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Messages - Shotgun81

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Player Feedback and Suggestions / Re: New Mage Idea: The Bard
« on: August 22, 2015, 01:36:16 PM »
To your first question. Mind for the mind altering effects of the songs he plays. ( I see these as having beneficial effects as opposed to the siren who would have mostly negative ones. Similar to how both beast master and warlock can be enchantment heavy but the targets and effects are opposed).
 I put arcane as secondary for 2 reasons. First to have anot her arcane trained mage. Second it (to me) represents the lore and learning aspect of the bard. I had also thought about his secondary being the wind school(sound being expressed in air), but with arcane I was able to have the triple cost for all elemental magic that made sense and balanced him out.

I posted it here in the suggestion board because that is what it is. I would like to see this ( or a bard of their own design) made. One, I think the flavor of it is absolutely awesome and two, I have a friend that I could get into the game by the draw of the barday alone. (He does currently play, but none of the current makes appeal to him)

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Player Feedback and Suggestions / Re: New Mage Idea: The Bard
« on: August 22, 2015, 01:48:55 AM »
Ok. I did some adjustments. I beefed up the Biggest fan a little. I want power chord to be close to on par with  arcane zap. This version of it I would classify as strictly weaker, due to the amount of things immune to psychic. I would rather it do force damage, and be etherial, but if I did that I would drop it back to only 2 dice of damage. Its also still twice as expensive as Arcane zap so I don't feel it puts it out of line with the original intent.

The Bard
Spellbook points: 120
Health: 34
Armor: 0
Channeling: 10
Training: Mind and Arcane. Must spend triple for all elemental spells (earth,fire,wind,water)
Abilities:
Biggest fan: When a friendly non-Legendary human, dwarf or elf creature comes into play you can pay additional mana equal to it's level to make it your Biggest fan. It gains armor +2, range +1, melee +1 and when it ends it's action in the same zone as the Bard it gains a guard marker.
Power chord: 2 mana cost range 0-1 mind attack. psychic damage 3 dice of damage. Critical. Counts as a quick spell. Can only be cast once per turn.
Basic Melee Attack: quick action 2 dice.

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Player Feedback and Suggestions / New Mage Idea: The Bard
« on: August 21, 2015, 03:05:48 AM »
So I have been thinking about this one for a while and I present to you: The Bard

The Bard
Spellbook points: 120
Health: 34
Armor: 0
Channeling: 10
Training: Mind and Arcane. Must spend triple for all elemental spells (earth,fire,wind,water)
Abilities:
Biggest fan: When a friendly non-Legendary human, dwarf or elf creature comes into play you can pay additional mana equal to it's level to make it your Biggest fan. It gains armor +2 and when it ends it's action in the same zone as the Bard it gains a guard marker.
Power chord: 1 mana cost range 1-2 mind attack. 2 dice of damage. Etherial. counts as a quick spell. Can only be cast once per turn.
Basic Melee Attack: quick action 3 dice.

Any feedback would be appreciated. I had an idea for a spawn point that was a tavern. I also would like to see more mental creatures. And maybe a confusion spell or something similar.

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Good to know! Thanks for the quick reply.

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  I played against Tox at that event. It was a lot of fun and I have to say I was extremely impressed with Acadamy. It really does seem like the perfect introduction for new players into the Mage Wars world.
  That being said I do have one question. When I played Tox he was pretty clear that the rules had changed to where +melee or similar applied to all hits not just the first one. He said it applied to Acadamy and Arena. This has left me a little confused. Can I get a definite answer one way or the other?

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