going along with the "magical backstab" theory and how hard it is to pk low mr with a cleric present i thought of this
give a chanter a skill called
Channel - 75 mana - all stamina -
When concentrating for an entire round the chanter is able to draw intense power from his surroundings. grants a 10-12 second bonus to magical damage output increasing each spell by 75% damage.
anyway best idea i could come up with with the issues and info given to me.
Channeling
Channeling
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Channeling
Like the idea. 75% is over the top but the idea is sound. It might make more sense on a new class instead - a burst magic damage class as opposed to chanter who has more consistent attacks and steadier, but lower, damage.
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- JadeFalcon
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Re: Channeling
I like this idea... for Necromancers.
In my opinion, Enchanters are sort of a support/party class, giving out buffs and stuff.
Necro's should be the loner evil twin of enchanters. And they need love, i seldom see necro's around.
In my opinion, Enchanters are sort of a support/party class, giving out buffs and stuff.
Necro's should be the loner evil twin of enchanters. And they need love, i seldom see necro's around.
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Proud member, Halfling Appreciation Club
HAC Tip of the Week:
Roast Halfling leg with rosemary, garlic and white wine. Ideal for that family dinner!
Re: Channeling
Folder wrote:Like the idea. 75% is over the top but the idea is sound. It might make more sense on a new class instead - a burst magic damage class as opposed to chanter who has more consistent attacks and steadier, but lower, damage.
What he is basically doing is sacrificing a round to double his damage. If this were a thing then it would defo be reset on movement, so has to be in the same room.
It's literally the magic version of /hide in a sense. I get where he's coming from that necros need loving though
Sorcs are pretty much buffers and necros need to be debuffers. Necros could probably do with a few more interesting things for sure.
Re: Channeling
Folder wrote:Like the idea. 75% is over the top but the idea is sound. It might make more sense on a new class instead - a burst magic damage class as opposed to chanter who has more consistent attacks and steadier, but lower, damage.
might be a little much but not when considering its relative comparison/competition. a horc slayer can pop 1500 in 1 round. this basically sees an avg of 800 vs 10 wis and a max of 1200. granted the mr formula isnt as stable as agility imo.
JadeFalcon wrote:I like this idea... for Necromancers.
In my opinion, Enchanters are sort of a support/party class, giving out buffs and stuff.
Necro's should be the loner evil twin of enchanters. And they need love, i seldom see necro's around.
Folder wrote:Like the idea. 75% is over the top but the idea is sound. It might make more sense on a new class instead - a burst magic damage class as opposed to chanter who has more consistent attacks and steadier, but lower, damage.
a new channeler class would be cool. however as the problem was just brought up to me a few times and i suggested it as a skill, i didnt want necro to surpass chanter in damage. necro has its own problems, buffs work, debuffs dont work as well. chanter offers enchantment scrolls etc. necro would need some type of "scroll craft" or a sort of "ressurect teammate/ remove death penalty" spells imo. ressurect at 20% health? or something.
the problem with magical backstab as a whole, is the relative competition, you are trying to compete with a 2 stam skill that does 400% damage. if slayer wasnt around and a player realistically suggested how about this cool charge up skill. waste (charge up) 1 stam and next stam has a chance for 4x damage, hed be laughed at and called a fkin idiot.
that being said the only options remaining are either boosted damage and 4 separate stam like above with similar damage output, or a full stam attack that hits like 1000 damage and is heavily lowered depending on opponents wisdom. something like 1000 damage that when successfully getting through targets MR would do -10 per wisdom the target had. i.e. 780 on 22 wis gnome etc.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Channeling
NiteHawk wrote:Folder wrote:Like the idea. 75% is over the top but the idea is sound. It might make more sense on a new class instead - a burst magic damage class as opposed to chanter who has more consistent attacks and steadier, but lower, damage.
What he is basically doing is sacrificing a round to double his damage. If this were a thing then it would defo be reset on movement, so has to be in the same room.
It's literally the magic version of /hide in a sense. I get where he's coming from that necros need loving though
Sorcs are pretty much buffers and necros need to be debuffers. Necros could probably do with a few more interesting things for sure.
i got your necro love on last post lol i already thought about necro as i play that most often next to bard.
resurrect spell
and a spell to remove death penalty
possibly a spell to let a player "reallocate a character" with a lesser exp penalty.
obviously blocked on oad squares and penalized enough where you wouldnt realistically use it on a teammate in the midst of a pvp war.
i thought about a cleric having a spell to convert targets div to their type so they dont have to smite the nonbeliever lol
however these spells need "i accept" windows.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Channeling
Yeah I get all the points for this argument and I think it's good. Just think it's an idea for a different class as sorcs can buff/debuff and already pump out consistent damage. A pure damage magic class with the ability to punch out burst damage would be pretty sweet.
And we're digressing but a remove death penalty spell is interesting. I like it except that it promotes ghosting. It would need to be limited, or have a cooldown or some limit in place to prevent people from running back to fights all day and getting cured. Or I guess we call it strategic gameplay to murder all necros in group fights
.
And we're digressing but a remove death penalty spell is interesting. I like it except that it promotes ghosting. It would need to be limited, or have a cooldown or some limit in place to prevent people from running back to fights all day and getting cured. Or I guess we call it strategic gameplay to murder all necros in group fights

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Re: Channeling
Folder wrote:Yeah I get all the points for this argument and I think it's good. Just think it's an idea for a different class as sorcs can buff/debuff and already pump out consistent damage. A pure damage magic class with the ability to punch out burst damage would be pretty sweet.
And we're digressing but a remove death penalty spell is interesting. I like it except that it promotes ghosting. It would need to be limited, or have a cooldown or some limit in place to prevent people from running back to fights all day and getting cured. Or I guess we call it strategic gameplay to murder all necros in group fights.
4 stam cost would fix that imo. ideally resurrection/removal of death tax, was the exploration/trip to oad factor it remedies. you can have mishaps along the path and get your teamate back. up until the actual oad. the other factor that helps is part of runback imo. u fight 6v6 and win with 3 leftover and the 6 people regroup and run in at once and usually your party is still sitting at 3-4. these spells may even the odds a bit if a necro is left to survive.
what was your opinion of a conversion spell for cleric or pally?
obviously the special parchment needed to scribe a conversion or reallotment scroll would have to be an oad drop or pp prize if needed.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Channeling
4 stam would help with that, yeah. I can definitely see that adding some depth and strategy for fights (something I always like instead of just more f1 mashing). Would give a niche for necros to be used in group fights too.
Are you talking about conversion of players or npcs? Not sure how I feel on this one, seems a bit too far fetched at first thought.
Are you talking about conversion of players or npcs? Not sure how I feel on this one, seems a bit too far fetched at first thought.
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Re: Channeling
Folder wrote:4 stam would help with that, yeah. I can definitely see that adding some depth and strategy for fights (something I always like instead of just more f1 mashing). Would give a niche for necros to be used in group fights too.
Are you talking about conversion of players or npcs? Not sure how I feel on this one, seems a bit too far fetched at first thought.
i mean a priest having a special scribe skill or spell that can change the divinity of characters ingame to the divinity the cleric has only
i was leaning towards scroll because it could use a special parchment dropped by oad only or a PP cost in shop.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
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