Sapphire
Banned
|
Seraphim of Ver does in fact give the pet/guest bth boost. This changed moved me to get it, but the boost, and *this wasn't mentioned*, was dropped to 8.57 each. Still nice to get the boosts, but should be mentioned and not left up to assumptions. I said before I didnt use PR much, so it doesnt affect me a whole lot, but the new version is by-in large basically so worthless that it's no longer even worth ever using by anyone. The charisma boost and empowerment are small, anti-synergistic, and beyond ridiculous to put these PUNY effects together. It's like they took the manifest pride idea (elem empowerment w/ charisma) and doubled down. ELEMENTAL EMPOWERMENT WITH BEASTMASTERS (CHARISMA BASED) IS COUNTER TO LOGIC....in case anyone needs assistance ...elemental empowerment only applies to the player. Beastmasters mostly rely on charisma to boost their guests and pets. It's a waste..for 200-something SP? Thanks, but no thanks. Even AQ-wiki rated the manifest spells, which are UR, as really, really bad. Purple Rain simply needed a check ... Here's a better solution Three versions: All versions get the old quick cast starting point, but each costs something rather than free. No saves. All 3 versions reset Monster HP only. Version 1-> Purple Rain(HP) ->Costs 50% Melee SP upon quick cast to start a renewal point. This costs a turn, too. Later when you cast it again, it costs 50% SP again, and yours and monster HP is moved back to the amount at first cast. You do not regain MP and SP like before. This serves as a HP do-over. SP and MP unaffected. Version 2-> Purple Rain(MP)->Costs 50% Melee in HP upon quick cast to set up renewal point. Disclaimer-> IDK how much is 100% HP, but the cost should be significant enough to be a risk. This costs a turn. Later, upon casting again, you lose HP the same as the first cast and you regain MP back to what you had at the start. SP unaffected. Version 3-> Purple Rain(SP)->Costs 50% Melee in HP upon quick cast to set up renewal point. Disclaimer-> IDK how much is 100% HP, but the cost should be significant enough to be a risk. This costs a turn. Later, upon casting again, you lose HP the same as the first cast and you regain SP back to what you had at the start. MP unaffected. Version 2 and version 3 can be used as quick cast buffing,depending on the quick cast, and costs you a turn *and* HP's to do it. This is fair, and doesn't completely move away from the original usage. This also creates a decision to use all, or 2, or 1 in your inventory. This is also an indirect "cost", albeit that might not be "in their balance standards", but it *is* a cost (common sense) to be considered. And resetting monster HP prevents casting spells/skills, then PR, and casting more (free damage to the monster) Also, all 3 can be used in the same battle, but the mechanics is if you start one, the other 2 get locked out. You must "close out" the loop on the one you used, in order to begin the other. This would avoid using the HP reset first, do full cycles on the others, then use the HP loop to close it...and resetting all...making it a longer winded version of the original. Usage cases: Version 1-> You just got beat down, and need to try again Version 2-> MP-based buffs, and perhaps if the monster dodging your spells, it acts as a spell-cast do-over if you wanted to go that route. Costs HP and a turn. Version 3-> SP based buffs, and perhaps if the monster is dodging your skills, it acts as a skill-cast do-over if you wanted to go that route. Costs HP and a turn. Much better solution than what it became.
< Message edited by SapphireCatalyst2021 -- 2/24/2022 10:00:17 >
|