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> Chains of lightning upgrade, The standard ability cost/table/name ++
Jan
post May 19 2011, 05:41 PM
Post #21


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Ive played a bolt wizard, Ive played a support crowd control character, I've played a causing priest, I've played a mystic. I really dont believe that casters should be able to maintain the output of damage that a melee type can, at range, for an extended duration. Despite my past whining that they should.

The game is one of heroic interaction. champions strutting forth. when more than one or two players are doing a lot of pointing and shouting the game receeds from immersion into auditory accounting. Casters should occasionally dump their load on a big bad and it should (if well set) go splat and everyone goes "woooo!" and thus they make their difference, or they should cause environmental things to happen which alter the flow of the game.

That said the endemic setting of wave encounters makes the whole thing a bit pointless. If you use power to kill a monster only for it to come back 10 seconds later as the next incarnation, then its power wasted.


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MorZak
post Jul 18 2011, 10:48 AM
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post removed =)
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Alasdair
post Jul 15 2014, 09:53 PM
Post #23


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An OLD post this... but to check - this is the right name for the ability "Spell Mastery - Storm Caller" to effectively remove the 1/10s restriction on stormcaller (40pts, T8)

QUOTE(Rob @ May 18 2011, 01:53 PM) *
I have just found it

T8 40 points - spell mastery storm caller

Rob

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BBB
post Jul 15 2014, 10:35 PM
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QUOTE(Alasdair @ Jul 15 2014, 10:53 PM) *
An OLD post this... but to check - this is the right name for the ability "Spell Mastery - Storm Caller" to effectively remove the 1/10s restriction on stormcaller (40pts, T8)


Yes.

BBB


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