wasn't intending on that, I was more curiouse, as i will be increasing attack more commonly, so I was wondering if it would be worth taking the module
wasn't intending on that, I was more curiouse, as i will be increasing attack more commonly, so I was wondering if it would be worth taking the module
True, but not the point. I believe he was asking in order to figure out which of the two he needed to take to heal, thus I assumed what he wanted to do was only heal and buff with a warlock using attack and defense for combat. My suggestion is to take none and use the +30 imbalance instead. It costs nothing-ish (maybe 30DP for 15 projection, with +15 for 30 atk / 0 defense if the GM forces the issue) allowing him to use buffing and healing, but not attacks or shields, and the rest of his points for MA, Zeon, and Spell Levels. Further at any point in the future he could buy the modules (waisting possibly 30DP) in order to use shields/attacks, but giving him a lot more power at level 1.
Of course I could be wrong.
I double checked this since most probably I'll play a warlock...hopefully soon.
In the Core Exxet the 2 Mystic Modules says:
Defense Module: Uses a Defense roll (Block or Dodge) as if it was Magic Projection for PASSIVE and SHIELDS spells. Every shield is also a passive spell so this is somewhat redundant, but still...
This is clearly stated. Passive spells. A Healing is an Active spell, so by common sense you'd need the Attack Module.
Attack Module: This actually says nothing specific, but since all that is left is Active spells (Attacks, Spiritual or whatever their subtype is), it make sense that for casting a Healing spell on a far away character you'd need Attack. Just like creating the light in the example.
It doesn't matter if the spell is just creating Light or Wind on a point and thus doesn't have a target. The Attack Module is used to direct a spell.
Naming them Attack and Defense modules wasn't a happy choice really.
The example with the Light creation and that spell not having a resistance roll is why those modules cost a whopping 75 points (and mind you: that cost can't be lowered in ANY way with the present material) : you get the power to heal a far away ally in battle, to create situational effects AWAY from yourself and a way to battle with magic without just hurling Fireballs at your enemy.
In the Warlock's case, those modules are a given: sooner or later you're going to feel the 50%+50% limit, and you can't possbily raise both attack/defense and Projection, so you'll take them in due time. Else you'll be stuck being a Mage OR a Warrior. Not a Warlock.
More over, keep in mind that if you go for Warlock, and if you feel the 50% + 50% is too tight, it's most probably because you're trying to make a Mage AND a Warrior together.
You can't be both, that would be making 2 characters instead of 1.
What you can't achieve by martial prowess, you'll do with magic, and viceversa. There's plenty of spell to gain mgical armor, shields, resistances and other cool stuff. In a few level you also gain a decent amount of Martial Knowledge to buff you up.
The result is, you're either going to be a magical warrior, or you're going to be a combat mage, but surely not a full-time Lightining Bolt machine gun.
Longish post, I know.
Darkwings said:
Attack Module: This actually says nothing specific, but since all that is left is Active spells (Attacks, Spiritual or whatever their subtype is), it make sense that for casting a Healing spell on a far away character you'd need Attack. Just like creating the light in the example.
It doesn't matter if the spell is just creating Light or Wind on a point and thus doesn't have a target. The Attack Module is used to direct a spell.
Naming them Attack and Defense modules wasn't a happy choice really.
The example with the Light creation and that spell not having a resistance roll is why those modules cost a whopping 75 points (and mind you: that cost can't be lowered in ANY way with the present material) : you get the power to heal a far away ally in battle, to create situational effects AWAY from yourself and a way to battle with magic without just hurling Fireballs at your enemy.
It says the module applies to offensive magic projection, not Active. Light creation and healing are not offensive actions, so I don't see how you could justify anything that doesn't cause damage, hold, immobilize, or otherwise offend the target.
I'm reading the Spanish version. It says the user is able to direct the spells like it was a weapon, and that that Module can't be used for Passive nor Defensive spells. In no way it says "only offensive spells". It says Offensive Magic Projection, but that's another story.
That is specified cause a mage could be unbalanced towards Offensive or Defensive Projection.
Offensive Projection != Offensive Spell.
Even more, if you read all the ruling about Projection, you'll find that a thing such as an "Offensive Magic Projection" is not stated anywhere else, because by default it's the same value for all spells, with the exception of unbalanced projection.
Since a healing is an Active and Effect spell, it can't be used with the Defense Module (it's not a Passive nor a Shield). So it can be used with the Attack Module, since that says nothing against it.
If the english version says something else, I'd argue with that.
If you were right, there would be no way a mage could use something else other than his Projection tocast a healing, and that would be a pitfall for any combat healer imo.