Everything I had said is true. Moreover, even the opinions are based on knowledge and experience, and are devised in the context of the overall scheme.
Fox wrote:His magery is not high
Um, yeah it is
high: 1-100, 50 in the middle; <50 is
low, >50 is
high. More to the point, 70 Magery is
too high for a-melee-bard-who-does-not-possess-also-any-Meditation, nor even an adequate mana pool to begin with (NoMeditation = 1 mana point
every 7 seconds). So, my solution inserts an adequate mana pool and shoe-horns-in enough Meditation to make it worthwhile. What is the point of having any level of Magery that can't be usefully employed?
Fox wrote:
SighelmofWyrmgard wrote:There is little synergy between the selected primary skill-sets.
LOL... it is a melee-bard, how do you figure there is little synergy?? You don't have to answer this, you're entitled to your opinion!
In a way, "Melee-Bard" suffices to say it
for me: Provokers make other things fight each other and, ergo, do not need to be able to heal damage that is never suffered; Archery is a neat weapon skill to marry to Provocation, but even with a melee skill, 70Magery would provide more than adequate Healing, all on its own, provided the Magery has enough base-mana and at least a little Meditation to help sustain the pool, so that those 70 expensive and hard-worked-for Magery skill-points can actually be used for something.
So, I figure there is little synergy because there is little synergy: GMAnatomy + GMHealing gives Cure Poison and Resurrection through bandaids; you can't Resurrect yourself, and using Magery to try to keep alive against Level5 Poison while waiting-out the 18-second cure-bandage timer is simply absurd, considering that Magery/Potion can cure the poison. So, GMAnatomy (and, hence, GMHealing) in this template is completely useless, excepting only that without any Meditation, or an adequate base mana-pool, Magery usage is too limited to cover the shortfall ...
Back to the template: 270 skill points (GMAnatomy+GMHealing+70Magery) vs. 125 skill points (75Magery+50Meditation) for the exact same characteristics of playability; my math gives me 145 skill points of "little synergy" and "redundancy".
Yes, I am entitled to my opinion, particularly since it is based not only upon facts, but upon an
accurate analysis of all of those facts.
Fox, you've said some other things which I would like to address.
Fox wrote:
Again, this is a melee-bard, so I would not waste any points in meditation unless they are purely 'left over points'.
I see: you want Nemo to enjoy lvl5 poison for the 18 seconds that the bandage requires to cure it, and then another 15 seconds to heal the damage, and/or to resurrect himself after he dies. Yes, 350% mana-regeneration is absolutely terrible, and would be a horrible re-allocation of
50 skill points; Nemo had better keep those
200 skill-points exactly where they are, or he won't be able to use bandages to cure himself of Level5 poison and resurrect himself!
Again,
I was talking sense, here.
Fox wrote:Escaping a PK is doable with or without resist. What I mean, is if you're going to escape the PK, you don't need resist, you need to be able to escape. If you cannot escape, GM resist isn't going to save you SS!
Fox, you are really stretching hard (does your PT know?)! You've said nothing to rebut my remarks about Resist, yet "wrapped it up" as if you were correcting me ...
Any character can expect to catch undesired mana, whatever the source: 75 Resist is likely a lot more useful, and more generally-useful, than GMAnatomy+GMHealing never-curing-self-and-never-resurrecting-self-with-bandages (you don't have to wait 15 seconds in order to heal damage you don't take in the first place, btw).
Fox wrote: [Reducing Anatomy might be acceptable].... However, make sure that you are OK to rely on magery/pots for curing, that is a strong commitment for a melee-bard. If you do not want to sacrifice that but like the idea of fitting resist in this template, you could sacrifice some tactics, but your melee damage will suffer.
It would require a strong commitment, indeed, to give up that 18-second-timer when suffering Lvl5 Poison, and also to abandon the facility to use a bandage on your own ghost after you have died! It might make sense to sacrifice the 50-150% damage modifier in order to keep the 0-20% damage modifier!
Nemo, consider your options.
SS