Ghost Mage/Priest Summons

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Caluminium

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franky200 said:
Summon Mage: 300 MP, A Mage that keeps an Ice shield on you and provides fire dart/ball support. 8 DMG

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I was thinking if we could have ghost mages/priests that we could summon to aid us in battle, and they can't be killed. But instead they have;

  • A time limit of summon time, when there summon time expires you would have to pay gold to the Galat to re-new the time
  • They could also add a considerable amount of weight onto your weight bar while they're summoned. If the summon weight is too heavy, then you can't summon it



You will have either one mage to acquire abilities for (e.g. training the mage, buying from galat) or multiple mages with different abilities, you can only have one mage at a time. They would have some support abilities, such as;

  • Passive Healing - While the mage is summoned it can heal you for 1/10 of your divination level per second e.g. 30 Divination = 3 health per second
  • Passive Alchemy - While the mage is summoned it can regenerate your mana for 1/5 of your spellcasting level per second e.g. 20 Spell Casting = 4 mana per second
  • Ice Shielding - While the mage is summoned it can provide constant 120 second ice shielding, with a 3 second delay between breaking. It uses the mana that it would use for a 90 second ice shield, therefore you benefit with 30 extra seconds, and you don't have to put your equipment away to re-cast it when it breaks
  • Defensive Frostbolt - While the mage is summoned it can provide persistent frostbolts which do no damage, but slow down the enemy
 

zeus9860

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I like this idea, though you should throw in the fact that these better be permanent scrolls you buy somewhere, and might be best if you could customize your mage with what you wanted it to do. Perhaps make it available to summon for X time, then a cooldown timer between each summon.

Basically, have a mage that supports the player with ice shields and passive regen.
Another one that supports the player with mana regen and minor damage resistance and damage buffs.
Another one that doubles the amount of gold you get from chests and bodies, reduces shop prices for a small discount and raise the drop chance a little for rare items.
One that uses offensive spells, also provides with some elemental resistance and a some dmg boost to the element you pick.
Make the summon have access to the galat chest while it's summoned.

Then either make a player only be able to carry one scroll at a time, or make it something like:
-1 scroll = 50k;
-2 scrolls = 100k;
-3 scrolls = 200k;
-4 scrolls = 400k;
-5 scrolls = 800k;
-6 scrolls = 1.6m;
and so on...

This would limit the players to have a certain amount of scrolls for some time, since price doubled each time. It would take a while for most of us to collect them all, in case if we wanted them all to begin with...
I think this would be reasonable but also too damn expensive, at least it would make a strong point to gather gold and use it on something.
 

Fegged

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who already can afford 3,2m or 6,4 .. ? Keldorn :oldlol:
 

zeus9860

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Rideon said:
who already can afford 3,2m or 6,4 .. ? Keldorn :oldlol:

If i'm not mistaking, Keldorn never cared about gold in this game. So i would dare say he isn't as rich as you think he is.
Joe on the other hand... >_>

I'm stuck in between both of them, as always. :roll:


Anyways, even for Joe (who is likely to be the richest ms:c player right now). He wouldn't be able to buy all the scrolls at once.
 

Thothie

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Not sure how many more bones I can stick into our rat/bear/wolf/snake consolidated summon model before it explodes. Tis the bugger up with summons - gotta find a way to squeeze them in without increasing the model count. Can always do this sort of thing for specific maps though (castle defense wizards, or what not).

Had ideas for several sprite-based summons that do various minor tasks while they just float about the summoner (regen mana / health / increase defense / specific elemental resist, etc). No bones involved - just use different renders of already precached sprites.
 

ceriux

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Thothie said:
Not sure how many more bones I can stick into our rat/bear/wolf/snake consolidated summon model before it explodes. Tis the bugger up with summons - gotta find a way to squeeze them in without increasing the model count. Can always do this sort of thing for specific maps though (castle defense wizards, or what not).

Had ideas for several sprite-based summons that do various minor tasks while they just float about the summoner (regen mana / health / increase defense / specific elemental resist, etc). No bones involved - just use different renders of already precached sprites.


Do this ! :oldshock:
 

Srgnt Rehab

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Thothie said:
Not sure how many more bones I can stick into our rat/bear/wolf/snake consolidated summon model before it explodes. Tis the bugger up with summons - gotta find a way to squeeze them in without increasing the model count. Can always do this sort of thing for specific maps though (castle defense wizards, or what not).

Had ideas for several sprite-based summons that do various minor tasks while they just float about the summoner (regen mana / health / increase defense / specific elemental resist, etc). No bones involved - just use different renders of already precached sprites.

This post... it makes me want to make an Orcs Must Die MSC map... summon skeleton archers and guardians and don't let the orcs to the check point... *looks both ways* maybe we already have old_helena and foutpost.....
 

zeus9860

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Srgnt Rehab said:
This post... it makes me want to make an Orcs Must Die MSC map... summon skeleton archers and guardians and don't let the orcs to the check point... *looks both ways* maybe we already have old_helena and foutpost.....

Discussed this the other day with oyster, that game could influence alot in ms:c's siege type of maps... Only if we could use traps aswell (in this case, spells such as ice wall to block paths for a good time).
 
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