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Post by One on Jun 22, 2008 18:21:16 GMT -6
Very cool ideas.
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Post by One on Sept 5, 2008 2:37:15 GMT -6
I added quite a bit more detail to many of the abilities listed on the first page. Changed some of them too... some just names but many of them now do more than one thing. Removed stances and attempted to remove as many skills and abilities that other classes already receive as normal skills in order to make room for unique additions. Check em out.
As always -- any comments, questions or suggestions are welcome.
Hopefully all will be using these abilities to your heart's content soon.
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Post by One on Nov 25, 2008 4:35:37 GMT -6
Added some more info for Paladin's sustain and notice, Mage archeal, Necromancer necroticrenewal and to Ranger's replenish and understand abilities.
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Post by One on Apr 7, 2009 13:57:38 GMT -6
More and more of these are getting completed and in-game. The in-game documentation is going to come when they're all done. Any skills with a @ in front of them are at least done on test realm, and many are on the live game now.
Any ideas for a new name and possible a passive bonus for ninja's "find" ability that grants track?
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Sebine
Raccoon Warrior
I hate you all.
Posts: 4
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Post by Sebine on Apr 10, 2009 12:55:34 GMT -6
Any ideas for a new name and possible a passive bonus for ninja's "find" ability that grants track? a bonus to sights for easier tracking call it stalk ?
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Post by Oneeeey on Apr 11, 2009 12:08:08 GMT -6
Yeah, that'd work pretty well. Stalk is taken already by Wemics though.
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Sebine
Raccoon Warrior
I hate you all.
Posts: 4
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Post by Sebine on Apr 12, 2009 9:35:25 GMT -6
Yeah, that'd work pretty well. Stalk is taken already by Wemics though. Wemics SUCK!
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Post by One on May 25, 2009 17:45:17 GMT -6
For shifter internal prof I was thinking perhaps metabolize could also grant a fairly sizable increase to healing performance by the shifter (in unicorn or phoenix, obviously)
I have not done a lot of testing with shifter healing but I think it may actually be fairly competitive to cleric healing. Once they start to get the master spells. Part of their major strengths is the incredible mana efficiency of shapeshifter casting.
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Post by One on May 25, 2009 22:20:49 GMT -6
Bit of an alternative write-up for nick's ideas on mystic 3rd and 4th. These ideas are 90% his.
Mystic centralist 25% - angermanagement - all spell damage is greatly boosted by being more agitated. 50% - centered - toggle ability that causes all melee strikes to become non-elemental spell strikes and do additional damage. these strikes cost a small amount of mana. mystic also takes 25% reduced damage while using this ability. 75% - breathingcontrol - fully recovers all hp, mana and vit. 3-4 round delay. 100% - earthfury - calls forth earthen spirits to inflict heavy damage to all targets currently (already) fighting the mystic. all melee strikes for the round afterward will add additional earth damage. fairly high mana cost.
empathic 25% - overexertion - mend like buff that takes hp from the mystic and heals the others in his group randomly for the duration 50% - tutor - drains 100% of mystic mana and movement and stuns mystic for 2 rounds to boost party's haste by 200 for 3 ticks. every party member recovers the amount of mana that the mystic had. only usable in combat and within 10% of full movement. 75% - empath - fully heals one target and removes all basic negative status. mystic takes 50% of all damage healed for. CAN kill the mystic if there is not enough hp to draw from. 100% - spiritwall - cannot use if truespirit is active. activates truespirit on another player. uses less mana per damage point reduced than truespirit but cannot be used upon oneself.
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Post by One on May 27, 2009 11:37:08 GMT -6
All of the first pair of class proficiencies for every class are now in-game. It may be a little while before the second set start to appear. Balancing and rearranging may still happen with the first set.
Enjoy!
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Post by One on May 27, 2009 14:57:41 GMT -6
Added passive bonuses to Barbarian Wargod and Judoka Masterfist abilities in addition to the actual skills that they grant:
100% - @wargod(super form of berserk. cannot flee, move or use any commands. increases damage, haste, resistance to damage and hit chance until the barbarian is dead or the opponent is. minotaur barbarians also trigger bloodlust by using this skill. barbarian also gains a passive 5% damage while using regular berserk)
50% - @masterfist(a more powerful and reliable version of deathstrike's regular form. it does not inflict additional damage when the target is low on health. judoka also gains 10% passive bonus to all skill damage)
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Post by One on Sept 12, 2009 0:34:54 GMT -6
A few ideas for these older ones in brainstorming fashion:
Warrior's Reputation: Decrease damage you take in addition to current effects.
Mage Refineform: In addition to passive bonus to elementals, the Mage will gain a passive bonus toward critical hit chance with spells.
Cleric's Mentalist group: Move Mindcontrol to 75%, remove Toxicity and replace the 100% ability with a buff+self always buff that increases all spell damage and healing by about 10% for the cleric at all times. Can also be cast on one other person at a time.
Barbarian Wargod ability: change 5% bonus to berserk damage into: passive 10% bonus to all damage, whether berserked or not. Barbarian Fiercemind ability: Now also reduces damage taken from physical damage, though not as much as it reduces magical damage taken.
Paladin Vigilante 75%: Replace repair with: Upkeep -- Your items will auto-repair themselves to 80% condition if they are struck while already below that point. Upkeep cannot trigger if the item is damaged so suddenly that it goes from 80% to 0% in a single hit .
Druid Nurture ability: Passively increases all healing done by 20% for the Druid. Druid Guardian group: Remove Dart and roll evasion ability into Porcupine, move it to 25%. Replace 75% ability with: Guardian -- Toggle-able mode that causes the Druid to take greatly reduced damage while not in any form. When in Guardian mode all spell damage will function as if it were the 'taunt' ability.
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