Combat Skill/Spell Changes

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pepex
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Re: Combat Skill/Spell Changes

Postby pepex » Wed Aug 29, 2012 9:14 pm

dont get angry at the few numbers i put they are nothing else than examples they can be changed.

Lightning skill tree

thunder blow renamed lighting attack.
effect: hit multiple times in a short period of time but decrease attack rate (chance to miss)

earth skill tree (turn it into a 2h berserker tree, intead of using cp it will use hp)
Blood Earth: pay a % of hp and deal it in damage over an area

Ground Attack renamed as berserker: increase attack, movement speed and gives some lifeleech on attack but cost 10% of max hp per sec last 10 secs.

Blood Will: (only has 1 charge, single target) drop hp to 1 deal a % of missing hp in damage.

stone armor to blood Armor or blood pact: cost hp, absorb a small % of any damage received, after "x" secs explode and deal damage equal to damage absorbed, explotion will olso damage the warrior although the warrior will always survive with at least 1hp.

Simunian's Bosom: (buff that last 20 secs) after each attack if hp is below certain % release a quake, quake will deal a small amount of damage based on hp lost and stun for 1 sec over a moderate area.

note: this skill is ment to be combined with other earth skills like blood will.

wind skill tree( for all weapons):

Charging: run in a straight line for "x" amount of second or till another movement order is issued, when doing contact with an enemy unit deal increased damage based on distance traveled.

whirldwind: for 5 secs any enemy unit inside a moderate area will be knocked back
note: this is a tactical skill for multiple purposes: stop a cast, buy time, gain distance from attackers, sinergy with other skills

Twister: give it some real aoe, may be a small damage buff and it will be good.

Gust: increase movement speed and increase by a small % the damage done based on movement speed

Extreme Wind: create a tornado over a big area that will do heavy damage over time and reduce enemy movement speed by "x" amounts (number is based on caster movement speed), if enemy movespeed is lower than tornado reduction it will be dragged to the center.

note: tornado will have a min range of effect, units up to "x" tiles from caster wont suffer the damage or slow.

priest spells:
turn undead: deal loads of damage to undead type monsters
holy rage and farencha: make damage be based on wis stat
Authority of Lethy: make physical def % increase be based of wis stat and magic reduction/chance to proc return based on ps stat.
note: for those priest that whant to be more a caster build

if posible, aloud the combination of the following spells with combat skills (selfcast) this will aloud the creation of Hybrids between casters and non caster classes.

Authority of greatest luck
save from danger (non priest edition): will require 3 times the amount of wis/ps and it will be self cast only
holy light/Divine Power(non priest edition): over a short time each attack will realease a holy light/divine power, damage will be based on orison.

Fire Arrow (overides enchant weapon or pray): decrease AC on target based on int
ice arrow (overides enchant weapon or pray): increase weapon damage based on int
note: damage done will be spell type, minor increase and increase magic will both boost ice arrrow damage.

kador
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Re: Combat Skill/Spell Changes

Postby kador » Wed Aug 29, 2012 9:35 pm

The only changes I feel like wishing on Priests (my class), even if i know its not gonna happen:

- reducing cast time based on WIS (just like Mages, but I agree it doesnt have to be as good...)
- allow to heal only party members (including nationparty) when PK Mode on...
- Instant Cast for Authority Restoration...
Be the change you wanna see to the world.

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täisdibla
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Re: Combat Skill/Spell Changes

Postby täisdibla » Thu Aug 30, 2012 6:35 am

kador wrote:The only changes I feel like wishing on Priests (my class), even if i know its not gonna happen:

- reducing cast time based on WIS (just like Mages, but I agree it doesnt have to be as good...)
- allow to heal only party members (including nationparty) when PK Mode on...
- Instant Cast for Authority Restoration...

As far as I know WIS does reduce priest cast times. Compare a level 1 and level 150 priest's cast times... the difference is huge.

I agree with being able to heal only party members.

I also agree on being able to instant cast the basic heal, would make it usable at some points in PvP.

Also you're being quite biased just targeting priests, lol.

kador
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Re: Combat Skill/Spell Changes

Postby kador » Thu Aug 30, 2012 4:00 pm

täisdibla wrote:As far as I know WIS does reduce priest cast times. Compare a level 1 and level 150 priest's cast times... the difference is huge.
Also you're being quite biased just targeting priests, lol.



I havent compared here (in this server) yet, but I will tell you there is no difference. Unless they changed it already.
If you compared, make sure you didnt chose a Saint vs anything else...
Be the change you wanna see to the world.

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lemonbone
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Re: Combat Skill/Spell Changes

Postby lemonbone » Thu Aug 30, 2012 4:41 pm

Dragonrajashop wrote:
lemonbone wrote:detect magic act like light but enable player to see through invis. (don't give light)
the players who party the mage get to share the same effect.

lol now think about it , mage have so many useless spell.


Keep going!

Also need more feedback from other players! These are useless spells or skills that nobody uses. Hopefully GM will look into some of our suggestions!



a bit off topic, I would like to see some symbol effects get change :D
for symbols like Avenger,Archmage and Swash buckler.
IMpriest

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täisdibla
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Re: Combat Skill/Spell Changes

Postby täisdibla » Sat Sep 01, 2012 6:30 am

Just tested again on 3 different characters, kador. It seems you are right, guess it was my imagination.
Therefore I agree on WIS buffing cast times for priest, but only when using defensive spells.

GMSpherix
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Re: Combat Skill/Spell Changes

Postby GMSpherix » Sat Sep 01, 2012 10:12 am

My GM char can cast faster than other priests though, or at least, that's what people were telling me ;o
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kador
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Re: Combat Skill/Spell Changes

Postby kador » Sat Sep 01, 2012 8:06 pm

is ur GM Saint?
Be the change you wanna see to the world.

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Thomas
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Re: Combat Skill/Spell Changes

Postby Thomas » Sat Sep 01, 2012 9:41 pm

How much int do you have on your GM chara?

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lemonbone
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Re: Combat Skill/Spell Changes

Postby lemonbone » Sat Sep 01, 2012 10:28 pm

I just made a priest with 100int , no effect on casting speed :D
IMpriest


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