I see no reason why ad-hoc a magic based guild should not be a good tank build (see, Clerics for reference ). They should not be a tank AND super damage build, but I see no reason why it should be worse than a non-magic guild at tanking.
With SoHM, the cast rate is so high with one shield that it messes with me quite severely, not to mention throwing off my triggers (which with some effort I can get around, though I have found myself sitting there not casting anything a few times). I don't however, go counting the percentage of times it makes me fail. I have had to wind whisper four times once to talk to someone wearing one shield. That was super annoying.
I also don't see why a magic user ad hoc shouldn't use shields. Realistically two does seem excessive.
But it comes back to that realism aspect. At what point do we do what we have always done- disregard realism for sake of ease of use within a pre-defined system? It never bothered me. Did it bother anyone else?? Such things are a given in any mechanics driven game.
Instead, the spirit of Genesis has always focused on realism in roleplay, not in gear or bare mechanics. I'm not sure attempting to drive at mechanics realism adds value to the donut unless the result is utterly bizarre or imbalanced.
As it stands its thrown off-balance at least two guilds that I have seen attested to. I can only speak to my experience, but the difference between dual wielding shields and not dual wielding shields is -apparently- compared to the post adjustment experiences the only thing that is allowing a -legend-level-defense-based-caster- to tank GONT for stink's sake.
It -feels- like stoneskin was nerfed.
I probably could do it with top-notch gear still, or an optimal layman.
SoHM tanks, unless they are huge, cannot solo things by themselves. At least I sure can't/couldn't.
Change to spellcasting and shieldwearing
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: Change to spellcasting and shieldwearing
Last edited by Snedecor on 23 Sep 2017 07:15, edited 1 time in total.
Re: Change to spellcasting and shieldwearing
I also rather like that the Morguls are OP . Adds to the fun of the big bad evil people.
Re: Change to spellcasting and shieldwearing
Snedecor wrote:I also rather like that the Morguls are OP . Adds to the fun of the big bad evil people.
Yeah well.
The Morgul's aren't really OP..
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.
If you ask for my opinion here, you will get MY opinion, not that of my character.
Re: Change to spellcasting and shieldwearing
Not since the balancing and they are only really good against non resisted targets so yea... not that OP anymoreAmberlee wrote:Snedecor wrote:I also rather like that the Morguls are OP . Adds to the fun of the big bad evil people.
Yeah well.
The Morgul's aren't really OP..
Re: Change to spellcasting and shieldwearing
Its fairly simple to make #MATH triggers in cmud that calculate percentages. Before the change, I could guarantee 4-5% failure rate of spells. Very livable, >30% is not. I would be more than willing to speak offline and provide any combat logs, Arman.
Thanks for being open to feedback.
Thanks for being open to feedback.
Re: Change to spellcasting and shieldwearing
Yep. If you set your MATH triggers now to calculate you'll find that it should be around 4% for one shield... it may not have been the case earlier in the week, but that was because spells hadn't been updated when the default was set at a higher fail rate. They have now, but happy to take this offline if you are finding the failrate is higher than that.Etanukar wrote:Its fairly simple to make #MATH triggers in cmud that calculate percentages. Before the change, I could guarantee 4-5% failure rate of spells. Very livable, >30% is not. I would be more than willing to speak offline and provide any combat logs, Arman.
Thanks for being open to feedback.
Re: Change to spellcasting and shieldwearing
Ok, so magic guild+monk is off the table.
I can live with that.
I can live with that.
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/