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  • #61
    nice idea, but the way they are atm not stacking i wouldnt buy/use them as a rogue. even made into bolas they still wont stack (as standard bolas dont stack) so id have to dedicate a lot of bagspace for it.
    if they were made via makepoison then it would be of use, as rogues could make them while on the move, but ya know poisons never sell to players only vendors(theres a reason for it)

    anyway grats shammys on a great new skill up path, well done Madd.
    btw anything new for makepoison with GoD? there seams to be just the newbie quest and thats it.
    Wyloc Wormwood
    70th level Freelance Assassin
    Terris Thule

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    • #62
      Originally posted by Maddoc-the-Wayfarer
      A couple notes:

      1. These are meant for everyone, not just the soloing shaman. Rogues, Berserkers, and other classes able to throw well will likely want these.

      2. Stackability is not currently an available option for thrown items with effects.

      5. Not sure what you mean -- As with most other poitions, the amount of snare that it gives off is largely dependent on your level. I'll look at this and see if there's a bug somewhere with it.

      -- Maddoc
      1) Of the throwing classes mentioned, a level 10 Berserker has a snare that uses 1 stackable axe directly from inventory. Rangers can cast snare. Is the market dependent on soloing rogues? ARE there any soloing rogues?

      2) No doubt technically correct - but Berzerkers can stack the axes they need for their snare. And rangers don't need regents.
      Wilcas Wilder - 65 Vah Shir Shaman
      7' Lynx
      Brewing - 250 with GM Trophy
      Alchemy - 200 with Trophy
      Baking - 192
      Pottery - 172
      Fletching - 171

      If it's worth doing, it's worth doing to excess

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      • #63
        Well, it looks like I will be finally trying to make the snare potions with my shaman, for my rogue to try.
        This week my rogue was in a LDoN with two snaring classes...and the mobs were still running (I am too spoiled with having a main that is a ranger; the mobs shouldn't run, they should stand there and let you pound on them! ). The group in question had many problems:we were all cursed within 5 min of going in as the bard and cleric both would not leave the boxes alone, the bard and the cleric made the chanter so mad he gated half an hour in, and as I said before, neither the bard, nor the other possible snarer were doing so(Tak dungeon. We didn't wipe, amazingly, though the bard got stomped once). We did fail the mission with 5 more to go.
        Anyways...the lack of snare was so frustrating, in addition to everything else, that having a way to deal with at least that part would be nice(even if it does take up too much bag space. I don't generally ML for the groups). Unfortunately, there is no way for me to fix the other problems...the problem children will either learn, or not.

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        • #64
          I tried these with my crappy enchanter throw skill of 11 or so. at least I THINK I have a throw skill...on a mezzed Pooka in Tipt to see if I could slow him down. I kept getting the too close/too far away thingie no matter where I was. I was testing to see if they would break mezz and if they would actually land on a 64 critter. Cool Idea if they actually worked.
          Blofeld: 65 Coercer

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          • #65
            /bump post hoping for new info

            Hail Maddoc,

            Anything being worked on to fix the problems mentioned? It has been over 2 months since the last reply to this thread, and almost 5 months since your last post on the subject.

            We have stackability concerns (for both Trader inventory and bag space in the field), utility concerns (have to remove both range AND ammo slot items to toss one concoction), and price concerns (you said they should be cheaper to manufacture, around 1-5pp instead of up to 11pp). Additionally, the lack of an auto-feed capability makes these extremely cumbersome to use in combat, ESPECIALLY if the thrower has a capped skill of ONE and will likely miss with their first shot.

            Instead of just griping, I'd like to offer some recommendations.

            1. Copy the code from the berserker's level 10 snare effect throwing axe. Then give the item a potion graphic, and make it all/all. This should take the least amount of programmer work I'd imagine instead of rewriting the existing concoction code into something that works. This would also solve the stackability & auto-feed issues I believe, knocking out 4 birds with one stone (sic ), making the potions functional, marketable, and usable.

            2. Talk to the other Devs and see about giving all classes that don't already have decent throwing skill a new level cap of 75. If you want to adjust the skill by race/class/etc, I think that would be fine. I can't imagine a barbarian throwing worse than a high-elf from a roleplaying perspective, but it really wouldn't bother me if everyone currently capped at 1 could toss these with a max 75 throwing skill.

            3. You mentioned the prices may not be correct. Maybe look into that.

            Take care,

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            • #66
              IMO these potions were not intended on being used for just throwing. We, as Shamans, do not make the Berserker, we make the Berserker better.

              Introduce: Concussive Bola

              Now after looking at this recipe I have got curious about Ensnaring Bolas and if they exist. With this potion line I think we were able to "beef" up the legitimacy of the Berserker as a utility in a group. The ability to be able to max throwing skill beyond the expectations of other classes will of course introduce new damage capabilities. There are no recipes for an Ensnaring Bola but I will try on MT tonight to experiment.

              I can think of a few scenarios where these would be helpful, not realistically tide-turning material, but usefull none the less.

              Example: Ranger and Berserker in group. Berserker has taken a range approach to the group damage output. Ranger doesn't get Snare off and Berserker throws these in his ammo slot and wails one to stop it from going into oncoming traffic. It either stuns long enough to burn it down or Ensnares it to stop forward motion.

              /shrug
              The Judge, Elder Alchem~67 Heyokah of Morell Thule

              "They dig Shamans 'cause we do it 75% SLOWER!"

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              • #67
                I think there's some confusion as to how the berzerker snare works here. It's not the item. He's not lying when he's saying it's impossible to add effects to stacked items. Rogues have been asking to be able to throw poisoned daggers for a long time and it's still as impossible now as it was then. The reason berzerkers can snare is because it's a combat ability that uses a normal axe that has no procs as a reagent much as a peridot can be used for rune or virtue. Just the same as a spell, if the berzerker doesn't hit the snare attack button it doesn't matter how much he hits the mob with his axes, it won't snare.

                That being said, these items aren't of much use as they are. I appreciate the intent behind them, it's much appreciated. But the implementation leaves both this and bolas as little more than toys for my rogue. Nothing stacks, nor can any of these items summon the non-stacking items when and as they are needed and the duration is quite short on the snare potions. It's easier and more reliable to just carry a snare proc weapon and swap it in when needed.

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