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Post Seer's Magical Orb.
Just another option to consider when playing as a seer. You know, to make it even more fun.

Basically, the orb is a drone that takes up 3 drone slots. They're quite powerful, doing some mean DPS while having a decent tank. The problems are that it makes the owner visible(+10k vis), and binds him to the area.

This throws off the basic defense that seers have: stealth, and makes them easier to hit. But compensating is one nasty drone that could easily kill you.

Binding means that if the seer goes X distance away, the auras that make the drone that tough stop working. Of course the seer also regains his stealth, but the drone suffers a lot. So you must become visible and stay pretty close to the drone.


This idea is influenced by an engineer(or magical) rogue(fantasy based games) that sneaks into the enemy fortress and deploys a machine gun/magical turret that starts to mow down enemy troops.

Also, the fact that Seer class is given all these descriptions in game about "predicting the future" and "having mystical/magical overtones".


So the seer deploys a magical orb that burns hot flames and rocks at the rate of a machine gun towards his enemies and as a result must stay close to it in order to pass its mystical energies to the orb as it cannot survive long away from its master.

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Wed Jan 11, 2012 2:59 pm
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Post Re: Seer's Magical Orb.
Seers already do enough damage .. why turn then into droners.

This would never go in, too much effort for the devmins.

How would this 'player generated aura' be implemented, if from the class skills then all drones would be beefed. Therefore making it broken.

Loosing stealth like that would leave you completely vunerable to any Sniper (obvious range reasons), Zerker with long range weps (sneak up he will just lincin yo' ass), SD with a mediokre ranged wep (you would probably be flared first so basically you're fucked.

It would basically be a beefed Armada Ambush drone.

/notsigned I'm afraid.

Seer needs a total revamp / change / whatever, not something as confusing as this.


Wed Jan 11, 2012 5:59 pm
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Post Re: Seer's Magical Orb.
Gunners already have missiles. Why turn them into fast moving Light Fighters too like Nukka? WE ALREADY HAVE SD!

Why, because ITS A DIFFERENT PLAYING STYLE BASED UPON A GENERIC IDEA OF THE CLASS. You want all classes to be versatile to play in several differing styles, but unique enough so that the classes themselves can be identified immediately by newbs and or people that haven't started playing yet.

This would just be another way to play as a seer. Just like how there are seers and ships that have been augged and geared to use naval mines.

The idea is that Seer is STILL the pinnacle of stealth class. They would have to aug their ship a bit differently, though. But then again, engineer also augged for support and offense, too, so it shouldn't be that much of a change.


But it is not an engineer, even if it does use a drone.(Mines are also drones). The drone takes 3 slots, so a seer could only ever deploy one. No more. The seer also has no support ability outside a few viruses, too, and the drone has some epic large trans resists, yet the inability to heal...well. Maybe a ST1+, but nothing on the power range of an armada wand.

The drone also isn't a beefed Ambush. It's more. The seer is deploying a small base...an unperma, perma drone. But an attack oriented unpermaperma drones. A T20 Seer would deploy something akin to an Andaman Drone with mastery20, but without the trans. In exchange, the seer has a constant spotty beam effect and must stay under 300 distance radius from the drone.

If an engineer(or a forgone) was to...Denial/Holy Ward that seer over the very small radius, the drone loses the "mastery20 effect" and becomes vulnerable to attack. The seer, because it's not augged like a normal seer, is screwed if the engineer's drones, or another seer, sees him.


If the seer was to scoop the orb, then he becomes stealthy and no see from sniper. If sniper was to pelt the seer with spotty beam, he'd have to deal with the fact he's also getting hit by an angry drone that can keep up with his range.


Killing the drone puts its drone generator out of order for upwards of an hour for the highest end versions. Still sounds like a more OP sniper! Oh wait, when a sniper dies, he is put out of the fight for an hour. Nevermind bout OPness!


As for the seer's Aug setup, the seer MIGHT have to aug his ship differently than Athena+, 3 AoS. He may have to do 2 Conclusion, CaP, Astra. Oh the horror! You have to reaug your seer if you reset to SD, so the different aug setup argument is moot.

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[img]http://oi62.tinypic.com/33208ex.jpg[/img]


Wed Jan 11, 2012 9:02 pm
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Post Re: Seer's Magical Orb.
tl;dr

In short, seer should NOT be able to lay a drone that has anywhere near the range on a sniper. Your argument against that from what I understand is completely useless. Other classes should not start using drones like this, completely changes the game mechanic for a seer.

A seer's job is to sneak up behind an enemy, and stick sharp spikes up their anus. Then disappear off into the darkness.


Thu Jan 12, 2012 5:19 pm
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Post Re: Seer's Magical Orb.
Then what, pray adum, is a Claymore Mine. And why does Yellow, myself, and Bad at Games get kills from using them when all the other "smart" seers cannot.

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[img]http://oi62.tinypic.com/33208ex.jpg[/img]


Thu Jan 12, 2012 5:29 pm
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Post Re: Seer's Magical Orb.
I think seers should have low vis drones that shoot seer weapons, would be pretty cool. Not having the side effect where your main ship has +10k vis though, thats just rediculous.

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Thu Jan 12, 2012 9:32 pm
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