

The two are related in so far as Technology deals with understanding the principals behind Sleeper technology. We learn to walk before we run, and before we can hypertech we must first Sleeper tech. Therefore, Hypertech rating must be less than or equal to the character’s Technology rating (M20 pg.

If Arete is involved, Hypertech is involved. Hypertech is distinguished from technology in that it refers to Magickal technology.Where explicitly necessary, certain mechanics are given a 1.5 modifier to ensure no one is screwed over it. Remember to talk to your Director and be open to discussion and revision!Īt this game we are combining the concept of a ‘week’ with the concept of a ‘chapter.’ Game-mechanical weeks and chapters will be treated as the same thing, and will start on the 5th, 15th, and 25th of every month.A big part of how a Director might resolve those difference of opinions, is how sincere and fully realized an effort feels. Sometimes however, it comes down to different interpretations. Has this been created without a plausible IC narrative, OOC sportsmanship and game balance in mind? Most of the time when this happens, it is owing to an incomplete understanding of the rules.You might be gently advised to re-conceptualize certain desires to make them more relevant to the game and the other players. Will this be disruptive to the game’s intended themes and setting? If your Director is telling a story in Los Angeles, they might not be receptive to something that seems aimed at sucking an excessive amount of ST attention towards tertiary/peripheral locations.That said, when approving rotes, Wonders, or the other bananas stuff Mage sometimes throws at us, a Director here will ask themselves the follow questions: We encourage mage players to be creative. M20’s rules supersede all other editions unless otherwise noted. It deals the same damage as Thunder III but has a much lower duration of 18 seconds. This is your highest damage over time AoE spell. This is your highest damage-over-time spell. Y ou can only use this while under the effects of Astral Fire or Umbral Ice. Swap an Astral Fire for an Umbral Ice, or an Umbral Ice for an Astral Fire. Guarantees that the next Scathe, Fire, Paradox, or Thunder deliver their additional effects ( Firestarter or Thundercloud). Lasts for 15 seconds and causes your next three abilities to have no cast time.īy level 66 you'll get a second charge of this ability. As long you stay in it, you get a 15 percent reduction in spell cast time, recast time and auto-attack delays. Provides a stationary buff at your location that lasts for 30 seconds. Cast Xenoglossy - You'll have at least one stack of Polyglot to use this on.Cast Despair then use > Manafont - This gives you the mana you need for the rest of the opener.Cast Fire IV then cast > Amplifier and use > Ley Lines - This increases the number of spells you cast, therefore increasing overall damage.Cast Fire IV then consume a > a Grade 6 Tincture of Intelligence - This gives you a fairly large damage boost against raid bosses.Cast Thunder III then use > Triplecast.Start casting Fire III around 4 seconds before the encounter starts.Use Sharpcast around 12 seconds before the encounter starts.Your off GCD actions allow you to maximize your DPS. As mentioned, one of the strengths of the Black Mage is that the rotation doesn't change all that much, as your primary function is about building up currencies (like Polyglot) and then consuming them for big damage. The opener rotation is used to sync buffs with your team and give yourself the maximum possible damage in harder group content.

1 Wizards Petasos 1 Wizards Gloves 1 Wizard's Tonban 1 Wizard's Crakowsġ Wizard's Coat 1 Sorcerer's Attire Cofferįoul Enhanced Enochian Back in Black III (Achievement)Ī Home For A Tome (technically a side quest)ġ Heavens' Eye Materia VII 1 Savage Aim Materia VII 1 Savage Might Materia VII
