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Arachnomancers?

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Lyniath
Swan Emperor Arenfel
Ixirar
nope
Adry
siegmund
Tnecniw
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Arachnomancers? Empty Arachnomancers?

Post by Tnecniw Sun Dec 21, 2014 9:02 pm

I have thought about this a while now, as some of you may know am I the creator behind Ziiketh, the broodmother. I thought about making her a ARACHNOMANCER because that sounds cool. (this was before WoD). but people called me out with that no such thing EXIST. But now, in WoD they do exist. IN razorfen down. Though there is NO information about them and what they do. So... the question is. Are they viable for RP.... and in that case, what could they be capable of?

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Post by siegmund Sun Dec 21, 2014 9:14 pm

Though there is NO information about them and what they do.

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Empower Arachnid
20 yd range
1.5 sec cast
Empowers nearby spiders to become more fierce, increaseing their size and attack speed by 100% for 10 sec.

Venom Nova
10 yd range
1.5 sec cast 3 sec cooldown
Emits a cloud of noxious venom inflicting 150 Nature damage to all targets wthin 10 yards of the caster.
The target is also poisoned, inflicting 150 Nature damage every 2 sec. for 8 sec.

Run the dungeon. Read the dungeon journal lore.
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Post by Tnecniw Sun Dec 21, 2014 9:19 pm

Yeah, that is what they do INGAME. But also are we ingame throwing fireballs and calling water elementals like if it was nothing. What I wonder is how they would work RP wise.

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Post by siegmund Sun Dec 21, 2014 9:31 pm

It might as well be a real thing considering the dungeon lore now says they are a thing even as I went to read it (First boss).

Far as how they work it's anyone's guess. Read the abilities? Be creative? Don't go overboard? Have a sense of logic? Have fun? So forth...

Honestly the abilities seem pretty legit made anyway i'd go with that or something similar.

Surely the name seemed cool to Blizzard too either way. But they do stuff with spiders, magical stuff from first glance, I only did the new downs a long time ago so can't say much in detail.



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Post by Adry Mon Dec 22, 2014 1:06 am

What matters in things like this is the execution of the concept. If people don't like the character, then rethink how you're portraying it, and more importantly why.
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Post by nope Mon Dec 22, 2014 1:19 am

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Quilboar - The few quilboar that remain in Kalimdor are known to practice geomancy, a crude form of shamanism. Some plagued quilboar practice this form of magic even in undeath.
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Post by Ixirar Mon Dec 22, 2014 1:20 am

That has.. Nothing to do with the question, Luverne.
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Post by Swan Emperor Arenfel Mon Dec 22, 2014 5:52 am

Tnecniw wrote:Yeah, that is what they do INGAME. But also are we ingame throwing fireballs and calling water elementals like if it was nothing. What I wonder is how they would work RP wise.

Think for yourself.

You have the resources and the pages open in front of you, and now it's up to you to consider how these abilities function in a role-play setting. This is one of umpteenth threads you've made on the subjects. There comes a point where you should do the groundwork for your own character instead of incessantly chasing player approval and validation before even executing your concept.
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Post by Tnecniw Mon Dec 22, 2014 8:46 am

I am just trying to make sure people don't get butthurt over it. I have a small abbiity to go a bit overboard.

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Post by Ixirar Mon Dec 22, 2014 8:49 am

If you pull off your character badly, people will dislike your character no matter what. You can have a char who's a lumberjack from Eastvale and if it's a bad char it'll be disliked on the base that the character is bad. A well executed character will be well liked no matter how out there it is, as evidenced by everything Melnerag and Drustai ever did. Ever.
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Post by Adry Mon Dec 22, 2014 9:39 am

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Post by Lyniath Mon Dec 22, 2014 11:40 am

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Post by Vaell Mon Dec 22, 2014 12:29 pm

I'd suggest not making a young character for this concept. 35+ at the least. As this edgy magic has only just been introduced in WoD and by Quillboar (same people who are Thornweavers). Arachnomancy seems to be invented by the quillboar and thus your character wouldn't be able to learn it from pretty much anyone. Unless you role-play a half quillboar (DON'T. PLEASE).

Your only real options to learn it would be your character studying Quillboar magic and being fairly weak in the school as it's a new concept or having your character study their own version, inventing new spells and what not. The latter of these two options would require you to be a fair age tbh, I even think 35 is a little low to invent your own school of magic.
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Post by Arabella Greene Mon Dec 22, 2014 12:44 pm

I'd personally say at least 40
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Post by Jiang-Nu Mon Dec 22, 2014 1:11 pm

You could always see if there's anything on this in any Dungeons and Dragons rules/lore. WoW borrows heavily from D&D, and you might find some good ideas to put into practice in a convincing manner.

...

In the meantime, given my arachnophobia I shall stock up on family-size cans of Raid.
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Post by Thondalar Stormleaf Mon Dec 22, 2014 1:24 pm

Tnecniw wrote:I am just trying to make sure people don't get butthurt over it. I have a small abbiity to go a bit overboard.

There is always -someone- who gets butthurt over things. It's unavoidable.

I find that as long as things are not direct lorebreaking, and common sense is used, along with not being super OP, most people will come to accept you and your char. ^^ I agree with some of those above. Don't make the char a youth in this sense.
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