Now warriors received yet another skill, Bloodrage… It seems that this skill have some similarities to spectral shield; I mean, if spectral will use a spells that deal damage to give you mana to spend on your own spells (probably healing) then this skill uses normal attacks that deal damage to regen your hp faster (or it gives mareg too?). Kind of prove that all skills have some sort of analog using the same principle.
If so then how about making a skill/spell that would work like wraithform but for spells? As far as i can understand wraithform forces mob to roll twice (or more) against players AC, and attack hits only if all rolls was successful. Saves works like AC but for spells, with one difference that high level players are failing save rarely. Then my suggestion - made it a skill/spell that forces a player to roll saves twice (or more) and if all saves are made, then player is unaffected by spell entirely instead of just taking half damage. Monks and probably Mages are most suitable classes to be given such skill/spell IMHO. In case of Monks it can be a skill like Empty Body, which will allow magical energies to pass through you, while in case of Mages some kind of auto-dispelling incoming spells (probably consuming normal dispel cost for each magical attack) would work.
OR we can make an analog for protect skill, making user redirect magical attacks thrown on protected person to user himself. (would be nice for necros, who got their spectral quite nerfed, even if it can be cast in combat now… such thing will increase usage of spectral in groups much more then just allowance of combat-casting)
Globe of Protection? D&D spell that completely cancels low level spells. Believe a minor globe would defend against level ~10 and below and a major globe would defend against level ~20 and below in a Sloth-like world. If I remember correctly, it’s a mage spell. Mages are far from underpowered at the moment. Would also completely negate curse/blindness/dispel magic/etc. Good for a tank, bad if you’re fighting a mob with it. Though minor globe would make a cool mage prime skill, I doubt it would happen.
Don’t recall a monk analog off the top of my head, though dwarves have an improved save against magic because they don’t believe in it. We also have dwarven mages wandering around SS, so I don’t think they’re holding too close to that either. If you wanted to consider monks and dwarves similiar, perhaps this is an idea, though I don’t know that monks need a boost at the moment either.
Maybe one day someone will do something, just about anything for clerics, or cleric primes.
There is a very big new thing for clerics, and which is especially nice for cleric primes, coming soon - probably this week.
Aye. I would think undead would be a pretty good place to start. A cleric is theoretically supposed to be able to mow down undead. Perhaps a spell like firewind minus the fire attribute (ie. disintegrate) that only works against ether mobs… or buffed versions of turn undead, etc.
Don’t know how clerics would react to becoming vampire hunter type chars, but the Catacombs on BH, Mansion of the Mourned, Crypt on AH, Tomb, and countless other places are undead type areas. Perhaps even Lycanthropia (were area) could be added to the list.
There is a very big new thing for clerics, and which is especially nice for cleric primes, coming soon - probably this week.[/quote:2vis2ti8]
Sorry, didn’t see Kjartan’s post. Cool :D
No i didnt thank you for posting that! very cool :)
Complaining about warriors receiving ‘yet another skill’ is rather amusing. This class has by far the least amount of abilities and half of them have come this year. We will continue to work on all classes but most importantly, filling out a warrior skill list which is embarrassing to Sloth.
Splork
Cleric is the only class on sloth that it is virtually impossible to play without, yet someone is complaining about them. Mosaic, if you chose cleric to solo then you picked the wrong classo. It is already the most picked class on sloth from what Jake said the other night, so why do we want the immortals making it even more powerful?
:?:
I agree with what Blackmore said awhile back, add some fun stuff for warriors because they have been lacking it for almost a decade.
It is already the most picked class on sloth from what Jake said the other night, so why do we want the immortals making it even more powerful?[/quote:eqgcwor0]
True, self preservation is always in style. Also, armor and stone skin are almost required, no matter what your style of play is. I think the intent is to buff the cleric primes, who are a fairly rare classo.
I agree with what Blackmore said awhile back, add some fun stuff for warriors because they have been lacking it for almost a decade.[/quote:eqgcwor0]
Agreed. I much appreciate the recent efforts to improve their skillset.
Also, clerics will lose animate dead when the new stuff goes in. Animate dead was put in before we had necros, and it doesn’t seem appropriate for clerics now that necros are around.
I’m not sure how you get that a fighter’s hp regen increases by the help file. Frankly, I’m not sure how you can get much of anything from the help file. It apears to be something that kicks in when the warrior is attacked, possibly only when he’s hit with brutal massacres (or, I assume, viscious also). I have no clue what kicks in, though.
I’m interested to see what changes with cleric primes. I agree that clerics should be able to mow down undead, but on the other hand, a cleric running solo and being massively powerful otherwise doesn’t make a lot of sense.
I bitch about Taliesin sucking at soloing, but I only do it because I think it’s fun. Of course he sucks soloing, he’s a bard. That’s sort of how I feel when I hear clerics bitching. The primary responsibility of a cleric is healing, so how that translates to massively powerful killers is beyond me. The problem for admin is that effective groups need healing, so you have to make cleric attractive as a prime class.
Also, clerics will lose animate dead when the new stuff goes in. Animate dead was put in before we had necros, and it doesn’t seem appropriate for clerics now that necros are around.[/quote:1nd9bag7]
Sure, remove raise dead from cleric’s spell-list, add more non-sence into this game! May be I am wrong, but necros deal with death! Death, not life! And only clerics may deal with death and life at once, that’s why they can help ppl to overcome the boundary between death and life, raising them. On the other hand, necros are not able to feel the dead body with life. may be I’m wrong… who knows :)
Also, clerics will lose animate dead when the new stuff goes in. Animate dead was put in before we had necros, and it doesn’t seem appropriate for clerics now that necros are around.[/quote:1kby86rv]
Are you going to reimburse players for the drachma they spent on embalm, or will there be another purpose for it? The only reason anyone bought it was to be able to animate corpses.
Ops. sorry, you were talking about animate dead, not raise :)))
Actually, you won’t want to lose embalm, you’ll need it for the new thing.
But, say that hypothetically we had made embalm useless; the no, we wouldn’t reimburse drachma. Duh.
So on a MUD based loosely on D&D rules we are removing a 3rd level Cleric spell because now we have a necro class? What next? mages lose what little cure ability they get because we have clerics? No mage or cleric can create water because now we have druids who can create a spring?
That must make sense to someone, but how about we adjust the remaining spells to do what they are supposed to do according to the help files?
Restoration is a nice example of false advertising. “cast upon certain creatures out of madmen’s nightmares, this spell may provide a different angle of use as it will tear them apart.” That has yet to work on any undead or evil mob I have tried it on. (Other than to have the mob last a little longer in a fight now)
Turn undead would be nice if it actually caused mobs to disintegrate or even flee (hence the term “turn”)
Dispel Evil only seems to do any real damage to PC’s, mob shrug it off like it is nothing.
All that being said, this cleric change will do little to affect my playing style. However it will definitely affect lower level clerics again. I already have lower levels asking me what to kill since they keep getting “screwed” . Personally I can’t answer that anymore, Vanyel is a solo machine and for those who do not think Clerics should be able to kick ass and take names, well I can just point out Mongoose from S2 or Fathermace from S3 as examples of what a cleric can do.
Seems like cleric might be overtaking thief in the getting screwed department.Maybe we should actually have the class name changed to BOHICA (Bend Over, Here It Comes Again)
Hopefully this “new skill that will make everyone want to be a cleric prime” actually works when it goes in.
No one will reimburse for a skill that is made obsolete. See: Track
Seems like cleric might be overtaking thief in the getting screwed department.Maybe we should actually have the class name changed to BOHICA (Bend Over, Here It Comes Again)
[/quote:1vuwjff0]
Cleric overtook thief a long time ago if you ask me.
Proof of BOHICA:
Th got circle - useful for soloing. Especially at under L25.
Mage got mirrors - kickass for soloing. (They get 6 now!?!)
Warrior got parry - kickass for grouping.
Cleric got an ‘Aerial Servant’
Someone tell me what ‘Aerial Servant’ does, because mine dies when I con anything bigger than a Kobold.
I really hope this new change helps.
-Qa
Ps - Oh, and extend the duration on the mace. The only time/reason to use it now is against a perma-sanc mob.
That must make sense to someone, but how about we adjust the remaining spells to do what they are supposed to do according to the help files?
Restoration is a nice example of false advertising. “cast upon certain creatures out of madmen’s nightmares, this spell may provide a different angle of use as it will tear them apart.” That has yet to work on any undead or evil mob I have tried it on. (Other than to have the mob last a little longer in a fight now)
[/quote:32oh9eyr]
Estimate: 1 hour, $300
[quote:32oh9eyr]
Turn undead would be nice if it actually caused mobs to disintegrate or even flee (hence the term “turn”)
[/quote:32oh9eyr]
Estimate: 1 hour, $300
[quote:32oh9eyr]
Dispel Evil only seems to do any real damage to PC’s, mob shrug it off like it is nothing.
[/quote:32oh9eyr]
Estimate: 4 hours (balance issues I would need to bug other imms about), $1200.
I’ll start on these as soon as I get the check.
[quote:32oh9eyr]
All that being said, this cleric change will do little to affect my playing style. However it will definitely affect lower level clerics again. I already have lower levels asking me what to kill since they keep getting “screwed” . Personally I can’t answer that anymore, Vanyel is a solo machine and for those who do not think Clerics should be able to kick ass and take names, well I can just point out Mongoose from S2 or Fathermace from S3 as examples of what a cleric can do.
[/quote:32oh9eyr]
Ah you are trying to elicit hints as to what the skill does by whining. Clever, but I won’t fall for it.
Complaining about warriors receiving ‘yet another skill’ is rather amusing. This class has by far the least amount of abilities and half of them have come this year. We will continue to work on all classes but most importantly, filling out a warrior skill list which is embarrassing to Sloth.
Splork[/quote:2h6ctoj1]
thank you :)
Mage got mirrors - kickass for soloing. (They get 6 now!?!)
[/quote:2x00n7ck]
heh, i wish :) no, we get 4, 5 on the off chance you get a masterful cast on your 4th one, same as it has been. also - mirrors are kickass for soloing very small, hard hitting mobs (chicklings and stuff) - since they last less than a round against most other mobs and cannot be recast while fighting (and since not all mages have ungodly regen to keep recasting the damn things) alot of mages I know (myself included) actually probably lead fights with stab just as often as use mirrors.
also - am I actually the only person who remembers that Kjartan has a registered account here, and doesn’t need to post as a guest?
That must make sense to someone, but how about we adjust the remaining spells to do what they are supposed to do according to the help files?
Restoration is a nice example of false advertising. “cast upon certain creatures out of madmen’s nightmares, this spell may provide a different angle of use as it will tear them apart.” That has yet to work on any undead or evil mob I have tried it on. (Other than to have the mob last a little longer in a fight now)
[/quote:y9y8aqru]
Try restoring the new ygol in the upgraded MH.
also - am I actually the only person who remembers that Kjartan has a registered account here, and doesn’t need to post as a guest?[/quote:1llbc2j5]
Yeah, but at work I don’t have my password in my browser, only at home. That was really me.
If you want to give warriors some interesting skills, then how about that -
allow warriors to block exit from a room, preventing normal moving and
decreasing chanses that mob will flee in that direction. (you can even
make them aggro-blockers). I’m suggesting this because up to now all
warrior skills you added was combat skills.
i guess they dont call it the town crier for nothin
waaah!
im not concerned with warrior skillset, its obviously enough
to warrant playing a prime already..just fix the fucking eq restr
clerics losing animate dead is about the dumb assed thing i have heard here in a long time. forgive me if im wrong, but if you can raise im sure you can animate undead. dont get me wrong, you cannot stop change, but i think some of the admin think they really know what they are doing, and really it comes down to hit or miss. consider how many warrior skills monks got..how many thief got and how many bard got. all these other classes have warrior cross over skills and warriors got non in return. now you wanna take animate undead from clerics because we have necros…thats just silly. lots of undead running around make the mud a much more intresting place. and still admin thinks they need to dream up more and more skills. dont get me wrong i am greatful for the time and effort they all put in, but please reconsider animate dead…with the tweaks done with undead, they are not all that powerful and it will save you all alot of pissed off players.
Er, maybe we could see what clerics are gaining before we start complaining about what they’re losing? I mean, Kjarten specifically said it was a ‘big thing’ that would make people want to play clerics, esp. cleric primes… so I don’t think we really have any cause to complain that at the same time they’re losing animate dead, unless it turns out to be all hype by the immorts (I don’t think so though.)
your prolly right, i may be getting way ahead of myself here. i just hate the idea that the mud isn’t broken and there is always this fixing…
another thought about necro’s, is it just me or isn’t it a fact that necros are all about dealing out pain…at least that what the necro school of spells is…..why is the mud so hell bent on necros and undead?
maybe you need a better understanding of what
NECRO
means. as a prefix it refers to dead/dead bodies