Evening out Amulets (in General)
Suggestion: Add a Mage Amulet to complement the Tank Amulet and to go alongside the Generic Amulet and the Lame Amulet.
im guess the AoI is the closes to a mage amulet you can get, what what exactly are the generic and lame amulets?
July 11 2006 2:43 AM EDT
Amulet of AC (generic) and Amulet of Invisibility (lame) are my guesses =)
A Mage Amulet would be one that adds to DD to counter the Tank Amulet adding to ST.
There're Mage Gloves and Mage Cloaks. In contrast, there are Tank Gloves, Tank Hats, Tank Tattoos, Tank Armor, Tank Shields, and Tank Amulets.
Now, granted, typically in fantasy settings, Mages don't wear armor. That's cool, I can dig that. However, amulets are, by their very nature in fantasy lore (especially in the stereotypical D&D setting), more akin to aiding a mage than a tank. Is it too much to ask in comparison to the options provided to a tank? Granted, this is now supposed to be TankBlender, but even prior to that, a mage was very limited in terms of options available. Sure, mages were easier. But they were still very limited. They still are. With more options brings more ingenuity. Ingenuity brings excitement, and excitement enriches the game.
July 11 2006 3:40 AM EDT
How about an Amulets of Fortune.
Add 10% of $ Per Fight!!!
Need more money here...
July 11 2006 3:49 AM EDT
Windmaster: it has been suggested before and if it was ever going to get implemented (which it wont) it would be a tattoo just like the RoE is for xp.
July 11 2006 4:49 AM EDT
A DD amulet could be ok.. I'd like to see an ED/EO amulet too.
July 11 2006 5:05 AM EDT
The AoI is actually really useful - even more so if everyone starts going down the tank route....put it on your main damage dealer and he gets moves to last on physical damage - that would help avoid all the archers who are going to start appearing...certainly very very useful for mage teams....
AoI adds +20 to a pair of DB's, any idea what +20 costs on a large set of DB's? Far from a lame amulet IMO :) (on a side note why isn't the abbreviation for Displacement Boots in the Spell Checker but IMO is?)
JW: How? It's nullified via the use of seeker/slayer ammo. The only thing it would work on is an enchanter. Why would an enchanter have an AoI? Perhaps maybe a PL enchanter -- ensure all the damage applied to a character gets routed through other AC-laden (or other damage reduction methods) minions first and then deposited on the enchanter last via PL. Yes, that's valid. Having an entire item for one use? Yes, I reiterate: it's the lamest of the four. However, in my scenario above, the aforementioned enchanter benefits from neither AC nor Strength, so yes, it'd be useful there. Very limited, though.
July 11 2006 7:17 AM EDT
Not everyone has constant supplies of rare ammo. Some of us either can't afford to maintain a supply or don't want to spend that much money on ammo.
And as tank numbers increase rare ammo will become more scarce.
It's a bit foolish to write off an item just because a counter exists.
The one my tank is wearing is the difference between win or lose against some teams.
I'm sure that it can be helpful in certain specific situations. However, considering that there's an alternative that adds to strength, I would question why you don't make your tank stronger instead of invisible. But then, my whole point of this anyway was that mages deserve an Amulet of Power that adds to DD. The jibe at the AoI was more for the parallel structure of my request as opposed to tactical commentary.
July 11 2006 7:45 AM EDT
Where a tank is concerned there are many options to increase your strength, so the option of making my tank last to be targeted appeals more.
For a mage, you're right, especially since the tank changes. Fewer options to increase power.
A while back a few of us were discussing the possibilty of a mage skill - perhaps this could be transferred to an amulet. My take on it was 'focus'. During a fight - this would be for FB or CoC - the spread fire is more concentrated on either the largest minion or the damage dealer. It would never go as far as concentrating all the attack from spread to single minion, but could go up to say 40% of the total attack focussed on one minion.
July 11 2006 3:50 PM EDT
The fact that Mages <b>only </B> have to train HP & DD is really bonus enough imo. A tank has 2 stats that eat up additional exp a mage never even has to think about. Granted we have items that can offset some of the training required, but with each of these items there are other sacrifices we have to make... If mages were required to train Int (as is customary in most games where mages are present) then I would agree, but you are convienently ignoring the fact that you have no stat requirement to cause dmg where tanks realisticaly have two...
July 11 2006 6:39 PM EDT
I love the AoI, when dealing with big MM Mages, they start from the rear and work their way forward, so you want your heavy hitter in front. Vs other tanks, you normally don't want your heavy hitter up front, but in the back, so slap on an AoI and ta-da... tanks have to go thru all of your minions then get to your heavy hitter. The AoM is great too, but it's not helping me win fights atm. What I really wanted to see was an AoD. Amulet of Dexterity. But alas, I guess that is just a dream.
Ok, so if I cede the point on the AoI, can the thread get back on to the topic of an Amulet of DD?
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