Sil Builds/Challenges/Concepts/Stupid-Ascension-Tricks

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • HallucinationMushroom
    Knight
    • Apr 2007
    • 785

    Oh, I see, thanks. I have been toying with horns and channeling with Sil lately and plum forgot about staves. I was hoping you had made horns work so I could study. I think with the addition of chasms, a horn character could become a sort of terrain specialist... But my biggest obstacle has been voice cost for multiple blasts.

    Sent from my brick of a phone... Power out... Thanks ice storm!
    You are on something strange

    Comment

    • half
      Knight
      • Jan 2009
      • 910

      Originally posted by HallucinationMushroom
      Oh, I see, thanks. I have been toying with horns and channeling with Sil lately and plum forgot about staves. I was hoping you had made horns work so I could study. I think with the addition of chasms, a horn character could become a sort of terrain specialist... But my biggest obstacle has been voice cost for multiple blasts.
      The voice cost for a horn use is currently 20. Is that too high? Would 10 be better? I don't think there is much horn use at the moment, so maybe this would make them more balanced.

      Comment

      • Scatha
        Swordsman
        • Jan 2012
        • 414

        I think the idea for channeling to halve the voice cost of horns is quite nice. It already has an extra bonus for staves, so this would be more symmetric.

        Comment

        • taptap
          Knight
          • Jan 2013
          • 710

          Originally posted by half
          The voice cost for a horn use is currently 20. Is that too high? Would 10 be better? I don't think there is much horn use at the moment, so maybe this would make them more balanced.
          Imo you could simply reduce it, it is not that they are overused as is. Or make it different for the different horns. Or half (or is it halve) it by channeling.

          The force horn has a neat effect, but I wonder if anyone will ever bother to use it for it is way too specialised imo.

          I do consider channeling + terror on a no-stealth, no-song archer.

          Channeling + stun could potentially be useful on a melee char that raises will anyway, just think if you can stun or maybe even heavily stun some hard opponents. Now combine that with heavy armour (high will), maybe song of staying so you can basically fight their skills first, get even more will and only then attack. Maybe I should try that with a Belegost dwarf. Although in melee you want all the other will abilities as well.

          Stunned: (1 to 50 turns on the stun counter), You get –2 to all of your skills

          Heavily Stunned: (51 to 100 turns on the stun counter), You get –4 to all of your skills

          Knocked Out: Bonus points for knocking out a Balrog.

          Comment

          • HallucinationMushroom
            Knight
            • Apr 2007
            • 785

            Originally posted by half
            The voice cost for a horn use is currently 20. Is that too high? Would 10 be better? I don't think there is much horn use at the moment, so maybe this would make them more balanced.
            I meant to respond much sooner, but the ice storm did quite a number to where I live!

            Yes, I think 10 cost (or channeling 1/2 cost) would definitely cause me to actually consider carrying more horns, and cause me much more pause and consideration on what to toss as the old backpack started to get full, of which horns almost always go first.

            Most of my characters get one blast on a horn before there is a rest period, which makes horns too cost intensive to really carry around. Sure, stun for -2 is great, but I've got to get it to work when I need it to in the first place, and then it's a one use trick. Blasting is about the only horn I ever consider keeping, but with usually only 1 blast, I can't even break and clear rubble with any decent speed. And this is with grace '3' characters, which is actually a pretty good grace score considering challenge races, I think.

            Two main additions got me wondering why I don't use horns more... namely, chasms and the ability to forge horns. A low smith jeweller can make a horn of warning, which is great for luring in crowd monsters and learning that blasting horns occasionally make chasms. And, I usually love preparing battlefields before a big fight. I can imagine a scenario where I make some rubble, some chasms... use the horn of warning to draw them in... use a horn of force to push them down chasms... rain rubble down on enemies... and scare away packs of monsters I don't want to tangle with. A 'utility specialist' seems like it would be a lot of fun.

            I mostly only tinker with Sil now, and don't really play much, but I still love to think about it and read up on all the amazing characters getting posted and think about new ways to push character builds. I would lean toward making channeling reduce horn cost, since there isn't really any barrier to using horns other than having the available voice and the horn, though I do note that the more useful horns have decent sized smithing price tags attached.

            I have been really missing unwavering voice to try out a lot of my utility horn specialist ideas.
            You are on something strange

            Comment

            Working...
            😀
            😂
            🥰
            😘
            🤢
            😎
            😞
            😡
            👍
            👎