There are a bunch of different responses that mystic adepts can use here.
1) Turn on astral perception. Stunball.
2) Turn on astral perception. Declare counterspelling.
3) Call up your own bound spirits, and send them back at him. bound spirits are nice because he'll only be able to deal with one.
4) I've seen this trick used. Passenger spell + Watcher spirit lets someone see the astral without needing anything.
5) Mana static.
1) Turn on astral perception. Stunball.
2) Turn on astral perception. Declare counterspelling.
3) Call up your own bound spirits, and send them back at him. bound spirits are nice because he'll only be able to deal with one.
4) I've seen this trick used. Passenger spell + Watcher spirit lets someone see the astral without needing anything.
5) Mana static.
I told earlyer, that a mystic adapet IS basiclly a mage. All you responses are "what a mage would do"...
So actually you have just proven my point. To fight a mage you need a mage.
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I'll let you in on a little secret involving the astral-super speed.
It doesn't mean shit.
It doesn't mean shit.
Right, movementspeed means nothing... Right....
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You know how you deal with someone who can move a thousand times faster than you at the speed of thought, and TRIES to reason that it will let him dragonball Z his way out of anything you do? How do you deal with that?
Delayed actions, natch.
Delayed actions, natch.
Yeah, delay actions also just works as good as the GM lets it work...
And honestly: If you just let people drag action from out of combat in combat you screw the game. This does not just help against projecting mages. It fucks up every encounter along the road.
You want to shoot me? I shoot you first, I have delayed an action... etc.
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Delayed actions. Due to how they work, you can hear what other people are going to do (must be declared during step 3a, in which the acting character for the current Action Phase says what he's doing. The character who has the delayed action gets to decide if he wants to go before, after, or simultaneously with the action phase he's interrupting.
Yeah, and the mage can do the same trick. You are trying to defeat something by opening floodgates of sillyness.
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The thing about the astral jetfighter is that it doesn't really change anything rules-wise. You don't gain any bonus to initiative or extra actions for moving at astral speeds, or the ability to dodge anything because you're so fast. They still follow all the usual rules for the system, including the golden rule of Line of Sight for magic.(spirits get around this slightly, but if an astral mage wants to cast at a dual natured defender when they turn astral perception on..?)
Yes, you just get to always choose time and place. Thats really nothing...
Unless somebody is opening up to your attack, he is unable to see you. But you are able to see him, while completly secure.
And yes, you get 2 additional ini-passes for free.
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So yeah. Delayed actions let you deal with an astrally harassing mage either as they cast at you or before they move away. The mana barrier spell, by the way, is fantastic for this.
So again all stuff a mage would do. I never argued that a better mage gets at a weaker mage. I have only said it takes a mage to kill a mage. (who is only on the astral)
And again the mage beeing physical needs to be much better, to overcome the boni the astral guy is getting.
There is no problem building a mage who is able to be great while on the astral plane and still has a tons of secondary skill, because you do not need much.
You need no sustaining foci, you need no ware, you need no physical attributes etc...