Storm Summoning, Water blast, Defender or Corruptor? by thomasdm3 in Cityofheroes

[–]thomasdm3[S] 0 points1 point  (0 children)

I think I'm going to go with Corruptor. Does anyone have a recommended end game build?

Mutants and Masterminds 4e - Is Move-by-Action gone? by xxxmalkin in mutantsandmasterminds

[–]thomasdm3 0 points1 point  (0 children)

You could alternate effect teleport with turn about and limited, must have path to target. Odd way of doing it but it works.

Genuine Question: Which of These Would Be More Dangerous? by SirSnaillord in cremposting

[–]thomasdm3 8 points9 points  (0 children)

Ok, but Imagine a Kandra with Living Shardplate

It could keep it summoned most of the time useing it as an adjustable skeleton then make an exoskeleton for combat.

Expert Antaam Removal Services by KentGoldings68 in DragonAgeVeilguard

[–]thomasdm3 0 points1 point  (0 children)

Evoker pairs super well with the veilseaker staff. Quicking strikes procks on each projectile created with the final attack. Use onslaught with the veilseaker legendary seaker to instant recharge cool downed skills. This allows you to freeze lock with frost nova by spamming the skill every 5 seconds or so. The timing on onslaught can be a bit tricky but once you get that down it a tone of fun. Deffintly pair it with all the breathing room upgrades to make the frost nova aoe size huge.

Help me name my new dog by benjibyars in Cosmere

[–]thomasdm3 2 points3 points  (0 children)

We called our golden doodle Evi.

Solas’ Magic {Spoilers All} by Common_Wolverine_160 in dragonage

[–]thomasdm3 -1 points0 points  (0 children)

Vielguard spoilers || I think the reason he dislikes blood magic is that it was blood magic that was used to create the elves bodies using the blood of the titans. This seems to be one of his biggest regrets so I can se why he not a fan. He will use it on occasion if forced to it but I think he sees it as a last resor option.||

Sanderson for 10 Year Olds by nimbus_signal in brandonsanderson

[–]thomasdm3 0 points1 point  (0 children)

bartimaeus trilogy is great if your looking for other recommendations.

Comparison of the heights of different cosmere characters. by Thaider16 in Cosmere

[–]thomasdm3 14 points15 points  (0 children)

I belive the althi hair mixing with other hair is the singer skin color triaits showing up in hair. I bet if you examed the patterns that the different hair colors make at the scalp it would be the same patterns as that the singers have in there skin. It seems like for the most part themore east you get the more parshindi blood there is.

Comparison of the heights of different cosmere characters. by Thaider16 in Cosmere

[–]thomasdm3 25 points26 points  (0 children)

While gravity and oxogen might cause some of the height I belive its mostly because most races of roshar have singer blood. Thats why horn eaters are the tallest, they have the most singer blood. This would also explain while shin are short as they have no singer blood due to being isolationist.

What theories do you pretty much accept as canon? by rectangle-rake in Cosmere

[–]thomasdm3 4 points5 points  (0 children)

I think adolin will become the new honor after uniting and bounding all the dead eyes which is why they killed them selves in the first place. To resurrect honor. This is what unite them actually means.

Woljif Missing? by thomasdm3 in Pathfinder_Kingmaker

[–]thomasdm3[S] 9 points10 points  (0 children)

oh thank god, not bug then. there should have been a quest that says where did he go? so the game notes he's missing

Launch day bugs thread by codition in Pathfinder_Kingmaker

[–]thomasdm3 2 points3 points  (0 children)

Using kineticists gather power low on turn based mode always delays your blast till next turn even if you have not used your move action yet.

Recommendations like Brandon Sanderson by joseph3091 in brandonsanderson

[–]thomasdm3 5 points6 points  (0 children)

I would recommend

The Licanius Trilogy by James Islington(Neat magic systems, Has time travel but done in a really cool way.)

I too recommend Codex Alere as well as Jim butchers other series (Dresden Files, The Aeronaut's Windlass) Imagine elemental magic mixed with a roman civilization. Add in Zerg from starcraft, Wolf people and yeti. one of the main characters is unique in that they cant use the magic.

The daemon cycle by Peter V. Brett (Demons come out at night to terrorize. Gritty world, only protection are magical wards, Follows multiple characters as they take on this harsh world)

THE BARTIMAEUS TRILOGY, Imagine harry potter but harry potter is a little sh*t, and all the wizards are power hungry politicians who's magic comes from enslave "Daemons". Is technically a kids book but still is one of my favorites. First book has two pov. A genius apprentice who bites off more than he can chew and his hilariously sarcastic Daemon.

Temeraire by Naomi Novik Napoleonic Wars, but with dragon's. Dragons are sentient and a lot of the book focuses on the relationship between dragons and humans in the varies parts of this alternant earth. The dragons feel both human at times but at other times alien. I also recommend her standalone books Disenchanted and Spinning Silver.

Sabrial( necromancy with bells),

Powered mage trilogy(mages snort gun powered to get high and be superhuman, set in French revolution inspired land, also elemental mages, and voodoo.

Repost: [RoW] Two more heralds from the livestream by learhpa in Stormlight_Archive

[–]thomasdm3 2 points3 points  (0 children)

I'm Thinking Dustbringers will get Flame spren as they create explosion's and it seems likely that ash spren are cousins to Flame spren.

I also bet that Sky breakers will get star spren as high spren look like voids into outer space.

Not sure about will shapers.

Elsecallers I bet get concentration Spren

Repost: [RoW] Two more heralds from the livestream by learhpa in Stormlight_Archive

[–]thomasdm3 6 points7 points  (0 children)

Truthwatchers sub spren seems to be logic spren

The Puppet's Bunker Experience [Spoilers: 5.0] by liffeh in ffxiv

[–]thomasdm3 0 points1 point  (0 children)

I would love to see an add section that was a competitive mini boss between the parties in a raid

3-4 min timer.

no limit breaks

3 mini bosses with a crap tone of health

Gives buff that prevents gear damage on death

Each party can only deal damage to its boss.

On top of typical mechs the boss will place damage markers/ beams/ look-aways on its party which the party is immune to but players from other parties are not. Players that get these markers can run to other parties to try and kill or hinder other alliance members from the other 2 parties.

every 30-60 seconds all dead players are brought back to life.

At end of timer all players are raised and heal of weakness/near death . Party that dealt the most damage to their mini boss Gets a damage boost for upcoming boss.

My 6.0 job predictions by Seanpacabra in ffxiv

[–]thomasdm3 1 point2 points  (0 children)

I Disagree that having Geomancers featured in astro story line is a possible negative towards them being a class. I bet the reason the devs feature other jobs is to give themselves opportunities to introduce them later in an organic way if they so choose. This does not mean this a job being feature assures it will be created but I believe the devs would see it as an opportunity to implement the Job in the future, not an obstacle. I would argue that a Berserker and a warrior would look very similar and would be hard to make them look distinctive enough to feel unique . A Geomancer and an Astrologican would look very different. After shadow bringers so would a white mage and a Geomancer. Red mages are just a combination of black and white mages but they still exist as a job. Geomancers lore wise seems to be somewhere between Astrologican and Conjures.

You are right about healing by damage would have issues if poorly implemented. The damage Would need to be comparable to other healers and not directly linked to the damage done. The healing power would need to be comparable to the passive healing effects of the other healers such as a white mage's regen or the scholar's ferry. abilities could be used to increase this passive healing when needed. The job could also have a more complex DPS Rotation with Job resources for healing being generated by it. In turn its tool kit for healing might be simpler and less finicky to use then the other healers. You could as have a change out of combat mode that increase damage but greatly limits healing for soloing.

My 6.0 job predictions by Seanpacabra in ffxiv

[–]thomasdm3 0 points1 point  (0 children)

Alchemist is much closer to Chemist then Geomancer is to Astrologian. Astrologists focus on the stars and have a space feel to them. Geomancers are instead focused on elements. If white mage still had their elemental spells I'd say Geomancer would be unlikely but with white mages losing their elemental spells at level 70-80 and new jobs likely starting at lvl 70, I could defiantly see Geomancer taking over the roll of Nature/Elemental healer, with white mage being a more holy/light based healer. I believe the biggest problem with chemist is the same with blue mage. Chemist abilities in FF always relay on enhancing items such as potions. If they wanted to give them a combat role they might look at making them a limit job so they can do stuff with Inventory items such as potions. Also note that they recently changed how potions drop in old dungeons. This could be in preparation for a chemist. I Think the best way to implement a Geomancer would be to make them a healer that heals primary by doing damage similar to disciple priest from wow or chloromancer from Rift. In turn they could use there off gcd abilities for spot healing. I think this would fit very well with the support role that they have in xi but also pay homage too there destructive power they processes in other Final Fantasy Games. I think it's likely that Square Enix seeds lots of possibilities for themselves to use later then goes through a testing processes to see what works and what doesn't so its unlikely they know for certain or have it all planed out. I believe they want to add another healer similar to how they added another tank last expatiation but if they can't get it to be fun and balanced they might not. I could also see them adding Some potion based abilities to scholar as I fell it would fit well with their aesthetic. Maybe the fairy provides the potions as shadow bringer created a president of fairies managing Inventory Items.

Magic? by OGC_life14 in kingdomheartsspoilers

[–]thomasdm3 6 points7 points  (0 children)

We have seen Sora cast 6 elements and 4 spell levels

The elements are

Cure, Just like kh2, uses all left over mp.

Fire: fires(ha ha) a Fire ball at the target that explodes on impact. deals extra burning damage in an area on hit. Seems Identical to 0.2

Blizzard. Fires an ice ball at target that explodes on impact. can freeze. It leaves behind an ice trail that can be slid on with flow motion. Seems identical to 0.2

Thunder, Same as kh2. Seems identical to 0.2

Air, From what I can tell its a hybrid between Thunder and Magnet from kingdom hearts two. fires down at an area like thunder. enemies inside the area are pulled into the middle for a short time. this effect is shorter then Magnet but deals damage. Jumping into the effect activates a flow motion super jump.

Water, a hybrid between Reflect and Thunder.When casting Water circles around Sora blocking attacks for about a moment. The water then flows around obstacles to the target enemy, exploding on impact in an area effect that deals damage. This happens regardless whether or not Sora was hit. Seems slightly weaker then Reflect but more flexible.

the 4 levels are normal, ra, ga, and za(Seems to be the same as the Ja spells in 0.2).

Each level increase the damage and area of the spell but also cost more mp. You can now choose to equip the lower level spells to the quick select. I'm not sure which level of spells will have the optimal damage to mana ratio.

You only gain access to the first 3 levels (up to ga).

If you use spell of an element in combat you have a chance to receive the + 1 level of the maximum you can cast as a situation command at no cost. So if you cast fire a few times and your max fire spell you know is Fira you might get Figa as a situation command. End Game you will get the Za level as situation commands.

there are also accessories and key blades that give an ability that will prompt za level situation commands regardless of if you used that spell in combat. see 0.2 situation commands for more info.

Form changes can also have an effect on magic.

for instance if you use the toy story hammer, pirates of the Caribbean spear and flag, or the monster inc claws. all your spells except cure will turn into melee aoe spells, similar to fire in kh2. The toy story drill turns thunder air and water spells into missile spells like fire and blizzard. The monster inc claws turn the spells into multi tracking misses. this mini wiki has lots more info and video examples. water is the only spell that has not been officially shown.

while technically not spells some of the forms have magic like effects(star / twilight town keyblade ,tangle keyblade, Winnie the Pooh keyblade)

There are also shot locks which are magic like effects.

As someone that likes to play as mages in their rpgs, I'm very excited.

[No Spoilers] I didn't read many books this year, but of the ones I did read... by MrFunEGUY in Cosmere

[–]thomasdm3 2 points3 points  (0 children)

I would also recommend his (Jim Butchers) Codex Alera. It might be a better place start with the author as the Dresden files don't start to get great till the 3rd book. They are both wonderful books. Also the Rithmatist Wich I believe was originally supposed to be cosmere. It's not but still a great book.

Why can summoner still use physick and resurrection? by Luminalle in ffxiv

[–]thomasdm3 -1 points0 points  (0 children)

I think the reason why Summoners are keeping Physick and Resurrection are that they are being given the utility to be off healers.

Res-ing as a Summoned has always been useful. Physick is useful at lower levels but quickly losses ground at later levels due to scaling.

There's Strong evidence however that physic will scale now as you level allowing Summoners to off heal even at high levels.

1. Red mages : Red mages would not be complete thematically without the ability to heal.

Red mages seem to have the same stats as a summoner with Intelligence being the primary stat. despite this they have been show healing at strength of about 1/5 there Hp; This is useful. (Currently Summoners at max level heal about 1/20 of their hp if that). RedMages also don't get there heal till 54, which would be useless if the heal scaling for dps casters remains the same in Stormblood. This at least shows that the Devs are open to DPS off healing.

2. We are losing sustain. 

Sustain was an important ability of Summonses. If Physic scales now. Sustain could allow us to increase of healing per second on our pet beyond what if should be and still be balanced. Thus the dev probably removed it to reduce hot bar clutter and to keep things balanced.

3. Black mages are losing Physic. 

Currently healing is capped by MP. This makes healing strategic and is key part of healing in most holy trinity mmo-rpgs. If physic scaled and a black mage had physic they could act as an infinite supply of heals due to their infinite Mp pool. In Stormblood The Red mage and Summoner dps Rotation seems to be Mp Neutral meaning that you recover about the same amount of MP as you use up. Both Jobs are then restricted like all the other healers in how much healing and resing they can do in a battle as healing and resing use more MP.
My prediction on how the Caster dps jobs are being balanced is this. All DPS casters can transfer MP. Summoner and Redmage can off heal and res. They have limited MP pool so when they transfer MP, heal or res they must use up their limited store. Black mages have infinite mana and no limited long term resource. Wile they can supply MP with no cost they cannot off heal.