jenny_jugs
Adept
Random work thoughts.
Right now, the status if mage PvP here is pretty simple: if you don't have stun, you're at a disadvantage. I, personally, think that stun is a crutch, and that more abilities should be adjusted to be made relevant in mage PvP.
Parrying - with GM parry and meditation, one can cast while holding a shield. (It used to be possible to cast while holding a shield.) While casting a spell, the parry chance is reduced.
- This would make parry an attractive ability.
Arms Lore - the disarm duration with wrestling disarm is increased to 5 seconds.
- This would make wrestling disarm valid against both dexers and parry mages.
Poisoning - deadly poison has a 5 second tick and can only be cured by bandages (GM heal and anat) or magery.
- Not only would this make poisoning a legitimate skill, but it would lessen the dependency on cure pots. Mages would have to actually cast, heal and cure strategically. (Poisoning used to be more effective.)
List of legitimate secondary abilities for mages (after these adjustments):
- Alchemy
- Anatomy (stun)
- Arms Lore (disarm)
- Healing
- Inscription
- Parrying
- Poisoning
It would be awesome to see an influx of new builds to the fold, and not the typical "stun punch/throw pots" that "leet PvPers" use to dominate the scene right now. Furthermore, both poisoning and parrying used to have these characteristics in the past.
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these are the stupidest ideas i've ever seen, i now know that you're not worth listening to.
But i will agree with you that mage pvp is pretty much just stun/2 1 drop sync, unfortunately it is how this style of pvp is and mages are the most powerful template (without equal in group pvp). I enjoy fighting in dungeons as it creates more diversity.