<font color="blue"> Well that's just foolish. LRC/LMC/MR suit and a wand, no skill use delay, pretty well free or at least cheap. </font>
Yep and as I said, when I started training magery I used regs, how many newby players have access to all that stuff? And while a poisoner has a delay on skill, so does a mage, it is called mana, once you get to over 70 for each few spells you cast you get the 'wait for mana' delay.
<font color="blue"> And in the past 5 years I have never seen a 120 magery powerscroll go below 8 million gps, so you can buy a heck of a lot of kegs for that amount, in fact about 800,000 of them, enough to train everyone on Oceania in poisoning and then some.</font>
Yeah, was wording it differently then changed it forgot to change the figure, but you don't need anywhere close to a 1000 kegs either. And to buy nightshade (the only reg needed to make poison), and isn't all deadly either you don't need that til the end, costs 2gp ea for shade if buying in fel so 200 gps a lesser 1 shade x 100 bottles= keg, 400 per keg for normal, 800 a keg for greater and 1600 for lethal at 2gps per shade. Even if you used 100 deadly poison kegs to train that is only 160,000. And ok, quibble about 'losses' when making kegs, so lets make it 200k. A bit different than spending 8 + mil not to mention 120 mage at the moment is around 13-15 mil, 8 mil is the cheapest I have seen it since starting 5 yrs ago.
<font color="blue"> Cast it all you want, but GM is only "basic" skill level for a mage, as you pointed out.</font>
No idea why you seem to want to make an argument out of the word 'basic'. All chars were based on a 7 x gm char originally so I class basic as the basis of what you SHOULD need to play a skill effectively without the need to upgrade to a powerscroll. I guess your wanting to be argumentative on that word for some reason. At basic GM mage you SHOULD be able to cure arch cure at at least 95-100% of the time as it is a forth level mage spell.
<font color="blue"> Nope, not fair at all for reasons already outlined. </font>
Lost me on that one, no idea what you mean.
<font color="blue"> That's what being a mage is, uses complimentary skills, otherwise you're restricted to summons and mindblast. Being a nox mage you need all that AND poisoning, or being a nox dexxer you need a bunch of dexxer skills AND poisoning.
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Yes so those saying 'I put a 100 points to poisoning therefore I should get 100% success on it and a mage who puts 120 to magery shouldn't get 100% to a 4th level mage spell is what? I am not getting into the why's and wherefores of dif characters, all templates have skills which are 'complimentary' if a mage wants poisoning yes, they need to devote the 100 points to it as does a dexor. It doesn't mean that a poisoner deserves any 'special' treatment in having a spell that cannot be countered by another template does it? And remember we are talking 120 mages, anything less than that and you are going to be disrupted or fail on lethal most of the time anyways. With this change even at 120 you are going to fail 65% of the time in casting a level 4 spell. You are probly insta dead on anything less than 120.
<font color="blue"> Poisoning in a day? Unlikely, but 120 magery in a few hard hours surely. </font>
Well have seen it done, you don't need a gazllion daggers anymore, and as for getting mage in a few hours, only if you 'cheat' perhaps. I have been training a few mages lately and via normal training using KR macros to cast with repeat functions it is still slow once you get over 80 to get to 120 well even slower mainly due to mana, as even with full med and mr armor you are still restricted by mana, and meditating to get it up is a lot longer than the delay on poisoning, but yes, anything can be trained in a week now with effort, accept probably taming.
<font color="blue"> I agree with you there, is should be 0%.. nothing should cure "lethal" poison. </font>
As I said above, WoD should be 100% on that basis. The bite of a funnel web spider can be 'lethal' unless you have the cure. I find that argument kinda silly. Nothing in this game should have 0% counter to it.
Edit: anyways, thats my view on it, and given that I read the boards pretty much daily, I have never seen a request to modify 'Arch Cure' nor ever seen anyone complaining about it being over-powered. In fact I would estimate that the majority of people (the 75% who don't pvp) only use the spell for dreadhorn, paroxysmus, rotters and yamadons, and in all those cases a cure for 35% of the time is a waste of spell as the rng the way it is means you are probly going to be dead before getting it off and those of your friends you are there to provide the cure for will be dead along with you. If poisoner's need 'love' then give them love, don't do it by nerfing something someone else has, let them make poison bombs or give them other stuff to make the use of 100 points more effective. So tired of them nerfing one thing to cater for a small thing somewhere else and tossing more imbalance into the game.