Posted by SphereMaker(IMM) on September 22, 2000 at 19:11:49:
In Reply to: Conjurers posted by The Pumpkin King on September 22, 2000 at 15:32:22:
> Additions are great, everybody loves a new area, class, skill, spell, whatever. I have yet to see someone actually excited to see a new class go in. It usually involves a lot of bitching and complaining, in my experience. I hate empowerment. I hate practicing spells. I hate having to prepare. Or whatever. > Assassins changed from a bland sort of class into one of the most interesting and challenging in the game. Yay. Everyone's happy. Assassins are very cool. > Then, conjurers come in... they look good, sure, on the outside, but they really just end up being a repetitive, boring example of what drags CF down. Which is what? A class with skills and spells? What is it that drags CF down? (I'm actually asking this earnestly. I may or may not agree with you.) > To compare: > Total offensive (non-automatic) skills to choose in a fight (including kicks as one each for assassins). > Assassin: 24 Although they have the ability to deal out some heavy shit in a fight, I would put Conjurers more on the "exploratory/utility" class list instead of the PK/combat list. How many offensive (non-automatic) skills does a healer have? Should we get rid of healers as well? > Unique skills? > Assassin: 20 You're kidding, right? Or do you mean "unique PK/combat skills"? I'd argue that conjurers can do a lot of things that other classes cannot. > I leave out familiars as they really do not offer much in the way of making a fight more interesting. "Yay, my faerie dragon woke me up.. now I can go back to spamming magic missile!" How Arolin-esque. This class is about conjuring extra-planar beings, not about killing everyone in sight. If your primary interest in playing this game is fighting other players and having a lot of options in how you fight them, then don't play a Conjurer. Obviously you'd be disappointed - I could have told you that if you had asked. > Skilled players prefer to actually DO something while engaged in a PK. Might I suggest wands, staves, and (if you're so inclined) scrolls as an option. > It's much like the difference between driving an automatic and driving a stick shift... the experience can be visceral or flaccid. You're not really very much in control when playing a conjurer. And yet some are successful and some suck. I'm not arguing the point, but I find that interesting nonetheless. Suggestions snipped since I'm not really interested in them.
> Conjurer: 8 and six conjurations.
> Conjurer: Flash and conjurations.