Paradigm MUD Forums

GreaterMUD Discussion => Balance Analysis => Topic started by: President on November 30, 2010, 12:36:20 AM

Title: Touching on Warlocks and Gypsies
Post by: President on November 30, 2010, 12:36:20 AM
Warlocks, Gypsies, and Mages. Because of their lack of healing, they are almost useless. You don't see many mages, even less warlocks and gypsies. Okay so you see a few mages. That's why this next proposition targets them all.

Frenzy is currently -  Target: Self or User -- Attack Type: Normal -- LVL Gain Cap: 30 -- (@lvl 30): MaxDamage +5, Crits +5, Dodge -5, AC -5, Accuracy +5, DR +5, RemovesSpells(song of battle(801), mass frenzy(346)), for 61 rounds

Frenzy should be changed to - Target: Self -- Attack Type: Normal -- LVL Gain Cap: 50 -- (@lvl 50): MaxDamage +9, Crits +9, Dodge -5, AC -5, Accuracy +9, DR +5, RemovesSpells(song of battle(801), mass frenzy(346)), for 61 rounds

The reason for this is to give some oomph for the mageries. It also turns frenzy into a self target, so you can't stack prow/zeal with it. 4 extra maxdam/crits is a good advantage over missionaries and helps catch up to rangers some, but it's not overkill. Think of magery more as a glass cannon. I think with this upgrade you'd see a lot more gypsies.
Title: Re: Touching on Warlocks and Gypsies
Post by: The Crazy Animal on December 18, 2010, 03:39:51 AM
I think it would work against them in party structures. It would in fact make them less valuable in those cases.