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Post by bloberis on Dec 25, 2011 23:43:49 GMT -5
I prefer my version: Ash, get stuff done. Please.
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Post by FlamingDragon96 on Dec 26, 2011 2:32:05 GMT -5
I could take out jaceo and sphaera... but that's up to ash's decision don't you think? Y U NO ACTIVE SPLAMZLOARD!!! You missed an entire war where clue got his Nickleback kicked.
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Post by Clue314 on Dec 26, 2011 2:39:53 GMT -5
A) It didn't EXACTLY happrn that way flame, I did pretty well. B) I did not beat ONLY because I ahd buggy NPCs and you ahd actual sentient beings, so basically, the teams were stacked.
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Post by splamzloard on Dec 26, 2011 11:04:54 GMT -5
I told you right before you started setting up that I was going to bed. I was tired because I was up for a long time. And ash said that it would be a multiday war. Anyway, InRP Garen was there and he led a group of soldiers into battle.
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Post by ashtheking on Dec 26, 2011 11:14:59 GMT -5
It IS multiday war, we just kicked clue's Nickleback out of the capital in the second battle. He's still alive, wandering somewhere. The war is specifically against him and his warriors, so we still got to kill him.
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Post by ashtheking on Dec 26, 2011 11:19:42 GMT -5
Sorry to double post; Spell slots are easy, but people are able to learn as many spells as they need. I know: - Sphaera
- Tarduscado
- Jaceo
- Tueri
- Ruptura
- Fulmen
- Frigidus
- Sepulcrum
- Clausus
- SuperAquas
- Lux
- Remedium
Yeah, it's a boatload. But I can only use 3 at a time, sadly. Probably something like "/magic set 1 fulmen", "/magic set 2 sepulcrum", and "/magic set 3 jaceo". But we were talking yesterday after the first battle. I was using only magic, and could barely land a hit on the battlefield, usually only against the NPC's who stopped moving, or clue when hitting someone. Magic has a very low target range, so spells are useless on a melee combat. I think the combat spells are balanced against melee already.
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Post by catplanetcatplanet on Dec 26, 2011 11:31:22 GMT -5
Ashs spell choices are similar to mine. By those three, it looks like he liked my sepulcrum-fulmen strategy.
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Post by scud47 on Dec 26, 2011 11:33:00 GMT -5
You should only be able to change your spells at an 'altar', which is an intricately built structure made of valuable materials.
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Post by splamzloard on Dec 26, 2011 11:37:05 GMT -5
Yeah, I agree with scud. Otherwise it defeats the purpose.
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Post by ashtheking on Dec 26, 2011 12:24:06 GMT -5
Not really. The point of spell slots is to limit people in the heat of combat, not to annoy the hell out of magic users. Changing spells should be as simple as it is in any RPG to change a weapon: select your new one and exit the menu. Since we don't have a menu, it's just select your new one and hit enter.
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Post by scud47 on Dec 26, 2011 12:32:40 GMT -5
Again, I remind you of the dangers of keybinding. Even without that, it's risky. I became quite adept at typing /ancient tp scud47 800 200 500 when it mattered.
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Post by ashtheking on Dec 26, 2011 12:35:53 GMT -5
And I can type "jaceo" extremely fast. It doesn't matter, because clue as able to dodge most of the time. Even flaming missed, and he was up close and personal with clue.
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Post by scud47 on Dec 26, 2011 12:37:39 GMT -5
Ash, you're missing the point. We're talking about changing spells.
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Post by bloberis on Dec 26, 2011 12:53:42 GMT -5
On the note of using only spells in combat, that's because spells are supposed to be a supplement, that was part of the point of these suggestions. So in combat, unless you have really powerful spells and lots of redstone to cast them, you should be using a mixture of magic and other fighting.
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Post by FlamingDragon96 on Dec 26, 2011 15:28:54 GMT -5
Just like me, I used sword fighting and magic skills. Plus I have tons of redstone, but my character doesn't know how to cast other battle spells like sepulcrum, ruptura, I don't use jaceo...
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