Post by Extrodian on Feb 13, 2014 16:24:38 GMT
Of course these are just ideas, rough outlines without much thought of how much exactly these spells should hit/heal/lower/higher the players stats but u get the gist of it i guess.
But i had in mind that every class should be special and do something unique and helpfull for the team.
So ill start off with the druids.
Since they are a support class, why not give them some more of that support goodness?
I thought about many things but these are the ideas that i think would be good if implemented.
Buffs:
War Cry:
Depending on who they team up with, they can give players + skills on a specific area while in wolf form, you can make it one spell for every player, just make it buff the stat that a player has the highest.
Defensive Aura:
Gives a player a 30 seconds long 10% physical resistance and 8% magic based resistance buff, has a cooldown of 30 seconds, can be used like heal friend using the spell name and adding the targets name at the end of the spell.
Heal Debuff:
This ones simple, heals all the debuffs of a sorcerer, should cost alot of mana.
Sorcerers:
Now lets really start the fun, why keep the ol, boring sorcerers that atm have nearly no use since they can be used a bit in pvp and thats about it?
The answer is, Debuffs:
Panic:
Makes the targeted creature retreat and attack another target. <- Not super usefull but can actually be good in teamhunts.
Destroy Ethereal Aura:
Can be used to make it possible for knights and others to physically harm creatures with physical resistance [Ghosts and so on] (Dont know if its possible to script it via xml), if it is than it could be used in some quests where u need a sorc in the team to make a boss vurnerable.
Magicians Curse:
AoE like spell that lower the magic level of everyone in the area (Teammembers are not affected) by 10% for 30 seconds. Can be usefull in pvp since u can debuff knights so they cant use magwalls
Warriors Bane:
Makes the target take 10% more damage by physical and 8% more by magical attacks, debuff lasts for 15 seconds, cooldown is 45 seconds.
Nightmare:
Target gets stunned by fear, same formula as for the pally spell.
Knights:
Knights are good how they are atm, id only add a few slight changes.
Utamo Tempo:
Dont make the Utamo tempo spell higher your shielding, make it higher your overall protection by 10% for physical and 5% for magical attacks since lets face it, the buff sucks right now.
Iron Wall:
The creatures in the vicinity can only attack the player casting this spell, creates a 3 SQM wide AoE like area that uses exeta res every 3 seconds (The res should only be shown by the knight having a green sparkle on him, as to not make the screen a annoying mess by the animation the whole time), in return the player cant move. Spell can be cancelled by using it a second time.
Those are the ones i could think of, tell me whatcha guys think of em.
But i had in mind that every class should be special and do something unique and helpfull for the team.
So ill start off with the druids.
Since they are a support class, why not give them some more of that support goodness?
I thought about many things but these are the ideas that i think would be good if implemented.
Buffs:
War Cry:
Depending on who they team up with, they can give players + skills on a specific area while in wolf form, you can make it one spell for every player, just make it buff the stat that a player has the highest.
Defensive Aura:
Gives a player a 30 seconds long 10% physical resistance and 8% magic based resistance buff, has a cooldown of 30 seconds, can be used like heal friend using the spell name and adding the targets name at the end of the spell.
Heal Debuff:
This ones simple, heals all the debuffs of a sorcerer, should cost alot of mana.
Sorcerers:
Now lets really start the fun, why keep the ol, boring sorcerers that atm have nearly no use since they can be used a bit in pvp and thats about it?
The answer is, Debuffs:
Panic:
Makes the targeted creature retreat and attack another target. <- Not super usefull but can actually be good in teamhunts.
Destroy Ethereal Aura:
Can be used to make it possible for knights and others to physically harm creatures with physical resistance [Ghosts and so on] (Dont know if its possible to script it via xml), if it is than it could be used in some quests where u need a sorc in the team to make a boss vurnerable.
Magicians Curse:
AoE like spell that lower the magic level of everyone in the area (Teammembers are not affected) by 10% for 30 seconds. Can be usefull in pvp since u can debuff knights so they cant use magwalls
Warriors Bane:
Makes the target take 10% more damage by physical and 8% more by magical attacks, debuff lasts for 15 seconds, cooldown is 45 seconds.
Nightmare:
Target gets stunned by fear, same formula as for the pally spell.
Knights:
Knights are good how they are atm, id only add a few slight changes.
Utamo Tempo:
Dont make the Utamo tempo spell higher your shielding, make it higher your overall protection by 10% for physical and 5% for magical attacks since lets face it, the buff sucks right now.
Iron Wall:
The creatures in the vicinity can only attack the player casting this spell, creates a 3 SQM wide AoE like area that uses exeta res every 3 seconds (The res should only be shown by the knight having a green sparkle on him, as to not make the screen a annoying mess by the animation the whole time), in return the player cant move. Spell can be cancelled by using it a second time.
Those are the ones i could think of, tell me whatcha guys think of em.