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TOPIC: Heroquset Abilities
#11428
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 5  
you know if i'm honest ........i dont really know yet, he is still developing as a character, i'd like to play him as the opposite of a hospitaler ,so he kills and then leaves and just suppors from the back.
Then again old habits die hard and i do enjoy a good scrap so i guess we will just have to see LOL
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#11433
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 2  
your character never stops developing they constantly develop as people change constantly so do characters.

i'd just go with what happens over events.
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#11445
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 5  
I reckon there are 3 reasons to go for a particular HQ ability:

1) Remove an annoying restriction that spoils your fun (usually abilities that mean casters don't have to spend so much of the day sat down, immunity to immobility in scouts)

2) Abilities that help you to do the things you enjoy more (more power=more invocations=more fun)

3) Things that are unique and are tied up with your character history and give you a certain 'flavour'.

I know a couple of evil priests that actually struggle to blow all their 400 power a day, particularly if you are from the 'maim then fight' school. Any spare power just gets hoovered up by the healers.
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#11446
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 5  
Cheers tepic.....that has definately given me food for thought.
i do like the idea of more power = more fun lol
i do also now like the idea of quick casting, i think that definately = more fun ,although i think i will use a lot of power, thanks for the advice
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#11447
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 5  
forgot to mention im not a maim then fight type of guy.
i think fighting is very mundane when you can rip the life from an enemy with your hands....may need the extra power after all :0)
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#11473
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 14  
If you're not a fighting priest then yes, you can go through power quite quickly.

Double invoke doesn't work very well for non-fighting evil casters as the second invocation loaded has to be defensive like Shroud. And it's often very hard to get a 10 min invoke in except in really big fights. I've gotten three 5 min invokes off in a fight a few times but that's pretty unusual.

Out of Craig's list, the third one about tying in to your character is really worth thinking about. For example Maggot's "Shroud Master" HQ ability lets him vocal length cast a Shroud whenever he's invoked in the evil sphere. It means I don't have to choose between offense and defence so I can really get stuck into fights. Perfect for him being a fighting priest. Not as useful for a casting priest like yourself.

The two abilities that I've seen on Reapers that I like the most are:
1) The Baron's "Bloodlines" ability that lets him use life as power. VERY characterful and on the standard list.
2) Wraith's "do any type of damage with invocations" ability. It means he can kill anything which is what it's all about for a Reaper.

But if you're totally lost, you can do a lot worse than double med. It's a really good ability if a bit boring.

Another really nice "numbers" style ability for a Reaper is Shard's "med back power that's 'out'" ability. Considering that Reapers can have an insane amount of stores it's great. And particularly sick when combined with double med. <cough>Wraith<cough>
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Last Edit: 2012/04/07 22:37 By adamtennant.
 
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#11477
Re:Heroquset Abilities 5 Years, 8 Months ago Karma: 5  
Wow thanks for all of that....
unfortunately now my brain is completely over loaded lol.
Time to sit down and have a really good think on which direction to take him.
Thanks :0)
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