Post your research here.
Schematics are fun. Don't have to OUTR crystals, it just pulls them.
Glancing into your rift, you see:
------------------------------------------------------------------------------
Pyramid
[ 1394] crystal pyramid
------------------------------------------------------------------------------
With skill born from long study, you take A crystal sphere, a crystal cube, a
crystal pyramid, a cylindrical crystal, a dark crystal spiral, a finely
sculptured crystal torus, a milky crystal pentagon, a sharply angled crystal
polyhedron, a shimmering crystal diamond, an egg-shaped crystal, and an opaque
crystal disc, and set them to spinning in the air.
Faster and faster they spin, until with a humming whine they come together to
form a crystalline construct.
Glancing into your rift, you see:
------------------------------------------------------------------------------
Pyramid
[ 1393] crystal pyramid
------------------------------------------------------------------------------
Comments
ultimately need to get my vibe tracker working so I don't do dumb things like deep freeze in a too with Heat etc.
On the plus side, I had a combo system while jester so I'll dig it up for magi now that we have combos.
It may prompt me to return and try it out.
'The larger your golem, the more its presence shall interfere with your crystalline vibrations, with potentially disastrous results. The pragmatic sorcerer shall endeavour to balance both his golem's size with the number of vibrations he or she has active at any one time.'
It's implied there's some kind of limitation. Are they saying it can explode >_> has anyone ever exploded their golem?
I've also only seen @Tesha's bits of a log. I'd like to see a full on fight to see how it works with the rest of the class skills though
Havent tested the limits yet
You don't need to OUTRIFT any crystals at all to create a golem, which is handy.
There is a good thread that discusses some golem tactics in the forums, check it out.
In short, the golem dramatically changes magi combat and works with many abilities in crystalism (destabilising vibes, etc.) and elementalism (combos with staffstrike, etc.). Using a golem is about salve pressure now, and is more a momentum attack rather than prep. Oh, and to note, retardation has changed; retardation is less effective just to drop and bash, as all other vibe effects are paused in it.
And magi finally have an instakill (GOLEM DESTROY).
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
I mean, if they have broken legs and they're on fire, they can just not cure the legs and cure the dehydrate/ablaze, right?
Which tics count towards the ablaze count, anyways? Lets say I dehydrate/ablaze, they apply and I get the flames diminish message, they're at level 1 burn, right? As in, another application cures ablaze. But if I hit with scorch, they are level 2 burn, requiring 2 mending applications? If this repeats, are they perpetually at level 1 burn? Or do I just need them to be ablaze for 4 scorch hits to destroy?
Bypassing parry seems relatively easy, and maintaining salve pressure seems pretty simple (most weaponry classes seem to struggle when timeflux is up and I smash arms/earth strike anyways) And thus far, I love the Magi changes.
Yea they can choose to cure burning.. but that means they're not curing broken limbs, which you can capitalise on in various ways
if they prioritise curing broken limbs over ablaze, you're going to have an awesome time
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Also, realistically what is preventing them from just curing aflame? Seems easy enough to just make a priority for curing if burn order is over 3. I guess the appropriate thing to do would be to drop retardation, but I honestly don't know. Would also be nice if we could combo impurity with a weapon for salve lock outside of retardation, but maybe I am missing something. . Only been new magi four days, go easy on me
Also, destablise grounding now grants the ability to fly? Can still use in combination with gravity but it doesn't stop movement. On that note, I suppose creeps can stop a tumble attempt if walls are up, but if they're prone it doesn't work. (they can't try to run away if prone, so the tumble still goes through)
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."