Myrrhl ~ Myrak ~ Myriarch ~ Dorkamyr ~ Myrauder
The New WDA-like-thing : DDO Damage Tool
The Path To Enlightenment: learning to heal in stages : Sneaking Tips : Raid Flagging Instructions
That's not fair to blame the rest shrine. The rest shrine simulates the "8 hours of rest" that is required in PnP. The rest shrine just compresses that to 10 seconds for us, because waiting at your keyboard for 8 hours isn't fun.
You know you're raged, you know you're gonna keel over dead, heal up before you sit around for 8 hours.
Heck, we see this scenario in PnP all the time after combat has ended...the Barbarian shoves his way to the front of the 'healing queue' yelling "I got 12 seconds to live, you heal now!!"
Myrrhl ~ Myrak ~ Myriarch ~ Dorkamyr ~ Myrauder
The New WDA-like-thing : DDO Damage Tool
The Path To Enlightenment: learning to heal in stages : Sneaking Tips : Raid Flagging Instructions
Your rage doesn't last eight hours, so it runs out before you get healed, which is why you end up dying. Heal up a little before using the shrine, so when your Con drops back down to normal your hitpoints won't drop below -9.
It's tough to get a good night's sleep while raging anyway.![]()
Some things we are better off not knowing.
Seriously it is an issue. The premise of the benefit due to the health skill is based on these individuals tending to their wounded colleagues while resting. The same should apply to repair skill. My wizard with a high repair skill would be taking out his good old-fashioned Phillip's screwdriver and WD-40 and looking under the hood.
The Old Sage
Masgard Dragonfyre - Wizard
Yoru Doragon - Tanking Rogue
Thorigar Icerender - Fighter
Ronin - Ranger
Percivale of the Grail - Paladin
Aerion Bladesong - Bladesinger
This is why I've always felt that the shrine mechanic should be changed to make it a party use thing with the leader activating it for the whole party. Yes, it makes it impossible to do things like "you shrine first and i'll buff you before i shrine" but that's the point.
It more realistically models the fact that you are resting a long time and time is passing.
It also allows for the introduction of a feat or an enhancement line that would allow an additional use of a given shrine in a quest - simulating that character's skill in scouting out safe zones or establishing a safe perimeter.
More importantly it would emphasize the group mechanic and reduce zerging - well - one could hope anyway.
Haha! Drink a pot you silly Barbs.I suppose you're just roleplaying your INT and WIS dumpstats.
Seriously, if you have +50 HP while raging and are less than 50 HP when you hit the shrine, why wouldn't you heal up a little first? You aren't going to get full HP back from the shrine anyway (looking at about 180 max gain with a fully specced Heal skill), so you'll have to top off afterwards anyway. Drink a pot or 2 beforehand to make sure you don't die when Rage wears off. You'd do it if there was no shrine, so do it when there is one, too.![]()
sure.
conjuration deals primarily in creation and summoning magic. now, it doesn't really get into HOW it can heal creatures, but by eliminating other schools, you can guess.
for example healing is NOT:
transmutation (alteration of matter that is present,
evocation (creation of/thru forces), or
necromancy (manipulation of life/death force)
...all of which COULD be likely candidates. So, what ARE you creating or summoning? Spell descriptions say you are channeling "positive energy" into the target.
"Positive energy" could arguibly be the domain of an evocation spell, but apparently they wanted to say that controlling such a force is beyond normal "man" and they instead must "summon" it. From a god. You could easily say that WF aren't really natural (for many reasons), and have a disconnect from positive energy.
(insert all the promethian applications/romantic aspects to the creation of warforged & man creating life without god here)
In any case though, to repair a wound, you must repair the whole wound. Life based magic could be considered unable to repair the metal/other parts contained in a WF.
~~~~~
necromancy though, destroys living creatures/matter. Period. If you have a life force, negative energy snuffs it out.
To damage a creature you don't need access to every part of the creature: just enough of a viable target to strike. A warforged's living wood parts provide the weakness... the spell doesn't HAVE to hurt the metal/other parts to kill the character.
Last edited by Laith; 08-20-2007 at 11:38 AM.
Myrrhl ~ Myrak ~ Myriarch ~ Dorkamyr ~ Myrauder
The New WDA-like-thing : DDO Damage Tool
The Path To Enlightenment: learning to heal in stages : Sneaking Tips : Raid Flagging Instructions
... this is more understandable?
More complete an answer, to be sure.
More understandable is more like...
Put a band-aid on a cut.
Put a band-aid on a broken toaster. <-- less effective
Take a hammer to a toaster.
Take a hammer to a person. <-- not less effective.
And a corralary:
Put bread in a toaster. You get toast!
Put bread in a person. You get ****![]()
There was a girl warforged named Cleaver.
Every man that she loved would soon leave her.
They all left so fast / as they couldn't get past
the fact that she has a Brass Beaver
haha, well he wanted me to "explain the difference" as well as be "understandable"
my first post said that they were different schools of magic, thus they effect WF differently. I suppose in creating a response, I got a little... into it.
response should have been:
Some parts of a WF are not living, thus not a viable target for Healing magic. These parts can get damaged too.
Enough of a WF is living matter to provide a viable target for negative energy damage. You don't need to completely obliterate a target to kill it... though it adds to the satisfaction. Negative energy spells presumably "ignore" the non-living parts and focus on the living wood.
thank you for augmenting my response by granting his other request though.![]()
Last edited by Laith; 08-20-2007 at 12:11 PM.
Myrrhl ~ Myrak ~ Myriarch ~ Dorkamyr ~ Myrauder
The New WDA-like-thing : DDO Damage Tool
The Path To Enlightenment: learning to heal in stages : Sneaking Tips : Raid Flagging Instructions
Saranae's Visual Reference to Spells and Effects - somewhat out of date
Both Bane and Crushing Despair should indeed be removed on rest, as of a pass we made on effects as part of 4.2.
Edit:
Aha! Found it!
Potentially long-lasting debuff spells like crushing despair, bane, doom, and ray of enfeeblement have been changed so that they are removed by resting at a rest shrine.
Last edited by Eladrin; 08-20-2007 at 02:05 PM.
Heh sometimes its hard to remember to drink potions before you shrine when you still have 100 hitpoints left.. But fine I don't mind dying at rest shrines anyways, all of them have a rez shrine nearby.. Now if u put a rest one withotu a rez nearby... thatd be interesting. And the death penalty doesnt matter to high levels so not a big deal..
But..
How about madstone rage? It lasts 2 minuits.. Yet 8 horus later and some rest, and its still active.
Infact "quick travel" to dungeons which could theorectically take days to perform do not remove madstone rage either..
Would be nice if it was.