Wild Mages

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Oshido
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Re: Wild Mages

Post by Oshido » Mon Jun 19, 2017 1:04 pm

Wishful thinking I know but I figured with epic cast levels, esf conjuration and the rarity of the monolith it would be on par with Dragon knight...or better for the investment.
:evil:

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Wytchee
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Re: Wild Mages

Post by Wytchee » Mon Jun 19, 2017 10:48 pm

Oshido wrote:Wishful thinking I know but I figured with epic cast levels, esf conjuration and the rarity of the monolith it would be on par with Dragon knight...or better for the investment.
Nope. After your Ancient Elemental scales to a certain point it's really no use bothering with the monolith unless you want the AOE from the fire elemental or something.

They also only last turns/level (30 minutes max), which isn't a safe bet especially if you're soloing.

ActionReplay if you're looking into this I suggest making monoliths scale with epic levels in the same way ancients do, and making their duration hours/level (but only when -fated. A lucky surge for a level 7 wild mage shouldn't allow her or him to solo the spires).
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ActionReplay
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Re: Wild Mages

Post by ActionReplay » Tue Jun 20, 2017 6:47 am

Sure I will think of something. I will make it scale properly. As for the duration I could swear I changed it to Hours / 2 Caster Levels ages ago but perhaps I didn't. Anyway have some new surge ideas anyway so I will give a small update within not too long.

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Wytchee
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Re: Wild Mages

Post by Wytchee » Tue Jun 20, 2017 7:39 am

Awesome! I'm so excited!

(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
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Thron
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Re: Wild Mages

Post by Thron » Tue Jun 20, 2017 8:04 am

Wytchee wrote:
(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
ARP is right, its hours /2 CL, but its the default hour time. Ive got a level 28 whos been using all his surges each day and his perfect -fate to study several surges

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Wytchee
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Re: Wild Mages

Post by Wytchee » Tue Jun 20, 2017 8:50 am

Thron wrote:
Wytchee wrote:
(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
ARP is right, its hours /2 CL, but its the default hour time. Ive got a level 28 whos been using all his surges each day and his perfect -fate to study several surges
So 2 minutes (the NWN default) /2CL?

Isn't that the same thing as 1 turn/level?
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Re: Wild Mages

Post by Shadowy Reality » Tue Jun 20, 2017 9:53 am

Aren't hours 6 minutes long in Arelith? That's still 3 times longer than turns with /2CL

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ActionReplay
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Re: Wild Mages

Post by ActionReplay » Tue Jun 20, 2017 12:07 pm

Correct. Hour based calculations are based on Arelith's timescale, meaning 6 minutes/Hour. A lot of Hour based spells use the same behaviour.

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Iceborn
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Re: Wild Mages

Post by Iceborn » Tue Jun 20, 2017 1:26 pm

ActionReplay wrote:... Anyway have some new surge ideas anyway so I will give a small update within not too long.

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susitsu
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Re: Wild Mages

Post by susitsu » Tue Jun 20, 2017 2:56 pm

Wild Mages UNITE

Tbh, I'd dig it if wild mages had a constantly shifting surge list. Just like every once in a while, the list changes vastly.

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Re: Wild Mages

Post by Meliboeus » Tue Jun 20, 2017 3:23 pm

susitsu wrote:Wild Mages UNITE

Tbh, I'd dig it if wild mages had a constantly shifting surge list. Just like every once in a while, the list changes vastly.
+1 (With due acknowledgement that ActionReplay may need time to eat and sleep on occasion)

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Re: Wild Mages

Post by Iceborn » Tue Jun 20, 2017 4:57 pm

Disregard sleep. Script surges.
Misc Changes, with the Feats and Skills sublinks.
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