Spellcaster suggestion

Freerad

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My suggestion was to have certain spellcasting classes to have certain abilites:

Specialized as Healer/Cleric (whatever you wanna call it): Not being interuppted while casting rejuvination. (which would be a big one as a healer)

Specialized as Offensive Mage: Instead of duration of spell ending quickly they should be able to keep it on for 1-2 mana a second and have the spell run out only when their mana is depleted (excluding volcano and some of the heavy spells), or if they take out a weapon instead it cancels the spell + mana drain.

Also offtopic: A chain heal spell would be a cool add also :D


Just some ideas, COMMENT TIME!
 

Thothie

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Specialized as Healer/Cleric (whatever you wanna call it): Not being interuppted while casting rejuvination. (which would be a big one as a healer)
And would also make you utterly indestructible. ;)

Maybe something for the healer Titles could be a special heal that only works on others, but can be sustained under limited fire, and/or have a % chance of breaking heal based on their concentration rating, with a lower % of breaking if their last target was someone other than themselves.

As for chain heal, we already have AOE heal spells (err.. spell). Spell revamp system will probably lead to a whole series of them (at various levels of AOE, intensity, and mana drain). Spell revamp system may also, kinda sorta, lead to the sort of offensive magic ye may or may not be driving at.
 

Freerad

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Ahh, well good chap your suggestion sounds much better than that of mine! (forgot bout healing circle if thats the spell you meant btw)

monocle.gif



Though i still like the offensive suggestion to be honest.
 

BioRage

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Yes but healer's / Clerics would have restrictions, aka no heavy melee weapons, only daggers or something.

They would get pooned, if they go this from a boss for example.
 

OpsMiller

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The healing is great the way it is now.
but if there was a way to type listpoints and see how much points you healed someone in that map..
that would be useful.
I've helped heal through a whole map and an arti comes up and i wont get to vote if i want it or not cus my points are super low.
 

Srgnt Rehab

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OpsMiller said:
The healing is great the way it is now.
but if there was a way to type listpoints and see how much points you healed someone in that map..
that would be useful.
I've helped heal through a whole map and an arti comes up and i wont get to vote if i want it or not cus my points are super low.

Points are not high on my priority... The major issues I experience when healing people is targeting them, and avoiding poison that lasts 2 minutes...
 

Thothie

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BioRage said:
Yes but healer's / Clerics would have restrictions, aka no heavy melee weapons, only daggers or something.

They would get pooned, if they go this from a boss for example.
Wouldn't expect Clerics to have much in the way of weapon restrictions, so much as lacking the bonuses of the Offensive and Defensive Titles, and the large damaging spells of the AOE classes. Weapon wise, I'd expect them to be in the same class as the current generalists, just lacking any bonuses the Generalist Titles may offer, in return for better healing and aiding abilities, and XP for healing. In most games, Cleric make for at least moderate front line fighters, being so close to said front lines most of the time.

There's also the hybrid Paladin Titles that, while not quite as good at healing and aid, may have some better defensive bonuses, in addition to more mild aid abilities and anti-undead battle prowess.

The more specialized you get in any direction (offensive, defensive, support, or AOE), however, the worse you'll do on your own, but the more aid you'll be to a group.
 

Freerad

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OpsMiller said:
The healing is great the way it is now.

Thothie said:
a special heal that only works on others, but can be sustained under limited fire, and/or have a % chance of breaking heal based on their concentration rating, with a lower % of breaking if their last target was someone other than themselves.

Thothie > Ops lol, cause the with the healing now it breaks 100% chance with dmg, and it doesnt help when long effects like poison, lightning, etc. kick in. >.>
 

Thothie

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With poison, that's kinda the point. Very little damage over long periods of time, designed specifically to stop you from healing, or at least rely on pot.
 

OpsMiller

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Thothie > Ops lol, cause the with the healing now it breaks 100% chance with dmg, and it doesnt help when long effects like poison, lightning, etc. kick in. >.>


Thothie said:
With poison, that's kinda the point. Very little damage over long periods of time, designed specifically to stop you from healing, or at least rely on pot.


Thothie > Freerad

yea, i went there.

i like how u have to seek cover to heel. more challenging.
 

StrikerAY

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Srgnt Rehab said:
Points are not high on my priority... The major issues I experience when healing people is targeting them, and avoiding poison that lasts 2 minutes...

Most healing problems in this thread, targeting especially, could be fixed with the chain heal spell suggested earlier. Chain heal would not target yourself, would not break under damage, and would be able to target allies in the chaos of battle, all without the need to keep everyone else in a healing circle. With chain heal someone could run around and effectively heal allies without being over powered.
 
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