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I would def try device class. Especially because i tend to overlook other devices besides TO/Speed/Tele. Would probably need a launcher nerf to that class. Something like reduced distance/dmg. |
I think devices are a dungeon constant rather than a class specialty. I don't like the idea of closing off parts of the game to non-specialists.
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I'm assuming that the spell-oriented class should be able to live happily device-free. This class would probably then need some other hoops to jump through, such as a massive str penalty (so that our magicians are finally forced to start wearing robes), or something else. |
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I also find Scarabtices annoying because every time I've ever found it I already have the four basic resistances anyway (getting those is one of my first goals in the game) so they're not even worth learning. The only ones I ever bother with in that book are Resistance and Shield. I think Scarabtices should have more useful single resists, like Nexus and Poison. |
Temporary resistance actually stacks with permanent resistance, though admittedly, even then, you usually want to cast Resistance rather than the single temp resist.
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@sphara--sounds like a problem with randarts as much as with blackguard.
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@gglibertine-
Raal's isn't worth carrying as a Ranger, either. Kelek's is worth carrying for a ranger: that is one of the three b8g avantages: shots, *destruction*, and Glyph of Warding. |
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If you want to remove magic devices from the mage (i.e. worsen mage device skill, lose the recharging spell(s)), then I agree with fizzix that they should be given to the rogue instead. But I'm not convinced that the status quo needs tinkering with. |
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