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The folks over at Perpetual Entertainment's Gods & Heroes have given us a look at their Mystic Feat Tree.
Mystics are perhaps the most inscrutable of the Roman heroes in Gods & Heroes: Rome Rising, as it is they who delve the deepest into the arcane powers of sorcery. Mystics conjure enigmatic energies both elemental and ethereal in defense of the Republic. In order to ruthlessly smite their foes, they can cast spells that deal massive damage to individual targets as well as entire groups of foes. Some of their most devastating offensive spells, however, are the ones that summon vicious and powerful creatures to aid them in battle. But Mystics' powers are wide and varied, as they also have at their disposal a number of charms for defending and strengthening themselves and their squad. One look at the Mystic Feat Tree reveals the overwhelming potential of these masters of the magical arts.
Dealing damage and weakening opponents is, of course, job number one for any Mystic worth his or her rune-embroidered robes. "Numinous Flame" is the basic spell for accomplishing that task: it conjures a blistering fireball that detonates in a fiery explosion upon impact with their unfortunate opponent's person. When they want to inflict direct damage and leave their adversaries with wounds that will also sap their health over time, spells like "Pierced Effigy" and "Snakebite" serve most admirably. When their enemy is another sorcerer, they can use "Silence" to stop them from casting and "Drought" to leech away their energy. But when a foe is already dead, what more can a Mystic do? "Charm Undead" stuns any undead enemy while they figure out which spell will best incapacitate that walking lump of rotted flesh. And if a Mystic finds him or herself beset on all sides with foes, "Spirit Wall" slows those foes down long enough for the casting of "Miasma," which envelops several foes in a cloud of lethal poison. Or they might just use "Firestorm," which allows a Mystic and his or her spellcaster minions to join forces in calling fiery death down from the heavens.
You can read the whole article here.
Cheers,
Jon Wood
Managing Editor
MMORPG.com
Comments
Its looking good!
-Phorsoth-
hehe
Yay for Gods and Heroes.
The early levels are such a tease, I need the rest
// The G&H Townhall - http://gnhth.vault.ign.com - a Gods and Heroes fansite
~~~~~~~~~~~~~~~~~~~~~~~~~~
=The best bash.org quote ever=
Curt teh Juggler: our graduation ceremony was today, and right when some gamer nerd got his diploma, someone in the audience played the zelda "get item" music and he did the zelda spin-hold-out-item stance
Curt teh Juggler: it was quite possibly the most amazing thing ever.
Why don't they make several different types of casters each with very specialized magic?
The games still in its core testing phase with around 75 people. Well thats the last we've heard.
No idea when the next chance to nab a beta key will be.
// The G&H Townhall - http://gnhth.vault.ign.com - a Gods and Heroes fansite
I like it better this way, 3 reasons.
1) Lets say they could have made a summoner, a necromancer and a mage. In order to experiance/use all, you must take 3 different characters through the game. This might be fine for some, but if you also want to try out the other classes, this may take a while.
2) You don't know how your opponent is set up before you start a battle. By looking at the classes above, you'd be able to plan for what was coming. This way, the opponents have no idea what could come from the mystic.
3) You are able to be more versatile in different situations, using skills from all '3 potential classes'.
// The G&H Townhall - http://gnhth.vault.ign.com - a Gods and Heroes fansite
RTS's: you micro-manage resource harvesting so that you can build structures that will help your defensive and offensive tactics.
Action Shooters: you complete level maps to find bigger and better weapons for killing the mobs in each level.
RPG: you customize an avatar that you'll "roleplay" throughout the game by completing quests to gain better armor, weapons, and stats.
Platformer: You get though each level by picking up power-ups that give you extra abilities to bypass mobs and to get through obstacles.
Adventure: You click through various scenes and solve puzzles using items that you find along the way throughout the story.
mmorpg: You customize an avatar that you'll "roleplay" throughout the game by completing quest to gain better armor, weapons, and stats either alone, or with others online.
So now that that's out of the way, the thing that makes a good game is the bells and whistles: the sound, the graphics, the animations, the additional game modes, the realness of the world around you (or surreal-ness), the interface, the performance, the art direction, the physics, the feeling or being in a living and breathing world, the flow, the balance, the story, the community (online and offline), the developer support, the added content, the price, the price of expansions, and so on.
Saying that a game seems like it's going to be generic (especially when it comes to an mmo) doesn't mean jack shit to me. I like mmorpgs. I like they way they play. Do I like them all? No. And why do you think I don't like them all? Because some are too generic? Hell no!