Difference between revisions of "Enchanter(Mage)"
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+ | Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case. | ||
+ | In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells (lightning bolt, fireball, shocking grasp, acid arrow, etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells (Weakness to Fire, Weakness to Electricity, Weakness to Acid, etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn't as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like blur, shield, and flameshield. At higher levels, those same roles are filled with Combat Precognition and Improved Invisibility. All of which, you'll notice, are NOT abjuration. | ||
+ | Furthermore, Enchanter has access to crippling debuffs in Endless Hunger and Fatigue (which will cause even more trouble for their enemies), the ability to have long-lasting allies, as their Charm and Enthrall spells will last longer due to being an enchanter, a slight edge in all checks against enemies via Advancement, and finally the ability to avoid all damage entirely by Geasing or Commanding their opponent to automelee while having automelee toggled themself. | ||
+ | That isn't to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. Greater Globe, Counterspell, Spell Turning, Mind Block, Song/Prayer/Chant shields, and all of the Resist X spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage. | ||
+ | Be wary of casters. | ||
=Multi-Classing Options and Effectiveness= | =Multi-Classing Options and Effectiveness= |
Revision as of 14:58, 14 August 2022
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Classes== |
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Bard Cleric Commoner Druid Fighter Mage Thief |
===CoffeeMUD Mage Classes=== |
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Abjurer Alterer Conjurer Diviner Enchanter Evoker Illusionist Mage Transmuter |
How to Play
Like all mages, enchanter is a powerful and multifaceted class. Thanks to the general spellpool you have access to high burst-damage, a toolbox to cover nearly any situation, and solid spells to overcome a mages natural frailty. One might think that a lack of abjuration would sacrifice that final point, but in my experience this is not the case. In combat, you will, of course, have access to all the powerful damage-dealing nonsense that mage is packed with. Elemental spells (lightning bolt, fireball, shocking grasp, acid arrow, etc.) all deal significant damage, and are even more devastating when paired with the Weakness to X spells (Weakness to Fire, Weakness to Electricity, Weakness to Acid, etc.). The lack of abjuration spells might seem concerning at first, but an experienced mage player will quickly realize that it isn't as big an issue as it might appear at first glance. At lower levels, weapon damage is mitigated using spells like blur, shield, and flameshield. At higher levels, those same roles are filled with Combat Precognition and Improved Invisibility. All of which, you'll notice, are NOT abjuration. Furthermore, Enchanter has access to crippling debuffs in Endless Hunger and Fatigue (which will cause even more trouble for their enemies), the ability to have long-lasting allies, as their Charm and Enthrall spells will last longer due to being an enchanter, a slight edge in all checks against enemies via Advancement, and finally the ability to avoid all damage entirely by Geasing or Commanding their opponent to automelee while having automelee toggled themself. That isn't to say that enchanter is without flaws, however. While the loss of abjuration is not felt against those who use weapons or natural attacks to deal damage, against fellow spellcasters the impact is enormous. Spells that would normally keep a mage safe from other spellcasters are inaccessible to enchanter, creating an immediate imbalance for any enchanter that may face one. Greater Globe, Counterspell, Spell Turning, Mind Block, Song/Prayer/Chant shields, and all of the Resist X spells all gone, leaving the enchanter as defenseless as a fighter, but with FAR less hit points to survive the incoming damage. Be wary of casters.
Multi-Classing Options and Effectiveness
Notes
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