PaleMasters

Talk about Neversummer 4 with your fellow players.
Thanos
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PaleMasters

Post by Thanos »

Have palemasters been fixed at all?

Are they even worth playing?


I see only one faction can use them.


thanks

Ting
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Post by Ting »

Whats wrong with the PM in the first place?

Psycho Dordt
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Post by Psycho Dordt »

what is wrong with the PM is that it is a mage class that in uberservers is only usefull for tanks
I don’t really see much point in intelligence anyway, even at very high levels of intelligence, wizards still don’t realize it would have been smarter to be a sorcerer.

dond
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Post by dond »

yea, i want the caster lvl script fixed for them!

then i can have my caster of death! 10 wiz/30 pm with a demi lich summon! right now, that build is nonense since the spells are as week as the lvl 10 wiz :/

Bob
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Post by Bob »

I think it's going to be a while before anyone gets any decent # of levels in PM. :cry:

Ting
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Post by Ting »

The problem with adding caster levels to the pale master is that there would be no reason to do anything but take that class. Why be a caster when you can be a caster AND a tank? The point is, PM is a tradeoff. Its a good way for a caster to improve their defensive capability. Imagine changing the shadowdancer prestige class so that they got sneak attack advancement like a rogue; why go rogue then?

Wolfarus
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Post by Wolfarus »

Ok, so PM is a one faction only class. Got it. But maybe im still a bit in the NS3 mindset here, so bare with me...but..

Wouldnt giving only one faction the ability to make super melee-resistant tanks(at least when it came to PvP) throw things a bit out of balance?

From what ive gleaned from the posts and server chat, nothing about the PM's will change, they'll still have access to their crit. immunity ability. So assuming we arnt going to take away the Dev. Crit from fighters, whats to stop that faction from putting together a small army's worth of Crit. immune / dev crit dealing tanks and over running other cities?

By the time they get to lvl 10 pm, their saves should be decent +, and with the resist energy feats / elemental protection stuff which im sure will turn up and be horded for future faction assults (heh thinking ahead here aint i) whats there to cancel out their advantage?

1. They'll be nicely immune to huge chunks of physical dam.
2. They'll be decently immune to magic attacks and elemental attacks.

As i said, bare with me here and please have the patience to explain how this was balanced with other factions lol Because i made a fit/pm on ns3 west, and there wasnt much of anything that posed any sort of threat to me, be it physical or magical in nature.
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Alexiagold
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Post by Alexiagold »

Well for one NS3 was designed for Pre SoU, NWN. It was never balanced for SoU or Hordes. NS4 has both at least in mind. That said, having the PM/crit immunity will allow MA to have better fighters, but that's because thier ally the SL will need the help :roll: :lol: . Um well from what I've seen your crit immune fighter with all the potions in the world will still die pretty fast to a wizard, since you aren't mind immune, or any number of other immunities. In NS3 your immunities made sure that hitting you in melee was the only way to hurt you, in NS4 your potions are all dispellable. And if you lose all your buffs, you can't chug potions fast enoug to save your life. And if you do just rechug, well then you aren't contributing to the fight. So basically all you really gain is crit immunity, not neaer god status.

Anyway you may have crit immunity, but MA mages are the real danger with PM levels, as they can get caster only buffs, and be crit immune = very hard to kill in melee. A MA fighter, with crit immune still takes nearly full damage from each regular attack (remeber, in NS3 only criticals hurt, so crit immunity made a huge difference). So basically that greatsword weilding tank from another faction will still bring the hurt to you. And better yet that short bow wielding halfer will still get sneak attaks for close to a 100 damage, while you chug those potions. :) Hope this helps explain my limited understanding of balance!

Billiard
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Post by Billiard »

Another thing that could create balance is if their was crit immune gear available as well - though I kind of doubt that this will be the case. If it were, all them fighters taking PM would be bummed!

Smurf
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Post by Smurf »

crit immune on gear also gives sneak immune, so that would kill the rogues.
Smurf of the Brethren

XPICTOC
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Post by XPICTOC »

rogue powa!

Psycho Dordt
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Post by Psycho Dordt »

1 PM give scritt immume, witch is nice, but not to insane due to teh lack of large soak. DD can schrugg of way more DMG a round.
2 PM AC bonus, can also be gotten with Tumble skill (i know bard PM)
3 you need arcane lvls to become PM, well arcane lvls are deffenatly not th bst choice, for a tank, your buffs last to short and are easily dispellable
4 a PM tank cant get and other Prestige class, so no WM lvls, no RDD lvls (RDD is better in a non uber world imo)
5 you have to be in my faction to become a pale tank

AA is a sick class, try to fight a monk/wizz AA you will start to cry, it kites so well it aint funny
I don’t really see much point in intelligence anyway, even at very high levels of intelligence, wizards still don’t realize it would have been smarter to be a sorcerer.

QuickLightning
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Post by QuickLightning »

psy has that part right...i've been playing in a bunch of RP servers lately, Monk/AA is INSANE! monk speed makes 'um untouchable by melee and add that with AA's power

powerferret
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Post by powerferret »

I still prefer the Ranger/AA to using a monk, it just seems more natural that way, and not to mention the animal companion to boot. Dont have a party yet? not a problem! send in your lil animal buddy to soak up some damage for you! :wink:
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JesterOI
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Post by JesterOI »

Bard/ShadowDancer/ArcaneArcher, no need for running away or companion tanks with this setup, hide in plain sight baby!
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