Potions have nothing to do with Expanded Enchant, though, which was the topic.![]()
@Draven
Fair enough. It's not something I've personally encountered, but I can see how that would be a thing. Especially with Expanded Enchantment going away, there will be less healing to go around in general.
As a bindomancer celestialist, I went C caster for the rituals and flavor. I think wands are boring and I don't use mine. If we want something dead, let the archers deal with it.Followup question for those that don't like #3: Are you a Celestialist that memorizes Binding frequently, relying on your Wand for damage?
In general I think people overvalue damage in combats.
As a bindomancer celestialist, I went C caster for the rituals and flavor. I think wands are boring and I don't use mine. If we want something dead, let the archers deal with it.
I am not, however, a level 50 wizard with unlimited wand charges.
In general I think people overvalue damage in combats.
Problem: Earth scholars unfairly encouraged to take life spells over offensive spells when they may not want to.
Solution: Remove life as a castable spell. Now life is a relic spell, caster receives one per 25XP in earth scholarly skills (the cost of a single column). New players will get access to life spells at an earlier rate, won't change the access to life spells for high level players. Treats column/pyramid builders the same. Free's up 9th level slots for other uses (COP, death, earth storm, 45 healing). Can be thrown or touchcast.
Problem: Earth scholars don't want to be pigeon-holed into being only healbots.
Solution: Relic charges used to create a new effect called "rebuke". Forces target to take 2 steps away from caster. Crowd control option. Charges gained at same rate as wand charges. A ritual allows more charges to be expended at one time to create a more powerful crowd control effect (slow, repel, or shun, ect).
Problem: Earth scholars want to be treated the same as celestial scholars.
Solution: Relics are effectively the same as wands. Deal healing/chaos interchangeably. Scale as a wand would. Used to heal/damage based on creature.
To each their own. For me being able to add a little bit of damage here or there to burn down an enemy with a dangerous or annoying carrier is worth it. I wouldn't be going all Castlevania with my pool every event, but I don't see how having the option hurts us.
Thanks for the feedback. The only way I see to change the rebuke then would be to have to be a act as a 3 second shun. I would think that most NPC's would take one or two of those, then go try and find easier targets, not hit their head on the wall until the caster runs out of charges.I really think that problem one and two are very similar problems that the first solution fixes. By no longer having my 9th level spells dictated to me, I'm allowed to make choices that can trickle down my entire pyramid. A rebuke wand wouldn't on its own do much of anything. "Steps" as a measurement are extremely subjective and I don't think yo-yoing someone is going to be engaging for anyone involved. If we as earth casters really want damage, let us throw healer's resolve at undead. It gives us niche damage against one type of enemy that we should be the experts in killing anyway. Yes that would let necromancers chuck chaos at people, they already can with Cause spells and it still comes with all the risks involved with that. There's no reason we can't have life relics and throwable healer's resolve. Its not going to unbalance the game or make fighters/rogues worthless. Its going to smooth our gameplay, give us more options and maybe entice a few more people into support roles.
Tying life to relics as I suggested would fix this perceived imbalance.Admittedly, my approach might be different than yours. I don't perceive a lack of range effects to really be the issue that Earth has; I perceive Earth's issue to lie in resource imbalance and social pressure to memorize healing/Life. So the solutions I present focus on resolving those two issues; I don't generally want to ask for more than I feel is necessary, because there's such a thing as trying to do too much.
Greater wand is going away. Burst pool damage bonus to wands is going away. Wand damage output is going to decrease, and again, not all chapters and especially not all characters have access to the rituals you mentioned. I understand that most players that are active in this section of the forum have been playing for a very long time and have a very high level, but I would think that is not the norm for alliance, and I would assume is more of an edge case.If you see a lot of NPC shields in your chapter, those wand charges become even better. And foundation elementals? Oh maaaaaaaan, Enhance Wand means that you're going to be chucking 20s -minimum- by picking the right element. And you can accomplish all of this by level 15. (100 pts in Celestial slots, 36 points in 12 Formal, 7 for Pre-reqs). At 156 Build, you can accomplish all of that, plus have Shield and Small Weapon (or, if an Elf, you could have Archery and 3x Craftsman: Tea Drinker).
Tying life to relics as I suggested would fix this perceived imbalance.
Ish. It would help, yes, but only with 9ths. So more Earth Casters would be memorizing Death spells, sure, but it doesn't help with any other slot, or with general healing.
I mean, don't get me wrong, if I got free Life spells sitting in a pocket, I'm never memorizing Life spells for other people again (Rebirth, though...).
But I really want to be able to be a CC Bindomancy/Cursecaster, but I can't do that nearly as effectively if I'm also memorizing Protectives (because I like surviving) and Healing (because people get hurt and expect me to fix them).
Edit: as for the APL of Alliance as a whole, I doubt that's available; APL is a really, really fluid term. Even if someone loaded the entire database of Alliance, there's a whole lot of inactive characters in that database (or people with backup characters just sitting around). I don't think you'd get the info you're looking for.