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samagee
10-31-2007, 11:28 AM
Hello,

I just wanted to throw out that we really need wall of force as a spell and transdimensional spell as a feat! I think just mentioning those two go along way in speaking for themselves, but I will elaborate a bit.

The wall of force for castors to keep things off of them and funneled is a must. Just look at how hard the giant skeletons hit in madstone crater.

The transdimensional spell would help us to do something against these undead that you have decided to make immune to firewalls. We don't always swing a weapon, so ghost touch isn't in our inventory at times.

Thank you.

Dane_McArdy
10-31-2007, 11:33 AM
You mean the one set of mobs in one quest that are immune to firewall.

Which I have yet to see cause a party to wipe because of.

GuitarHero
10-31-2007, 11:34 AM
i'd like to see energy substitution as a feat.... just sayin', ya know?

vtecfiend99
10-31-2007, 11:48 AM
You mean the one set of mobs in one quest that are immune to firewall.

Which I have yet to see cause a party to wipe because of.

:rolleyes:

tharveysinjin
10-31-2007, 11:49 AM
You mean the one set of mobs in one quest that are immune to firewall.

Which I have yet to see cause a party to wipe because of.

I don't think he was trying to say that transdimensional spell is needed to prevent party wipes. I think he was indicating that arcane casters, who typically don't melee, would like something that would allow them to hit more consistently with spells, other than just magic missile.

Transdimensional spell is a perfectly legitimate feat, and his request to add it to the game is a legitimate request.

Why you consistently badger posters who make these kinds of requests in beyond me, but you are really beginning to bore me.

Laith
10-31-2007, 11:53 AM
Transdimensional spell is a perfectly legitimate feat, and his request to add it to the game is a legitimate request.
doesn't transdimensional spell just make it so that spells get to ignore the 50%chance for corporeal damage sources (weapons, magic) to miss due to incorporeality?

this miss chance doesn't exist in DDO for magic, only for physical attacks. when incorporeal creatures "phase out", it is something entirely different, and transdimensional spell wouldn't help. it definately wouldn't help against certain creatures with particular immunities.


Transdimensional Spell [Metamagic]

You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the area affected.

Benefit: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area affected. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole.

You must be able to perceive a creature to specifically target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

A transdimensional spell uses up a spell slot one level higher than the spell's actual level.

Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.

MysticTheurge
10-31-2007, 12:01 PM
doesn't transdimensional spell just make it so that spells get to ignore the 50%chance for corporeal damage sources (weapons, magic) to miss due to incorporeality?

I don't think we have miss chance for spells. But I could be wrong.

Transdimensional spell allows you to cast spells into other dimensions. It's mostly useful for fighting ghosts, phase spiders and other things that can readily pass from Prime to the Ethereal/Astral/Shadow Plane during combat.

Incorporeal creatures such as Shadows, Wraiths, Specters and their ilk do not go to other dimensions and are thus largely unaffected by Transdimensional spell. You do ignore the miss chance, but again I don't think that's implemented in DDO. More specifically, the thing people would want it to do (Hit things while they're "phased out") it wouldn't do since during that time (when your target is "in the floor") you don't have line of effect to it.

And Wall of Force is probably never going to be added since it'd could be far too game breaking. However, spells like Forcecage and Otiluke's Resilient Sphere probably wouldn't be.

llevenbaxx
10-31-2007, 01:27 PM
I

Incorporeal creatures such as Shadows, Wraiths, Specters and their ilk do not go to other dimensions and are thus largely unaffected by Transdimensional spell. You do ignore the miss chance, but again I don't think that's implemented in DDO. More specifically, the thing people would want it to do (Hit things while they're "phased out") it wouldn't do since during that time (when your target is "in the floor") you don't have line of effect to it.

.

The listing of the spell specifically says it affects incorporeals too. The book even shows a spectre/ghost caught in a transdimentional web spell. Would be a huge benefit in this game if they could figure out a way to impliment it imo.

Oran_Lathor
10-31-2007, 01:35 PM
WRT wall of force: I've considered posting about implementing this spell a couple of times but never got around to it. If it were coded as an impassable barrier of a set duration, yeah, like MT said, it would probably be a game breaker. My idea for its use, or the use of like spells (wall of stone, & co.) would be to make them physical objects that are immpassable, but are 'destructable' as per the totems in Splinter skull, or the last part of Co6. So, you cast the spell, nothing can get by it, but they can smash through it in time, particularly in numbers. This, of course, will be more viable when the AI uprgrades are completed and mobs are able to switch targets (more reliably) when they are blocked from whoever they're agroed on. For instance, if such a spell were put in game now, a caster could cast a Wall of fire, then a wall of Stone/force and cook everything without fail. But once mobs can opt to smash down the stone wall instead of inneffectually agroing the mage, I think these would be cool spells to have.

My 2 cents

Ghoste
10-31-2007, 01:58 PM
The listing of the spell specifically says it affects incorporeals too. The book even shows a spectre/ghost caught in a transdimentional web spell. Would be a huge benefit in this game if they could figure out a way to impliment it imo.
Read his post again. For the most part, spells in DDO don'thave the 50% miss chance that they do in PnP, making this feat something that is basically already in place. The only spell I can think of that it would affect is, like you gave an example of, is web.

The devs have stated that wraiths are not considered "phased out" whenthey disapear, but in the floor. The floor is not another dimension.

Mad_Bombardier
10-31-2007, 02:27 PM
i'd like to see energy substitution as a feat.... just sayin', ya know?Wall of Acid, FTW!

Yaga_Nub
10-31-2007, 02:59 PM
i'd like to see energy substitution as a feat.... just sayin', ya know?

I'd like this even if I had to take the feat for each type of energy seperately.

llevenbaxx
10-31-2007, 03:54 PM
Read his post again. For the most part, spells in DDO don'thave the 50% miss chance that they do in PnP, making this feat something that is basically already in place. The only spell I can think of that it would affect is, like you gave an example of, is web.

The devs have stated that wraiths are not considered "phased out" whenthey disapear, but in the floor. The floor is not another dimension.

Heh, to get them to stop phasing out it might be worth implimenting for just that one spell. Stupid phase out:)

Strakeln
10-31-2007, 05:54 PM
Hmmm.

My guess is this is off topic, but since Dane brought it up in post #2...

I don't care if the devs want to make mobs immune to things. They can do what they want. But it's freakin cheese, any way you look at it.

In other words, the Devs are currently exploiting. For shame.

MysticTheurge
10-31-2007, 06:14 PM
Hmmm.

My guess is this is off topic, but since Dane brought it up in post #2...

I don't care if the devs want to make mobs immune to things. They can do what they want. But it's freakin cheese, any way you look at it.

In other words, the Devs are currently exploiting. For shame.

Until they implement Energy Immunity. Then they're just playing by the rules. ;)

Cordelia
11-01-2007, 01:46 AM
Dang. And I thought this thread was going to be about French beavers. Shame on you for the misrepresentation in the title!

Cowdenicus
11-01-2007, 04:51 AM
Until they implement Energy Immunity. Then they're just playing by the rules. ;)

That will never happen although this cleric prays for it.

GlassCannon
11-01-2007, 04:58 AM
I want to activate a Wish for my sorc. I have specifics for it too.

As for the thread...
http://i4.photobucket.com/albums/y107/CEscobar/Joker/1471_0011.jpg

Castor needs his brother Pollux busted out of jail.

GlassCannon
11-01-2007, 05:08 AM
I want Sorcs to get a 5th slot for every level available due to the expanding repertoire of spells and the need for some of said spells to complete certain quests when lacking certain party member types, or when certain party member's races require your attention moreso than another member's.

wizzy_catt
11-01-2007, 05:49 AM
Wall of Ice: freezes everything touches it does 20d6 damage every 5 seconds a successful reflex save required to free up from freezing wall.

GuitarHero
11-01-2007, 10:05 AM
I'd like this even if I had to take the feat for each type of energy seperately.

actually, IIRC, you do. You would pick, say electricity, and have the option of turning the damage of any elemental spell to electricity. You have to pick it for each element, but not a lot of stuff resists sonic, ya know?

there was another one that allowed positive or negative energy, but that one raised the spell level. can't remember which book that ones in though.

jjflanigan
11-01-2007, 10:36 AM
Until they implement Energy Immunity. Then they're just playing by the rules. ;)

Have you ever considered that all of those beasts with immunities are wearing items that grant them the immunities? And....ummm, the items are tied in with the "life" force of the creature ("unlife" force for somethings) so that when they are destroyed, the item goes away too. They spell based version of it doesn't exist yet, though so we can cast it yet....

Memnir
11-01-2007, 10:49 AM
I'd be happy with a Spell Component bag. I don't expect much more from the Devs these days, and the mechanic is already in the game.

wrinyn
11-01-2007, 12:22 PM
Just curious on the chance of getting Vamp Touch implemented in game. It's one of my favorites but not sure if it would be game breaking. Also, how about the spell that prohibits healing....Can't remember the name..ok back to work quickly...sorry for the incoherence...

binnsr
11-01-2007, 12:35 PM
Have you ever considered that all of those beasts with immunities are wearing items that grant them the immunities? And....ummm, the items are tied in with the "life" force of the creature ("unlife" force for somethings) so that when they are destroyed, the item goes away too. They spell based version of it doesn't exist yet, though so we can cast it yet....
Yeah .. Didn't you read in the StormReach Times about the lost shipment of fire-immunity necklaces down by The Temple of Vol right before it got desecrated? That must be where they all went to!

BUpcott
11-01-2007, 02:17 PM
I want Sorcs to get a 5th slot for every level available due to the expanding repertoire of spells and the need for some of said spells to complete certain quests when lacking certain party member types, or when certain party member's races require your attention moreso than another member's.

So not cool; what would be the point of a wizard if sorcs all had enough spell slots to cover what they would need for everything...

MrCow
11-01-2007, 02:22 PM
I want Sorcs to get a 5th slot for every level available due to the expanding repertoire of spells and the need for some of said spells to complete certain quests when lacking certain party member types, or when certain party member's races require your attention moreso than another member's.

Sorcerers are by design specialists. To demand another spell slot for each level is kinda laughable because it throws one of the balance issues and penalties for being a specialist out of the window.

Now, if you want to talk about sorcerers getting their 5th level 1 slot and 5th level 2 slot like they do in pen and paper, I'm all for that, but that is the limit of a sorcerer getting 5 slots for a spell level.


Didn't you read in the StormReach Times

Sorry, I don't read newspapers. I'm not a paper hugging wizard. :p

By the way, do druids get annoyed at wizards for having paper-made spellbooks?

Alavatar
11-01-2007, 02:27 PM
So not cool; what would be the point of a wizard if sorcs all had enough spell slots to cover what they would need for everything...

Actually, sorcerers are supposed to have five 1st and 2nd level spells according to the Players Handbook. Currently, they only have four of each, max, in DDO.

Honestly, I thought this thread was going to be about how damage spells are currently not doing damage half the time.

BUpcott
11-01-2007, 02:54 PM
Actually, sorcerers are supposed to have five 1st and 2nd level spells according to the Players Handbook. Currently, they only have four of each, max, in DDO.

Honestly, I thought this thread was going to be about how damage spells are currently not doing damage half the time.

This I know but read what GC wanted, 5th slot for all levels so that he can have one more spell for situational purposes. I would think it would be fairly safe to assume he wanted a higher level more powerful spell than say Melf's Acid Arrow.

Alavatar
11-01-2007, 03:01 PM
This I know but read what GC wanted, 5th slot for all levels so that he can have one more spell for situational purposes. I would think it would be fairly safe to assume he wanted a higher level more powerful spell than say Melf's Acid Arrow.

It depends on how you read it. I read it as "every spell level available" meant "make it the same as the PHB". I guess GC just needs to clarify.

Aesop
11-01-2007, 03:03 PM
i'd like to see energy substitution as a feat.... just sayin', ya know?

THAT

WOULD


ROCK



Aesop

Aesop
11-01-2007, 03:09 PM
Wall of Ice: freezes everything touches it does 20d6 damage every 5 seconds a successful reflex save required to free up from freezing wall.

Dang thats a heck of a Frosty Wall cat

Aesop

Aesop
11-01-2007, 03:11 PM
actually, IIRC, you do. You would pick, say electricity, and have the option of turning the damage of any elemental spell to electricity. You have to pick it for each element, but not a lot of stuff resists sonic, ya know?

there was another one that allowed positive or negative energy, but that one raised the spell level. can't remember which book that ones in though.

Just as a Note. Sonic isn't one of the choices Acid Lightning Fire and Ice only I'm afraid. (at least according to the Complete Arcane)


Aesop

GlassCannon
11-01-2007, 11:02 PM
5 spell slots for every level.
Lvl 1 spells... 5 slots.
Lvl 2 spells... 5 slots.
Lvl 3 spells... 5 slots.
etc.

Sometimes my sorc feels a bit nerfed because she doesn't carry this(Blur) or that(Otiluke's Freezing Sphere) and happens to really want to use it at that current point in time(Reconstruction).

I would LOVE the Energy Substitution feat. Can you imagine an acid/lightning sorc tossing an Acid/Lightning Burning Blood? Perhaps a Force sorc tosses a Wall of Force? Maybe a Sonic spec throws a Sonicball... you get the drift.

wizzy_catt
11-01-2007, 11:26 PM
Dang thats a heck of a Frosty Wall cat

Aesop
oh oops i didnt mean 20d6... lol forgot what firewalls base dmg =P

BUpcott
11-01-2007, 11:27 PM
5 spell slots for every level.
Lvl 1 spells... 5 slots.
Lvl 2 spells... 5 slots.
Lvl 3 spells... 5 slots.
etc.

Sometimes my sorc feels a bit nerfed because she doesn't carry this(Blur) or that(Otiluke's Freezing Sphere) and happens to really want to use it at that current point in time(Reconstruction).

Sorry GC like I said before I couldn't support this, sorcs are specialized, 4 slots is more than enough to be effective with most spell selections.

wizzy_catt
11-02-2007, 01:46 AM
5 spell slots for every level.
Lvl 1 spells... 5 slots.
Lvl 2 spells... 5 slots.
Lvl 3 spells... 5 slots.
etc.

Sometimes my sorc feels a bit nerfed because she doesn't carry this(Blur) or that(Otiluke's Freezing Sphere) and happens to really want to use it at that current point in time(Reconstruction).

I would LOVE the Energy Substitution feat. Can you imagine an acid/lightning sorc tossing an Acid/Lightning Burning Blood? Perhaps a Force sorc tosses a Wall of Force? Maybe a Sonic spec throws a Sonicball... you get the drift.
play a wizard then! dont complain when it already specified in the beginning that sorcs have fewer spell selection than wizards. making sorc having 5 spell slots will make the game even more unbalanced.

Aesop
11-02-2007, 08:16 AM
I'm willing to let Sorc's have the 5 slots for the levels they are supposed to have them for... ie level 1 and 2

of course I also would expect about 10 more spells per level to be available

Aesop

Alavatar
11-02-2007, 10:19 AM
5 spell slots for every level.
Lvl 1 spells... 5 slots.
Lvl 2 spells... 5 slots.
Lvl 3 spells... 5 slots.
etc.

Sometimes my sorc feels a bit nerfed because she doesn't carry this(Blur) or that(Otiluke's Freezing Sphere) and happens to really want to use it at that current point in time(Reconstruction).


Yeah... that's not going to happen. We'll be lucky if we get our 5th slot for L1 and L2 spells. Sorcerers cast a lot of spells (higher SP) and cast them faster then any other class. If you are complaining that you don't have X spell then roll a wizard; that's what I am doing. I'll have both a 14 Wizard and a 14 Sorcerer. Giving sorcerers more spell slots for versatility would be stepping on the toes of the wizards (who's primary benefit is spell versatility).

Alavatar
11-02-2007, 11:29 AM
By the way, how does the energy substitution feat work?

I am curious because there are already several spells that mimic others except with different elements (i.e. Fireball, Ball Lightning, and Otiluke's Freezing Sphere) and maybe slightly different damage ceilings.

MysticTheurge
11-02-2007, 11:32 AM
By the way, how does the energy substitution feat work?

I am curious because there are already several spells that mimic others except with different elements (i.e. Fireball, Ball Lightning, and Otiluke's Freezing Sphere) and maybe slightly different damage ceilings.

The DDO version of ball lightning is implemented incorrectly. Ball Lightning should work more like Flame Sphere than Fireball.

But in general, it works just the way you think it does. Yes, it can generate multiple duplicates of certain spells (Cold-Fireball vs. Otiluke's or Fire-Otiluke's vs. Fireball. etc).

Alavatar
11-02-2007, 11:39 AM
Just as a Note. Sonic isn't one of the choices Acid Lightning Fire and Ice only I'm afraid. (at least according to the Complete Arcane)


Aesop

After doing some research (which I should have done prior to asking my previous question. Thanks MT) I found this on the WotC website:

http://www.wizards.com/default.asp?x=dnd/fc/20020609




Energy Substitution [metamagic feat]: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except the type of damage dealt. A substituted spell uses a spell slot of the spell's normal level, modified by any other metamagic feats. Special: You can gain this feat multiple times; each time it applies to a different type of energy.

So, sonic damage is one of the choices. But that post is from 2002, so I don't know if there has been another book that supersedes this "Tome and Blood".

Mad_Bombardier
11-02-2007, 11:43 AM
By the way, how does the energy substitution feat work?

I am curious because there are already several spells that mimic others except with different elements (i.e. Fireball, Ball Lightning, and Otiluke's Freezing Sphere) and maybe slightly different damage ceilings.The damage ceiling is the same, (Caster level)d6 with max 10/15/20. What would change is the level at which you can cast it and the SP cost for casting each one. Eg., Fireball L3 spell, max 10d6. Ball Lightning (implemented as Fireball) L5 spell, max 15d6. Otiluke's L6 spell, max 15d6.

Energy Substitution: Cold would allow you to turn Ball Lightning into a L5 cold ball blast. You'd have the spell 2 caster levels earlier than Otiluke's, but at increased metamagic cost (probably/hopefully cheaper to cast Otiluke's when you got L6 spells). You could also turn L3 Fireball into a cold spell, but it would still cap at 10d6.

MysticTheurge
11-02-2007, 11:50 AM
So, sonic damage is one of the choices. But that post is from 2002, so I don't know if there has been another book that supersedes this "Tome and Blood".

Tome and Blood is 3.0 material.

Complete Arcane, which is 3.5 material, supersedes it.

Mad_Bombardier
11-02-2007, 11:54 AM
Tome and Blood is 3.0 material.

Complete Arcane, which is 3.5 material, supersedes it.Is that where the Divine Feat comes from, as listed on the SRD?

Energy Substitution [Metamagic]
Prerequisites
Any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit
You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell’s normal level.

The altered spell works normally in all respects except the type of damage dealt.

Special
You can gain this feat multiple times. Each time the feat applies to a different type of energy.

Aesop
11-02-2007, 05:03 PM
After doing some research (which I should have done prior to asking my previous question. Thanks MT) I found this on the WotC website:

http://www.wizards.com/default.asp?x=dnd/fc/20020609



So, sonic damage is one of the choices. But that post is from 2002, so I don't know if there has been another book that supersedes this "Tome and Blood".[/LEFT]

Tome of Blood is 3.0 we are operating in 3.5 and the Book of Choice would be Complete Arcane. In Complete Arcane it is only the "4 Western Elements"

Aesop

MysticTheurge
11-02-2007, 05:05 PM
In Complete Arcane it is only the "4 Western Elements"

Fire, Cold, Acid and Electricity are only loosely related (with much shoehorning) to the Four Classical Elements.

Aesop
11-02-2007, 05:33 PM
Fire, Cold, Acid and Electricity are only loosely related (with much shoehorning) to the Four Classical Elements.

They have their corolations... So really C is for Cookie and that's good enogh for me. While it may be loose its what it was meant for. (As far as I can tell)

Aesop

MysticTheurge
11-02-2007, 05:36 PM
They have their corolations... So really C is for Cookie and that's good enogh for me. While it may be loose its what it was meant for. (As far as I can tell)

They're sort of almost loosely related. But people (and by that I mean Game Books) try to make them fit a lot more than they really do. And that's sort of one of my pet peeves. Maybe it's my scientific background, but...

Acid != Earth
Electricity != Air
Cold != Water

Fire is fire, but that's about it.

Aesop
11-02-2007, 10:42 PM
They're sort of almost loosely related. But people (and by that I mean Game Books) try to make them fit a lot more than they really do. And that's sort of one of my pet peeves. Maybe it's my scientific background, but...

Acid != Earth
Electricity != Air
Cold != Water

Fire is fire, but that's about it.

Yeah I agree... but they want something... and this seems to be their answer

Aesop

GlassCannon
11-03-2007, 05:15 AM
Well now, since we're going into ancient wiccan black majicka for Damage Spell Types, why don't we update it a bit?

Time mages are extremely destructive. I'd like to see a Time Spec.: Speed up the heart, slow the blood. Clot, death. Instakill.
Destabilize target entity from the timeline and make it fade out of existence permanently: Instakill.
Slow Musculature: victim takes a -60% to Movement Rate and Attack Speed, effect lasts by duration, and afterward if combat was entered by the target, muscle damage(STR/DEX/CON, all at once), is applied per round of combat with Slowed Musculature(as the rest of the body moved at full speed).
Quicken Electrification: Overunity in the body's innate electrical conductors and ATP utilization systems causes the body to literally electrify itself to the point of death.(Electric Damage and Paralysis for a duration, death at 1/4 or less HP when the spell ends due to internal damage, and a DC Fort vs CON damage per the duration).
Toss: Cantrip. Throw a stone with concentrated time particles embedded. Stone moves at an extremely high rate of time(speed) toward the target. Aim modifier is primary spellcasting stat.

A few examples.

I would also like to see a Meta mage(experimental mathematics that for some eerie reason work perfectly).
Soul Transplant: move control of an entity from one vessel(body) to another(body, pot, barrel, kobold, spider, anvil, etc). Handy for quests where the party can't get through an area without using a monster.
Metaphysical Posession: Enter a target and control it at infinite distance for a set amount of time.
Spirit Rend: Cause irreversible damage to the target's most vital system, resulting in progressive corporeal damage(-1 to all stats, every 20 seconds. No save. On undead, causes instant destabilization, effective instakill)
Create Undead: Classic create undead spell, but can choose bones and structure, and the undead are MUCH more powerful.
Soul Thrust: Uses meta energy to make a ranged attack along the Plane of Dolurrh. Attack ignores armor class. A successful Fort save results in half damage.
Mind Clasp: Like Mind Blast but self-perpetuating. Completely debilitates a target for a duration(much longer than mind blast, target cannot sense the environment - blind, etc -, and is fully paralyzed.)
Total Domination: The Meta Mage's host body goes comatose as the Mage enters the victim body and controls it completely until such time as either the victim body deteriorates, is eradicated(goes below -200% of MaxHP), or the Meta mage decides to 'get out'. The victim body's original entity is displaced and must therefore proceed as if dead. Body is dead when Meta Mage leaves it. Bodies controlled in such a manner are capable of full activity until the Mage leaves, even if by normal satndards "very, very dead". Mage may incur stat damage(only recoverable at a Temple, not a Shrine or Tavern, Death/Res or Restore) if the body is destroyed by a strong force(like a fire spec chaotic sorc with maximize, empower, expand, enlarge, heighten, godly lore, godly potency, firing the most powerful damage spell they have at the body, for example).
a Meta Mage would be a Psionic/Pale Master I would guess.

As for Fire and Ice and whatnot why not some Water? How about some Stone? I'd like to see Stone Spike or Stone Arrow or some such. How about maybe some crazy spells like Oil Spray so the Fire Mage can Napalm everything? Howsabout some Melf's Enchanted Quiver? Maybe some Otiluke's Ice Sculpture(totally useless but very cosmetic)?

Potential... DDO has so much of it.

GlassCannon
11-03-2007, 05:32 AM
I want to see the game designed around the casual gamer, not the Über 133+H4X community. Thus, more sorc spell slots, and more frequent shrines in some of the newer quests. Ghosts of Perdition is Fine. Infernus De La Corrupto or whatever(yay for Wordfilter Bypass) is a bit difficult, and has just barely enough shrines. Fleshmaker is about the same. Just *barely* enough shrines(for a run on a timeframe because Bob at the office is playing on his Lunch Break). Temple of Vol is now insufficient(due mainly to the Shadows and Wheeps).

Casters are coming into their own, but tanks are trying to catch up. I'd like a version of Displacement that is a 75% miss chance and caster lvl 4 or 5(in the 5th slot on my sorc heck yeah), and some buffs we can throw at them that helps them swing their weapons like real people instead of decrepit cripples with damaged muscles(Melee alacrity! Ranged alacrity! As buffs!). Help us help our less charismatic and intelligent(pardon, Rogues, you aren't part of this reference, though the buffs will help you as well;)) partners to keep up with our newfound power.

I ... want... EXPAND!!! My fireball explosions just aren't BIG enough! Enlarge just makes them shoot further... I want to clear an entire room with one shot!... or maybe two but that's situational. I also want to be able to move spells up and down caster levels(mainly up) into different slots, changing the DC and Damage Cap on them. That way DBF and Otiluke's can effectively clear just about any room(with my lovely new toy Expand, of course). I know it's not realistic but hey, I can want can't I?

I also want some CANTRIPS! I rarely ever need to stop and kill something when I am out of mana, as I try to plan running out of mana at very specific spots(Shrines!) as to maximize my effectiveness and efficacy. In such cases I usually.... die:eek:

...And Pollux needs to get out of Jail. Castor Troy is getting irritable.
http://polluxed.trifuerza.com/pics/polluxtroy/gallery/03.gif