Chains of lightning upgrade, The standard ability cost/table/name ++ |
Chains of lightning upgrade, The standard ability cost/table/name ++ |
May 18 2011, 12:30 PM
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#1
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Mercenary Group: Members Posts: 1,523 Joined: 5-December 07 Member No.: 208 |
There is a newly published blue wiz ability to upgrade 'Chains of Lightning' (removing the 1/10s restriction). Please would a kind someone let me know that ability name, cost and table?
I've also looked into a 'lightning mage' MC, and was a bit disappointed at the result (cost) - upgrading from "specialisation, lightning bolt" to increase range for lightning glyphs, reduce cost of purchase of all lightning innates (inc published 'advanced' ones), and improving chains of lightning. Are there any 'standard non standard' upgrades out there, that I can consider and maybe build from before I MC? (Other than restarting as a fire mage...) Obviously this is for a blue mage (I've also second coloured silver). All help appreciated! Alasdair |
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May 18 2011, 12:32 PM
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#2
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Legend Group: Members Posts: 4,420 Joined: 23-November 07 Member No.: 115 |
There is a newly published blue wiz ability to upgrade 'Chains of Lightning' (removing the 1/10s restriction). Please would a kind someone let me know that ability name, cost and table? I've also looked into a 'lightning mage' MC, and was a bit disappointed at the result (cost) - upgrading from "specialisation, lightning bolt" to increase range for lightning glyphs, reduce cost of purchase of all lightning innates (inc published 'advanced' ones), and improving chains of lightning. Are there any 'standard non standard' upgrades out there, that I can consider and maybe build from before I MC? (Other than restarting as a fire mage...) Obviously this is for a blue mage (I've also second coloured silver). All help appreciated! Alasdair Alasdair - I have an awesome lightening MC for my druid which would transfer pretty easily. PM me your email and I will send it over. Rob -------------------- |
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May 18 2011, 12:43 PM
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#3
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Group: Posts: 0 Joined: -- Member No.: 0 |
There is a newly published blue wiz ability to upgrade 'Chains of Lightning' (removing the 1/10s restriction). Please would a kind someone let me know that ability name, cost and table? I've also looked into a 'lightning mage' MC, and was a bit disappointed at the result (cost) - upgrading from "specialisation, lightning bolt" to increase range for lightning glyphs, reduce cost of purchase of all lightning innates (inc published 'advanced' ones), and improving chains of lightning. Are there any 'standard non standard' upgrades out there, that I can consider and maybe build from before I MC? (Other than restarting as a fire mage...) Obviously this is for a blue mage (I've also second coloured silver). All help appreciated! Alasdair Spell mastery: Stormcaller. IIRC T:10, 50ish points. Might be T:9 - there's a spell mastery for each handbook colour. I've got an upgrade passed Temper Tantrum, 80pts 1/day, allows me to cast Stormcaller as lightning bolts, but it doesn't stack with the spell mastery above. Lucy |
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May 18 2011, 12:53 PM
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#4
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Legend Group: Members Posts: 4,420 Joined: 23-November 07 Member No.: 115 |
Spell mastery: Stormcaller. IIRC T:10, 50ish points. Might be T:9 - there's a spell mastery for each handbook colour. I've got an upgrade passed Temper Tantrum, 80pts 1/day, allows me to cast Stormcaller as lightning bolts, but it doesn't stack with the spell mastery above. Lucy I have just found it T8 40 points - spell mastery storm caller Rob -------------------- |
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May 18 2011, 01:33 PM
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#5
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Legend Group: Members Posts: 5,155 Joined: 28-March 08 From: Ottershaw Member No.: 446 |
1. From 4 innate stormblasts - these return at 1 per 10 mins - 60
2. From 4 innate thunderclaps - these return at 1 per 30 mins - 80 3. From 4 innate lightening bolts - these return at 1 per hour - 100 4. Double range on all "strom" spells - 100 5. 1/day lightening bolt at will, 1 TBLP per bolt, 1 target only, 1 min duration (might have been 30 secs) - 150 6. Immunity to disbeneficial storm powers - 150 640 points For a faerie blue / brown high wizard (which is where I got the innates from) Double ranges is awesome, the returning innates work out at 34 mana an hour which is also pretty good David |
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May 18 2011, 04:20 PM
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#6
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Bridgewarden Group: Members Posts: 3,789 Joined: 13-December 07 Member No.: 238 |
David,
Thats an incredibly good MC, the returning power ability puts my 150pts 1MP/hour moded by meditation rates to complete shame! The 60pts for 6 Stormblasts an hour is absolutely fantastic! What other prerequistes did you have to get it passed? -------------------- Jan McManus
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May 18 2011, 04:22 PM
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#7
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Group: Posts: 0 Joined: -- Member No.: 0 |
I'll point out that it was passed by Bruno and I said if David ever played the character I would x@##x it, he has since respawned it.
MCC |
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May 18 2011, 05:02 PM
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#8
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Legend Group: Members Posts: 5,155 Joined: 28-March 08 From: Ottershaw Member No.: 446 |
I'll point out that it was passed by Bruno and I said if David ever played the character I would x@##x it, he has since respawned it. MCC To be fair I did play a number of times after you became GSM but basically got bored with the character (mainly due to the 600 mana and 400 mana in innates that came back very quickly...) Prerequisites that I can think of... 1. Ley Member of Elbereth 2. Do a lot of Elbereth adventures (This is mainly a joke*) Other reasons to respwan included - med in 15 second blocks, only FX by magic (took my MR slot - 275 points, from my only be killed by magic from rebirth), retro-active gaseous forms and blinks, snap casts, cast even when dead, uber dancing sword abilities (wield while in earthmeld...), know every location on all planes for plane shift and teleport, danger sense of shifting, mass magical word of recall on allies and many more Reasons not to rebirth - blink eyeballs... hmmm... David * but true! |
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May 19 2011, 09:12 AM
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#9
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Mercenary Group: Members Posts: 1,523 Joined: 5-December 07 Member No.: 208 |
Thanks all!
Not sure I aspire to the 1000 mana of Su, but grateful to all for the thoughts. Particularly like the 1/d upgrade of stormcaller to lightning bolts. 40pts T8 for spell mastery storm caller it is... I'll finish current MC then see where I can take this. Alasdair |
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May 19 2011, 09:19 AM
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#10
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Heldsman Group: Members Posts: 797 Joined: 20-September 07 From: bexley Member No.: 6 |
1. From 4 innate stormblasts - these return at 1 per 10 mins - 60 2. From 4 innate thunderclaps - these return at 1 per 30 mins - 80 3. From 4 innate lightening bolts - these return at 1 per hour - 100 4. Double range on all "strom" spells - 100 5. 1/day lightening bolt at will, 1 TBLP per bolt, 1 target only, 1 min duration (might have been 30 secs) - 150 6. Immunity to disbeneficial storm powers - 150 640 points For a faerie blue / brown high wizard (which is where I got the innates from) Double ranges is awesome, the returning innates work out at 34 mana an hour which is also pretty good David past performance is no guarantee of the future. Remeber the value of points app can go down as well as up. I am glad the character is respawned... saves me some work with the pen of change... Phil. |
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May 19 2011, 09:48 AM
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#11
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Viper Group: Members Posts: 3,813 Joined: 23-November 07 From: An Ancient Country House Near Pangbourne Member No.: 36 |
1. From 4 innate stormblasts - these return at 1 per 10 mins - 60 2. From 4 innate thunderclaps - these return at 1 per 30 mins - 80 3. From 4 innate lightening bolts - these return at 1 per hour - 100 4. Double range on all "strom" spells - 100 5. 1/day lightening bolt at will, 1 TBLP per bolt, 1 target only, 1 min duration (might have been 30 secs) - 150 6. Immunity to disbeneficial storm powers - 150 640 points For a faerie blue / brown high wizard (which is where I got the innates from) Double ranges is awesome, the returning innates work out at 34 mana an hour which is also pretty good David I'm going to go out on a limb and say that whilst this stuff is really nice I don't actually think it is at all unreasonable for a high points blasting wizard to have. People have rushed to say this is unbalanced compared to what other offensive characters have, but I think this just highlights how characters that use offensive effects suffer compared to those who use self affecting power-ups (so bolting wizards / causing priests / mystics / harm field druids) That lot translates to - 6 stormblasts, 2 thunderclaps, 1 lightning bolt per hour. The thunderclaps will take out a couple of wave monsters by allowing the party warriors to surround them and batter them. The stormblasts and lightning bolts add up to 32 hits - equivalent to killing one or two monsters at most. So he can take out the equivalent of 3-4 wave monsters in an hour without using up power. Hardly that earthshaking. Lightning bolt @ will for 1 minute - compare that to having stormcaller and the upgrade - works out as about equivalent to 1 innate stormcaller. Julian -------------------- Embrace your inner munchkin
email jmw451 @ gmail.com if you want to reach me reliably |
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May 19 2011, 10:06 AM
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#12
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Deity Group: Members Posts: 12,464 Joined: 10-November 07 Member No.: 25 |
I'm going to go out on a limb and say that whilst this stuff is really nice I don't actually think it is at all unreasonable for a high points blasting wizard to have. People have rushed to say this is unbalanced compared to what other offensive characters have, but I think this just highlights how characters that use offensive effects suffer compared to those who use self affecting power-ups (so bolting wizards / causing priests / mystics / harm field druids) That lot translates to - 6 stormblasts, 2 thunderclaps, 1 lightning bolt per hour. The thunderclaps will take out a couple of wave monsters by allowing the party warriors to surround them and batter them. The stormblasts and lightning bolts add up to 32 hits - equivalent to killing one or two monsters at most. So he can take out the equivalent of 3-4 wave monsters in an hour without using up power. Hardly that earthshaking. Lightning bolt @ will for 1 minute - compare that to having stormcaller and the upgrade - works out as about equivalent to 1 innate stormcaller. Julian Having monstered a myths when David played said character I'm going to have to generally agree. Basically every once in a while he got to blow something up effectively but really I don't think it was ever a problem. I'll also go out on a limb annd say that its easier to monster fairly for than for say someone able to cast a lesser offensive spell at will just for counting hits whilst being struck. BBB -------------------- Grey's Law: Any sufficiently advanced incompetence is indistinguishable from malice...
PS, Yes, I know my PM Box is full. Email me instead... (Which you can do through the forums email) |
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May 19 2011, 11:19 AM
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#13
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Avatar Group: Members Posts: 6,600 Joined: 23-November 07 Member No.: 111 |
Adding my agreement to the throng. I think generally it's about right, and blasty type stuff is mostly over-costed compared to the actual bang you get for your buck; mostly noted by the dullest damaging spells (chains of fire, etc.) are by the far the most used and most effective. This is basically a little sad.
Huw |
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May 19 2011, 12:37 PM
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#14
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Mercenary Group: Members Posts: 1,523 Joined: 5-December 07 Member No.: 208 |
Adding my agreement to the throng. I think generally it's about right, and blasty type stuff is mostly over-costed compared to the actual bang you get for your buck; mostly noted by the dullest damaging spells (chains of fire, etc.) are by the far the most used and most effective. This is basically a little sad. Huw So, as Huw is reffing the June 4d I plan to play my blue wiz on, I'm wondering whether to spend the points instead on MC warrior and doing quad.... If you want to be tough, have an O-wpn and shield, buy life and resistances and get a mantic weapon. But if you want to roleplay... Thanks all! |
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May 19 2011, 12:51 PM
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#15
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Deity Group: Members Posts: 12,464 Joined: 10-November 07 Member No.: 25 |
So, as Huw is reffing the June 4d I plan to play my blue wiz on, I'm wondering whether to spend the points instead on MC warrior and doing quad.... If you want to be tough, have an O-wpn and shield, buy life and resistances and get a mantic weapon. But if you want to roleplay... Thanks all! Being an offensive power user has always been a very difficult thing to do well. Its easier to be a support / power-up power user than a directly offensive one. Its just the way the system works. Its very difficult to get an effective balanced caster that can deal with encounters with out being unbalancing. BBB -------------------- Grey's Law: Any sufficiently advanced incompetence is indistinguishable from malice...
PS, Yes, I know my PM Box is full. Email me instead... (Which you can do through the forums email) |
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May 19 2011, 01:11 PM
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#16
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Legend Group: Members Posts: 5,155 Joined: 28-March 08 From: Ottershaw Member No.: 446 |
I'm going to go out on a limb and say that whilst this stuff is really nice I don't actually think it is at all unreasonable for a high points blasting wizard to have. People have rushed to say this is unbalanced compared to what other offensive characters have, but I think this just highlights how characters that use offensive effects suffer compared to those who use self affecting power-ups (so bolting wizards / causing priests / mystics / harm field druids) That lot translates to - 6 stormblasts, 2 thunderclaps, 1 lightning bolt per hour. The thunderclaps will take out a couple of wave monsters by allowing the party warriors to surround them and batter them. The stormblasts and lightning bolts add up to 32 hits - equivalent to killing one or two monsters at most. So he can take out the equivalent of 3-4 wave monsters in an hour without using up power. Hardly that earthshaking. Lightning bolt @ will for 1 minute - compare that to having stormcaller and the upgrade - works out as about equivalent to 1 innate stormcaller. Julian Yer - what Julian said! Actually a really well written email that I hope Phil takes on board when looking at the points cost of things. David |
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May 19 2011, 01:19 PM
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#17
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Viper Group: Members Posts: 3,813 Joined: 23-November 07 From: An Ancient Country House Near Pangbourne Member No.: 36 |
Adding my agreement to the throng. I think generally it's about right, and blasty type stuff is mostly over-costed compared to the actual bang you get for your buck; mostly noted by the dullest damaging spells (chains of fire, etc.) are by the far the most used and most effective. This is basically a little sad. Huw Note that chains of fire is basically a power-up spell. Julian -------------------- Embrace your inner munchkin
email jmw451 @ gmail.com if you want to reach me reliably |
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May 19 2011, 01:20 PM
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#18
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Legend Group: Members Posts: 4,420 Joined: 23-November 07 Member No.: 115 |
Yer - what Julian said! Actually a really well written email that I hope Phil takes on board when looking at the points cost of things. David I agree Warriors do (at least) quad all day... Rob -------------------- |
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May 19 2011, 01:26 PM
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#19
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Hero Group: Members Posts: 2,437 Joined: 25-November 07 Member No.: 142 |
Well i am playing an offensive priest on the 4 day lets see how it goes, when i have to make power last a lot longer.
miles -------------------- The game is not always about balance
Apply rule 7 and don't overthink it. |
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May 19 2011, 04:39 PM
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#20
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Mercenary Group: Members Posts: 1,523 Joined: 5-December 07 Member No.: 208 |
I did a Myths once with a major sphere Force pure priest... Spirit Bolt / Bolt / Bolt / Bolt was very limiting, until everyone got in on the act and supported him... with the equivalent of the "warriors doing heroic blows" roleplay... monsters taking visible effect, and a Myths item that built around this with 'even bigger' and 'even even bigger' bolt effects.
That'd never happen on a shorter dungeon, unless with a closed group. Happy times. |
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