First Round of Mastery Powers -- Thoughts?

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Mooncalf
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First Round of Mastery Powers -- Thoughts?

Post by Mooncalf »

I'm ready to start making the next round of mastery powers soon, so any thoughts, opinions, criticisms, or requests surrounding any of this would be good to hear now, rather than after the rest of the powers are done (as that'd make things harder to balance afterwards).
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Re: First Round of Mastery Powers -- Thoughts?

Post by Alexandrea »

A request. <3

Please add this one to Allurist Mastery next.

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Re: First Round of Mastery Powers -- Thoughts?

Post by Azraeth »

I really enjoy the mastery powers I've seen in use so far: Doppelganger, Lightning Bolt, Sunfire and Heal Undead.
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Re: First Round of Mastery Powers -- Thoughts?

Post by Elizabeth »

I'm honestly a little underwhelmed with the telepath mastery.

Maybe I'm looking at it wrong, but while I know what flowers are growing somewhere...what does it matter? I can't access those. Also spending 14 anima for no xp is a little meh. And while it can track NPC's-I think I can do two rituals that will help me know where to find NPC's at that I need/am looking for for certain ritual things.

And while it's also good for tracking PC's as well, I feel like since path is stepping away from hardcore PVP/skirmish...I guess I just don't see the need for it on PATH.

So in saying that, can the next telepath power give some XP, and do something that's not geared towards hunting/tracking? I essentially feel like I could do two powers or two powers and a rit to track down a pc or npc and save anima and get xp and never have to use that sight power what so ever. HOWEVER, seeing the hidden walls/areas is cool...so that I'm liking.
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Re: First Round of Mastery Powers -- Thoughts?

Post by Roderic »

I should add the reason I'm so irritated with no xp gain is because telepath's already have that starting nasty thing against them, but add in yet ANOTHER power with no xp on the telepath road, just seems like it's intentionally keeping telepath's behind the curve.

I don't think you get any xp for appraisal, or read mems...what if I used techno just to go on auctions and not hack? No xp there. Are there any other powers on any other path where you don't get any XP at? Or as many powers? So far we're at 4 on the telepath bridge (mastery and reg starting path) at least. I'm sure there's one or two more...because it seemed like I had to wait weeks to get a power that gave me xp with Delaney.
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Re: First Round of Mastery Powers -- Thoughts?

Post by Mooncalf »

Elizabeth wrote:I'm honestly a little underwhelmed with the telepath mastery.

Maybe I'm looking at it wrong, but while I know what flowers are growing somewhere...what does it matter? I can't access those. Also spending 14 anima for no xp is a little meh. And while it can track NPC's-I think I can do two rituals that will help me know where to find NPC's at that I need/am looking for for certain ritual things.

And while it's also good for tracking PC's as well, I feel like since path is stepping away from hardcore PVP/skirmish...I guess I just don't see the need for it on PATH.

So in saying that, can the next telepath power give some XP, and do something that's not geared towards hunting/tracking? I essentially feel like I could do two powers or two powers and a rit to track down a pc or npc and save anima and get xp and never have to use that sight power what so ever. HOWEVER, seeing the hidden walls/areas is cool...so that I'm liking.
The power isn't for you, and I respect that. It's much more useful to crafters and big game NPC hunters. Next Telepath power is the Vathia one, so hopefully that will make it up to you. :D
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Re: First Round of Mastery Powers -- Thoughts?

Post by Mooncalf »

Alexandrea wrote:A request. <3

Please add this one to Allurist Mastery next.

Subject: Allurist Mastery - Open Discussion (First Draft Ideas)
Mooncalf wrote:
True Leader
Upon use, all members of one of your factions will gain a powerful daily stat boost (combat and stamina related stats). You'll also give them double the ally bonus when they are fighting in the same square as you.
  • PVP: 1
    PVE: 1
    Skill / money: 0
    Support: 3
    Misc: 1
I think that might be a good idea, yes.
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Re: First Round of Mastery Powers -- Thoughts?

Post by Hannah Lynn (DELETED 8242) »

Mooncalf wrote:
Elizabeth wrote:I'm honestly a little underwhelmed with the telepath mastery.

Maybe I'm looking at it wrong, but while I know what flowers are growing somewhere...what does it matter? I can't access those. Also spending 14 anima for no xp is a little meh. And while it can track NPC's-I think I can do two rituals that will help me know where to find NPC's at that I need/am looking for for certain ritual things.

And while it's also good for tracking PC's as well, I feel like since path is stepping away from hardcore PVP/skirmish...I guess I just don't see the need for it on PATH.

So in saying that, can the next telepath power give some XP, and do something that's not geared towards hunting/tracking? I essentially feel like I could do two powers or two powers and a rit to track down a pc or npc and save anima and get xp and never have to use that sight power what so ever. HOWEVER, seeing the hidden walls/areas is cool...so that I'm liking.
The power isn't for you, and I respect that. It's much more useful to crafters and big game NPC hunters. Next Telepath power is the Vathia one, so hopefully that will make it up to you. :D
Yaaaaas. I totes hope so! ^^
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Re: First Round of Mastery Powers -- Thoughts?

Post by Amaranthia »

I didn't bother buying the Allurist one, because frankly I don't move my normal thrall enough for it to be of any use. I was underwhelmed by the idea of another thrall. I'd hoped for something new and different, personally.
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Re: First Round of Mastery Powers -- Thoughts?

Post by Hannah Lynn (DELETED 8242) »

^ that's why I didn't get dopple or the additional thrall. I'm sure if moved and used they're both great, but I'd rather level my characters. If thralls could level, I might start moving them tho.
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