Announce post #3096: Classleads April 2020 - part 3 (end)
5/14/2020 at 7:21
Keroc, the Starborn
Everyone
Classleads April 2020 - part 3 (end)
Assassination
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- [2754] New skill: Stagger.
- [2754] Fangs skill placing has been swapped with Dash.
Apothecary
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- [2795] See Changelog post #2795.
Bladefire
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- [2778] Blade release powers can no longer be directed at anyone except the last person you hit.
* Blastwave is an exception due to it being an AoE skill.
- [2778] Striking a new target will also clear your blade charge.
Farming
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- [2768] Cows can now be milked, see the Rancher ability for details.
- [2768] Skinning has been moved into the Slaughter skill within Farming.
Sciomancy
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- [2765] Forgive cooldown lowered to 20 minutes, down from 4 hours.
Tekura
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- [2746] Removed the stun from Guarding.
* The message has been edited to reflect this, make sure you update your system.
Terramancy
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- [2810] New skill: Tomb.
- [2809] Steady can now remove magically flooded water.
- [2814] Earthenpass is now continent wide, but you must be underground.
* See the AB file for further details.
Toxicology
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- [2754] Sumac and Camus now only cost one venom sac to create, down from two.
Penned by my hand on Tisday, the 21st of Haernos, in the year 487 MA.
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Comments
Also, uh... Unless I've been using the command wrong or there's special tools needed, the FIELD MILK command doesn't seem to be working.
the AB states:
Syntax: EARTH MERGE
EARTH PASS
BURROW ABOVE
While buried within the earth, you may travel to your target anywhere on the continent after a short
delay. Should there be a monolith or should either of you stand in a non-earthen location, then the
delay will become somewhat longer.
Earthen environments include:
Mountains, hills, desert, natural underground, constructed underground, mines, lifeless sand,
caverns, craters, and canyons.
so if I am reading this correctly then you should be able to use earth merge then earth pass (target) in the environments? I sent a bug in about that as I was unable to and the bug response was:
Bug #14975 has been resolved with the following message:
It only works on places you can dig or bury yourself. If you could bury yourself in a cavern room
somewhere then you'd get the bonus speed.
maybe I new to environments but I am not aware of any location that you can burrow unless it is soft dirt. all the others I am not aware of being able to burrow.
I can see that if the teradrim was able to burrow underground then they would be able to use this skill continent wide, but if not, then area only.
can someone help me to understand this one? am I really way off here? thanks all
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Tomb's damage comes in at somewhere around 2200/3.72s, which isn't bad, but is also pretty easy to keep up with through sip/anabiotic/regen (which can be done burrowed now). I suppose if there are multiple Teradrim there then it adds up, but again, dig them out so your whole team can hit seems to make more sense.
If this is supposed to punish people for burrowing in front of a Teradrim, then that's cool I guess. But it would have to do way more than what it currently does for me to not prefer digging someone out instead.
You can't see someone's health when they burrow. And even if you have really good health tracking, they may be able to get above the 2k health threshold to make your tomb worthless. Digging them out causes them to lose balance and brings them back into the room. I value bringing someone into my room and knocking them off bal more than 2k damage, even if that 2k might kill them, since I assume my team should be able to do just as good a job if they really only have 2k health.
Also realistically if anyone is at <2k health they likely are too afflicted to burrow anyway.
In relating to their health, I was thinking you'd have a rough idea prior to them burrowing and if you had multiple Tera then it's a bit more feasible. What's the damage type on it, out of curiosity? Blunt, brute?
I can very much see your point however.
For me it comes down to this: "If burrowed then dig" is very straight forward. You bring them back into your room and knock them off balance.
For Tomb to really be worthwhile to use as a replacement to dig, it would have to be better than bringing them back into your room and knocking them off balance. Straight 2k damage, imo, is not better than bringing them into your room and knocking them off bal. There is one scenario where Tomb is better, which is when Tomb kills them because their health is low.
But then it becomes something like "if burrowed and you -think- they have <2k health but you can't actually check oh but maybe check for if you have like 3 Teradrim in the room so all of you can use earth tomb then tomb, else dig".
At which point I would say f that, I'm just going to dig, because my team should be able to finish them off anyway. It's not really worth the time to go off into all these fantastical scenarios and try to code them into a system when there's a simple, straightforward scenario that is just as viable, if not moreso.
Frankly this convo is pretty much the limit of how much I'll be thinking about Tomb. I won't be coding it in anywhere or using it manually, because dig > tomb. No idea why it exists, but it wouldn't be the first time (or 100th) that K has done something that leaves me scratching my head.
Don't get me wrong I love K and happily acknowledge all the work he's done for Aet. But there are definitely some bonkers decisions made every classlead round that make you wonder if he could use some alternative input from people who know Aet combat well.