I'm totally for this. Anything that adds some diversity to useful character templates is a great thing.
Meh. . . Inscription already gives a pretty hefty defensive bonus in addition to being a perfectly viable craft skill. Not to mention, this has already been considered and decided against. I'm all for diversity of templates, myself, but it's not like people aren't playing scribe mages now. Perhaps we should give that damage bonus to spirit speak... And the alchemy bonus to taste ID...
Give scribe the ability to imbue a bow's next shot with one of any of the following scrolls: fireball curse firefield lightning paralyze It also takes mana to apply the scroll.
Admittedly, I haven't practiced much with my scribe mage, but without stun, or another form of comparable damage/combination (pots and wands excluded), I don't think they're very balanced as they are. The most I see them is in groups, like archers. They're not very deadly, however long they may survive.
You should have to pick and choose, Blaise. Everyone can carry pots and wands and you can make a stun scribe if you like. Your statement seems to suggest that you feel that would be balanced so how is giving that template a powerful new bonus going to help balance? I certainly think the pure mage is getting over-looked in a lot of ways on this shard (mostly for PvM) but consider that inscription is really a craft skill. It's a fine craft skill at that (probably my favorite.) But it's bonus in combat affects one of the most commonly used spells. . . that's proof against one of the most common means of attack. If inscription gets a damage bonus I'll continue to use it and be happy but it's already a worthwhile bonus.
I don't see why inscribe needs a damage bonus. Magery does plenty of damage already, and is extremely strong when paired with stun. You just have to put in the time to get good on the template, and its one of the most effective characters to play in PvP. Solo or in a group. The defensive bonuses offered make it worthwhile already in my opinion. As others have stated, it is important to remember that this is indeed a crafting skill, so its a blessing that it offers any bonuses at all. NAY
I support the bonus but feel it would be better to keep it only in PvM. So no bonus for inscription in PvP but you can cook monsters gooder... ? Maybe? I mean at GM Magery, Eval and Inscription, your understanding of magic is fairly high so your spells should sting quite a bit. Then again... What do I know...
If you want to learn where the power of a scribe Mage lies, then learn what the protection spell does and how much of a bonus scribe adds to it. The protection spell alone when used by a scribe is lethal.
I thought in era it gave a 10% damage bonus, I was thinking of this being a perk to the nox mage who doesn't have stun/heal/wep hits, since the poison bonus is pretty negligible with magery.
If your nox/mage doesnt have stun what else does he have? Nox/Mage = magery/med/eval/resist/nox You still have 2 open slots, ie wrestle/anat for stun. Also, in era alchemy also added damage to purple potions. But that does not make it a balanced change to implement.
In that case your kind of selling yourself short by missing out on stun. Poison being an "offensive" skill, and inscribe being a more "defensive" skill. If you wanted to get rid of inscribe you'd have stun for offense. That is a choice that has to be made. Giving inscribe a damage bonus would allow stun/mages to totally wreck people. It would be the same as giving alchemy an explosion potion bonus. Sure, if you had that template the change seems nice, but its still unbalanced/OP. Inscribe is already super useful in pvp, from a defensive standpoint. This added defense allows you to be more aggressive offensively. I think the issue here is that 98% of people, pvpers included, do not understand how beneficial/powerful the protection spell is. (especially when the user has inscribe)
Damage from spells in PvM (players casting onto monsters & animals) is already doubled from their normal values, so technically this perk already exists.
Alright ladies & Gents. I usually don't put any effort into these sort of threads, but I feel that this is clearly going nowhere. Allow HC to save you some time. Inscription Damage bonus = OP /theEnd Also, this is a UOR server. The official publish that saw this damage bonus implemented was in publish 17 (Launch of AoS) See Also: http://www.uoguide.com/Publish_17 So... OP/Not UOR accurate = /Endstory. I appreciate everyone's input on the subject, but inscribe does not need to have both defensive/offensive bonuses. Make your template decision and live with it. Farewell and goodnight! :lol: