining useless equipment.
She didn't carry any silver.
She had nothing else of value.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
>
[Old Ta'Faendryl, Market Road]
To the northeast, the dark silhouette of a great and spacious building rises into sight. A few stone steps lead up to a high platform that spreads out to the north. You also see a war griffin (flying), a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, southeast, south
>
A war griffin swoops down from high overhead!
A war griffin tries to spear you with its beak!
AS: +435 vs DS: +559 with AvD: +31 + d100 roll: +2 = -91
A clean miss.
>
You are now in an offensive stance.
>You swing a butcher's cleaver at a war griffin!
AS: +516 vs DS: +323 with AvD: +32 + d100 roll: +13 = +238
... and hit for 52 points of damage!
Internal organs bruised.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You feel at full magical power again.
>
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +331 with AvD: +25 + d100 roll: +91 = +230
... and hits for 13 points of damage!
Awkward slash to your stomach!
Everyone needs another belly button.
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +331 with AvD: +25 + d100 roll: +51 = +190
... and hits for 11 points of damage!
Torn muscle in your right leg!
>
[Roll result: 160 (open d100: 89) Penalties: 34]
You seize an opening and bring the blunt end of your cleaver down on a war griffin's knee!
The griffin crashes to the ground, clutching its knee!
Roundtime: 5 sec.
>
You swing a butcher's cleaver at a war griffin!
AS: +506 vs DS: +273 with AvD: +32 + d100 roll: +6 = +271
... and hit for 71 points of damage!
Solid strike caves the war griffin's skull in, resulting in instant death!
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
The scintillating red light surrounding the cleaver fades some.
Roundtime: 6 sec.
>
You search the war griffin.
It had nothing of interest.
The war griffin decays into a pile of feathers and fur.
StrayRogue
06-27-2006, 01:50 AM
God that OHE damage sucks. I'm gonna tear that place up when I get there.
You are still stunned.
>inc 140
>You are still stunned.
>
inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
You are still stunned.
>inc 140
I love when panic kicks in.
I though you were doomed, AD.
I gotta ask, doesn't ''cman+amb eye/head/neck'' in its various forms get boring?
VorpalBlade
06-27-2006, 08:23 AM
Noone disputes the power of hiding/ambushing. But most warriors are not situated for this strategy (rogues get far better TP costs on this.) What warriors want (and should be good at) is hunting from open (like how most people envision a warrior). But, here, I'm only in my 50's currently in terms of my level. So I would like to ask the opinion of other warriors or whoever. How can a warrior hunt as effectively (in open) as a hiding/ambushing rogue?... the answer is you can't. Thus, in order to be effective warriors need to adopt another profession's hunting style. This is what drives my mad, yes you can viablly hunt in the open but as effectively as another profession, not by a long shot.
Isn't feint/tackle + open ambush head, nearly as effective as hide + ambush head?
Bombadil
06-27-2006, 08:40 AM
"Isn't feint/tackle + open ambush head, nearly as effective as hide + ambush head?"
The simple answer is no. Feint both rogues and warriors get, but it's really used on CS casting mobs, so they don't kill squares (due to their incredibly low TD). Tackle is hideously useless especially since warriors get bullrush (which is far far better). So say, a bullrush and then open strike to head is yes useful but you get the added protection of hiding and it's a bit faster (a margin of 3 seconds bullrush RT =5 (minus) hiding RT = 2 seconds). Also the RT for hiding is negated because critters can't attack a hidden person. So really the effective RT difference is 5 seconds. 5 seconds of extra RT is huge.
Finally, Rogues get knockdown manuevers too so basically they can knockdown AND hide and then ambush. Really, nothing short of 720 or the like can own up to the hide/ambush tactic, it's just nuts.
Bombadil
06-27-2006, 08:42 AM
By the way I was wondering how much higher a warrior's AS is to a rogues (self generated of course). This may put "some" balance to the open ambush and hide/ambush. If the AS difference is by a margin of say 30 or so?
StrayRogue
06-27-2006, 09:04 AM
So say, a bullrush and then open strike to head is yes useful but you get the added protection of hiding and it's a bit faster (a margin of 3 seconds bullrush RT =5 (minus) hiding RT = 2 seconds). Also the RT for hiding is negated because critters can't attack a hidden person. So really the effective RT difference is 5 seconds. 5 seconds of extra RT is huge.
Finally, Rogues get knockdown manuevers too so basically they can knockdown AND hide and then ambush. Really, nothing short of 720 or the like can own up to the hide/ambush tactic, it's just nuts.
You seriously need to play a rogue. Jesus Christ...the perhaps you might have a leg to stand on when it comes to talking about game mechanics, and the difference between the professions.
You are saying all warriors bullrush, all squares attack square mobs - horseshit. Yeah we get knockdown maneuvers, all of which take at least 5 seconds of hard RT and at least 15 stamina. "The rt is negated because the critter blah blah blah" what if we fail in a hide? In those 3 (or 2) seconds, a warrior can be do as much as we can in order to set a critter up for an easy kill.
VorpalBlade
06-27-2006, 09:06 AM
It's not that I can't hunt pyros, it's the fact that I can't hunt them as effectively as other professions (or most any other critters). This is the problem.
StrayRogue
06-27-2006, 09:14 AM
It's not that I can't hunt pyros, it's the fact that I can't hunt them as effectively as other professions (or most any other critters). This is the problem.
Are you mental? Can a generic sorcerer hunt constructs like your warrior in OTF? No.
Can my level 30 wizard hunt soul golems like a voln fu ranger of the same level? No.
Can a boneshattering empath hunt banshee's, like a sorcerer using 702? No.
Can a none-ambushing, none-aiming rogue hunt sents like a warrior? No.
So let me get this straight, as warrior you want to be able to hunt every creature easily? Is GS not easy enough already for you? FFS, the game is built with different challenges for different people. What you want seems to be the same critters over and over, just so you can hunt them effectively. There is a broad range of monsters over the 1-100 gap that are easy for some people and professions, and difficult for others. It's called variety. Trust me, if you find pyro's hard, I'm sure theres something out there you'll find easy compared to a sorcerer of the same level.
StrayRogue
06-27-2006, 09:15 AM
It's not that I can't hunt... (or most any other critters). This is the problem.
Yes, this is the problem. Your tactics or training need work if you fail to hunt anything.
zhelas
06-27-2006, 09:50 AM
Some sorcerers need to use 720 or focused maelstrom on same level creatures. This is due to the high TDs against sorcerer spells. Most sorcerers either underhunt or hunt 0 to 5 trains higher than their current level. They also spend a lot of silvers getting those orbs which add 10 temporary points to their CS.
As for mana 720 costs me 14 mana per successful cast otherwise it is 20, this is with 1x in both elemental and spiritual mana control. Sometimes it takes me 3 to 4 casts to kill a creature, this is with 2x in spell aim, only to have it explode and suck all the loot into the void. At 59 trains with 189 mana 720 will drain it quickly.
720 is also not safe to use in some areas. Example the lava flows will quickly kill a sorcerer and all in their party.
This is not a whine. I have accepted the fact that in some areas I will not be able to hunt. As a result, I either change my tactics or I move to a different creature.
Peace
Stretch
06-27-2006, 09:54 AM
I'd be willing to wager that a good number of rogues don't 2x CM like I do. It's pretty expensive (8/8 for that second rank), for which I'm giving up a bunch of tertiary/support skills I COULD get.
The theoretical AS difference between a rogue and a warrior is what, 25? 10 from weapon bonding and 15 from a warcry. Frankly, if AS is your problem as a square then your training sucks. I can one-shot kill most things I hunt from the open (save for the occasional adept with the 500 DS in offensive) if I wanted. Griffins I DO ambush from the open most of the time. Other things, you can knock down and when they jump up they're in offensive.
The inherent problem with hide/ambush: it's only good for one thing at a time. If I ambush something, and another fades in the room, I'm a sitting duck for 4-6 seconds. Or if I miss. Then I'm stuck out in the open with slightly less redux (only 1x PF'd) and in lighter armor.
Stretch
06-27-2006, 10:06 AM
Open ambush hunting. It's fine. I didn't bother to wait for the casters here (seers and adepts) to attack or anything, nor did I use any maneuvers on them (I did on the last griffin).
>You swing a double-bladed logging axe at an Ithzir janissary!
AS: +516 vs DS: +254 with AvD: +29 + d100 roll: +63 = +354
... and hit for 86 points of damage!
Solid strike caves the Ithzir janissary's skull in, resulting in instant death!
The Ithzir janissary falls to the ground in a crumpled heap.
Roundtime: 6 sec.
>
[Old Ta'Faendryl, West Market]
A recessed alcove built into a jog in the city walls shelters a bush. The bush clings limpet-like to the wall, its prickly defenses amply sufficient protection against would be intruders to its private space. You also see an Ithzir initiate, a polished steel shield, a spiral-hafted handaxe, a heavy quartz orb, a twisted crystal-tipped staff, a spiral-hafted handaxe and a twisted crystal-tipped staff.
Obvious paths: southeast, northwest
>
You are now in an offensive stance.
>
You swing a double-bladed logging axe at an Ithzir initiate!
AS: +516 vs DS: +325 with AvD: +31 + d100 roll: +4 = +226
... and hit for 58 points of damage!
Quick flick of the wrist!
The Ithzir initiate is slashed across her forehead!
The Ithzir initiate is stunned!
Roundtime: 6 sec.
>
You swing a double-bladed logging axe at an Ithzir initiate!
AS: +516 vs DS: +302 with AvD: +31 + d100 roll: +5 = +250
... and hit for 75 points of damage!
Mighty swing separates head from shoulders.
The Ithzir initiate falls to the ground in a crumpled heap.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
Roundtime: 6 sec.
You are now in an offensive stance.
>
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +385 vs DS: +333 with AvD: +41 + d100 roll: +57 = +150
... and hits for 5 points of damage!
Glancing blow to your back.
That could have been worse.
>
You swing a double-bladed logging axe at an Ithzir janissary!
AS: +516 vs DS: +205 with AvD: +29 + d100 roll: +4 = +344
... and hit for 79 points of damage!
Deep slash to the Ithzir janissary's neck severs an artery!
The Ithzir janissary chokes to death on her own blood.
The Ithzir janissary falls to the ground in a crumpled heap.
Roundtime: 6 sec.
You are now in an offensive stance.
>
You swing a razor-edged black vultite dirk at an Ithzir seer!
AS: +516 vs DS: +368 with AvD: +22 + d100 roll: +72 = +242
... and hit for 53 points of damage!
Amazing shot through the Ithzir seer's nose enters the brain!
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The light blue glow leaves an Ithzir seer.
Roundtime: 4 sec.
>
You swing a razor-edged black vultite dirk at an Ithzir adept!
AS: +516 vs DS: +362 with AvD: +22 + d100 roll: +59 = +235
... and hit for 47 points of damage!
Shot knocks the Ithzir adept's head back by pushing on the inside of the skull!
The Ithzir adept falls to the ground in a crumpled heap.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The bright luminescence fades from around an Ithzir adept.
Roundtime: 4 sec.
>
You see a fairly typical war griffin.
It appears to be in good shape.
It has nothing at this time.
>
A war griffin swoops down from high overhead!
A war griffin tries to spear you with its beak!
AS: +434 vs DS: +583 with AvD: +31 + d100 roll: +91 = -27
A clean miss.
>
You are now targeting a war griffin.
>
You are now in an offensive stance.
>
You swing a double-bladed logging axe at a war griffin!
AS: +516 vs DS: +311 with AvD: +32 + d100 roll: +7 = +244
... and hit for 59 points of damage!
Skull cracks in several places.
Roundtime: 6 sec.
>
You swing a double-bladed logging axe at a war griffin!
AS: +516 vs DS: +204 with AvD: +32 + d100 roll: +98 = +442
... and hit for 132 points of damage!
Powerful slash!
The war griffin's left leg is severed at the knee!
The war griffin screeches loudly in agony!
The war griffin is knocked to the ground!
Roundtime: 6 sec.
>
A war griffin struggles helplessly on the ground.
>
You swing a double-bladed logging axe at a war griffin!
AS: +516 vs DS: +89 with AvD: +32 + d100 roll: +21 = +480
... and hit for 123 points of damage!
Deep slash to the war griffin's neck severs an artery!
The war griffin chokes to death on its own blood.
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
Roundtime: 6 sec.
You focus your mind on the shadows and gird your body for stealth.
>
You sharpen your focus on combat and fortify yourself against distractions.
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
You barely manage to block the attack with your buckler!
>
You are now in an offensive stance.
>
[Roll result: 174 (open d100: 89) Penalties: 17]
You seize an opening and bring the blunt end of your axe down on a war griffin's knee!
The griffin crashes to the ground, clutching its knee!
Roundtime: 5 sec.
>
You begin to lose touch with your internal sources of strength.
>
You swing a double-bladed logging axe at a war griffin!
AS: +496 vs DS: +285 with AvD: +32 + d100 roll: +65 = +308
... and hit for 71 points of damage!
You broke the war griffin's nose!
Roundtime: 6 sec.
>
An Ithzir scout makes no sound as she slips in.
>
You focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>
Please rephrase that command.
>
You swing a double-bladed logging axe at a war griffin!
AS: +516 vs DS: +236 with AvD: +32 + d100 roll: +25 = +337
... and hit for 94 points of damage!
Gruesome slash opens the war griffin's forehead!
Grey matter spills forth!
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
Roundtime: 6 sec.
StrayRogue
06-27-2006, 10:08 AM
God, if if the age restriction wasn't there, I'd be able to hunt those buggers.
Sean of the Thread
06-27-2006, 12:11 PM
Lol.. it looks alot easier than it is.
StrayRogue
06-27-2006, 12:14 PM
I know. I have hunted there. I would get pwned by spells and maneuvers. However I'd easily pwn their meagre DS.
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