Report 1360

Report #1360
Skillset: Dreamweaving Skill: New
 Org: Templars Status: Completed Jun 2015
Furies' Decision:
Sol. 3
Problem: Per Viynain, with the Overhaul having completed its first round of
skill reversions, it's become clear how much of a disadvantage resistance-wise
going Runes or Dreamweaving is for mages. It's to the point that even novices
are taught to forego either skillset and select Psionics so that they're better
equipped to manage their guild tasks. Since this causes a situation akin to
'having' to forego either roleplay or aesthetics for functionality when it comes
to skills, I'm looking to offset this by adding in some basic resistances to
both skillsets to make them more viable for everyone utility/hunting-wise.
[A: 0 R: 0] Solution #1: Delete the Osmose ability since willpower will no
 longer exist post Overhaul, and instead create a new
 ability, Interpretation. Placed lower in the skillset
 and requiring a dreambody, a Dreamweaver interprets
 their dreams to prepare for any ominous futures. This
 would randomly give a 1/7 resistance to a set of
 types, depending on the dream interpreted. Only one
 type can be prepared for at a time and fades on
 death/logout: dreams of Warfare (blunt+cutting),
 natural Calamity (cold+fire+electric), and Mystery
 (magic+psychic).
[A: 0 R: 0] Solution #2: As above, but create a skill later on that enables a
 Dreamweaver to interpret a dream outside of the dream
 body state. As well, broaden the scope of these
 dreams by including Illness (asphyxiation+poison) and
 divine Retribution (divinus+excorable).
[A: 0 R: 0] Solution #3: As above, but allow a Dreamweaver to select the type
 of dream they interpret for resistances either
 initially with a different syntax/added cost, or with
 another skill.
Player Comments:
---[Raeri on 6/17 @ 13:01 writes]:
Don't see why not. Could put in a dream-mote cost to interpret a specific one, I
suppose. Supported.
---[Viynain on 6/18 @ 06:17 writes]:
A thought came to me in that this and report 1352 may inadvertently affect
druids who also have access to these skills. Because of this, another idea is to
scrap 1352 and 1360, rooting the defense in Phantasms instead (which is pretty
bare anyway and mage-only). Create a new illusory skill that cycles through 1 of
the 11 damage types every 60s, granting a 2/8 resistance to that type before
randomly moving on to the next. For 1p, allow a mage to tune the resistance to a
specific type, reseting the cycle to back to 60s before it moves on again.
---[Enyalida on 6/18 @ 17:18 writes]:
The problem statement holds true for druids also, in that these skill choices
require forgoing a lot of utility and defense options for pk-only skills. If
these are accepted, I see no reason that the solutions should somehow be
confined to mages.
---[Shuyin on 6/25 @ 21:31 writes]:
Solution 1