Some CLERIC skill ideas

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Some CLERIC skill ideas

Postby brand » Tue May 10, 2005 10:42 am

so i was thinking of some cleric skill ideas and...

Last Rites --- you know how bards can help a person to raise. how about a cleric tag team thing like in the exocist. a cleric would be able to pray over a body and give someone else a bonus to raise said body.

Shroud of Faith --- since we now have who we worship in score how about an area effect protection from evil (or something pc) that only affects anyone in the room who worships the same god. Balrog High School Football Rules!

brand :twisted: :idea:
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Postby kjartan » Tue May 10, 2005 11:42 am

These are fine skill ideas but clerics are kind of powerful right now, so we will probably concentrate on new stuff for the other classes for a while.
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Postby rith » Tue May 10, 2005 9:11 pm

Yeah, how bout new stuff for mages :roll:
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Postby rith » Wed May 11, 2005 12:50 am

It be cool if mages can summon elemental to assist them. Like earth elemental and fire etc etc. Each elemental has different attributes like earth elemental can heal and fire can cast spells. That be nice. Maybe avatar can get Master Elemental that has abit of each elements combined.

I for once like to see something cool added to the mage spells 8)
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Postby Gnu » Wed May 11, 2005 4:19 am

cool Idea! and let all caster classes have the same spells but with different names!!! and let all non-casters have the same skills with different descriptions too! why not to let bards cast 'wall of viols'? or let necros shapeshift into one of 100 undead forms! and let hm... say clerics have the skill, named 'critical spit', and 'massive critical spit' on avatar levels.
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Postby rith » Wed May 11, 2005 6:40 am

My point exactly!
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Postby 12345 » Wed May 11, 2005 7:32 am

Since you're talking about flame elementals and such, why not just give mages an 'immoliation' spell? Could be fun. Spell that lights the player on fire. Costs xx mana to cast, costs xx hps per tick to maintain, increases AC by +1.0 (ie. 2.0 to 3.0) and gives +25 damage to fire magics like burning hands, fireball and firewind? Might even do a little damage to whatever attacks them.

If you wanted to make a spell more exclusive to the manaish types, you could create one called 'mana burn'. Have it use spelldam as a multipier instead of level. ie. If you have 10 spelldam, the spell does 10d5 damage. If you have 90 spelldam, it does 90d5. Not having a save would be cool.

Also, druids are currently the only class that picks up bonus stuffs at 2x40 and 3x40. How about just looking into giving mages and clerics spelldam and healbonus at those levels that doesn't contribute to their caps? I'm sure necros wouldn't mind an extra animate or two. However, it should probably only be a prime kinda thing.
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Postby Leaf » Wed May 11, 2005 7:49 am

How about giving Mages Mana Shield like in Diablo 2? Mages are "crunchy"
so lets say a Mob does 200dam, 100 dam will go to hp and the other 100
will be taken out of mana. This of course can go BAD. Considering if you
have 200mana, and a mob hits for 400dam. 200 will go to hp, so u will still
be mostly alive, and the other 200 will go str8 to mana. Now if ur mana
was 200 max, you now have ZERO in mana. No heal, blast, or recall spell.
So this could be something to look into. Like for non-solo mage, that might
think this is useful. Solo mages, wouldn't be using this spell.
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Level bonuses

Postby Avatar » Wed May 11, 2005 12:02 pm

Necro's get quite a large increase in power at 2x40 and 3x40 too, check the help files for summon undead and animate dead. Clerics also get bonuses with levels in the form of higher supplication forms.
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Postby 12345 » Wed May 11, 2005 12:05 pm

Both excellent points. What do mages get?
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Postby Leaf » Wed May 11, 2005 1:30 pm

Mages receive Reflect and Mirror. Which is both pretty good items.
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Postby 12345 » Wed May 11, 2005 1:47 pm

Wrong topic. Necros, druids and clerics pick up some extra power at 2x40 and 3x40 in the form of summons, forms and supplicants respectively. The question is, what do mages get at 2x40 and 3x40?
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Postby Leaf » Wed May 11, 2005 2:22 pm

Interesting point, I would guess hum... nothing.
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Postby Mannu » Wed May 11, 2005 4:58 pm

I'm trying to see how clerics are really all that powerful with supplicants. I think it has to do with how "power" is defined. Honestly, in Sloth, I see power to be based on how much damage you can do. We all strive to get max damage or max spelldam or max stabdam or max whatever in an effort to kill mobs that offer xp and gold and eq. People feel powerful when they can output a lot of hurt and incur the least. So in that sense, it's hard for me to see how a kachina that spews out dead rats or a thunderbird that carries people around in super slow mo translates to power. So let's not say Clerics are powerful unless there are areas with big mobs that will die when you restore them. I mean when is the last time you longed for that aerial servant or the dark mace was to die for. Cleric is a good support class, but as a prime, powerful it is not. My $.02
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The power of a cleric

Postby Avatar » Wed May 11, 2005 5:56 pm

That's a pretty narrow point of view when you talk about power. I think that some people are more concerned about helping the groups that they are involved with. If one of my clerics can help a group to run faster, smoother, or longer then that's my contribution. I don't feel that I have to maximize the amount of damage I do or reach the best AC that I can reach.
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