by Ezekiel » Tue Nov 15, 2005 8:30 pm
Hey, Ezekiel here. I know it’s time consuming coming up with ideas and such on top of what you imms already do and it has been repeated that player input and suggestions are welcome. Here are some ideas that I had for each classo. While some may be moot or unusable or even rehashed, others may be useful either in the construct of a different implement or the exact implement itself. If everyone just took a little time to post some of their own, the imms could draw the best from all of them and come up with some kick ass stuff. Give your criticisms or input if you like, these are simply ideas people. Thanks for your time, and I least I tried, even if none of this ever gets implemented.
Thief-
Skill: Rope
Effects: A skill to snare four logged opponents. Two legged opponents can be effected by snare just at a lesser rate or possibly escape quicker from it. This skill could be much like the trip effect but maybe have a slightly higher chance of staying snared than staying down from trip. A char could have to have some type of rope/twine in inventory for this to work.
Warrior-
Skill: Lunge
Effects: Skill in which the user lunges at target with a nonstab weapon. Possibly, there would be no cost to movement but a failed attack can either have no effect or leave the warrior stunned for one round. Higher hitroll rather than damage would increase efficiency. Possibly good for low lev warriors who don’t have many mv and would like to start trying out some skills in rounds.
Bard-
Song: Song of the Sea
Effects: This song might be low cost mana wise and it would cut a lot of mv it takes to move in water while also boosting mv regen while submerged. Song of the Ocean could be an enhanced avatar version which could either improve the initial spell or make it group. May not have to even be a song, possibly a spell.
Monk-
Skill: Weightshift
Effects: Not as useful as counterattack but possibly a pre-emptive skill in which you size up the weight and agility of the mob by entering the command, and, if within range, when bashed tripped, kicked, or other fighting type proc, there could be a chance to shift weight automatically and instead send some of that damage back at the mob. i.e. on mob kicks, chance to grab his ankle and sprain by twisting, snap one of his shoulders on a missed bash, etc. (could hinder the mob’s ability to execute in later rounds). Can vary depending on what lev the skill would be or what lev the user is.
Druid-
Spell: Mask of the Nymph
Effects: Seeing as how druids have an extreme connection to nature, in forestry and woodlands, druids could falsely take the appearance of a wood nymph and blend into their surroundings. I’d imagine this to have a higher mana cost, being a mix of urban stealth and perception for a small period of time, being unnoticeable to even aggros. Maybe with this spell up, druids would be able to see inventory also, saving them from switching to ferret in their most comfortable environments.
Mage-
Skill: Perception
Effects: This is already a spell but I believe that with perception up, a character should have a much lower percent chance of having something stolen from them no matter how hidden the pthief. All senses are heightened, so why wouldn’t it make sense? Also, seeing perception’s mana cost, I believe it should be more like 4 ticks (or lower the mana just a bit) but that’s just my opinion though I have spoken to many who have agreed.
Skill: Blaze (prime possibly)
Effects: Due to a mage’s strong connection with fire, blaze (maybe roughly costing half the mana of magic rope) sets a small subtle fire as a light for the character to change equipment in even the darkest of rooms without his light being held. Beware, if wandering mobs that cannot see invis, and the mage is relying on that for protection, if the mob spots the flame, it’s perception of the room may become much keener.
Cleric-
Spell: Midnight Mace (avatar prime)
Effect: Avatar prime cleric upgrade of dark mace having a better proc rate or better overall dam. Possibly an implement to add to it would be that not only would it be a sanc buster but have a high chance to automatically bust a mob’s self-casted spell shields in rounds.
Necromancer-
Spell: Deathwalk
Effects: A necromancer can smell the inkling of death in the air only in the last two or three ticks before those lying dead actually corpse (before that the dead are still to fresh). Must be same area as the dead though to detect the scent.
Spell: Death pact
Effects: Just a suggestion about this existing spell. Possibly, due to it draining much of your remaining mana and hp, on a successful pact, have the mob wipe the Necromancer from its hate list. I know there is a slight delay after the pact. It’s just a suggestion.
Thanks again mud,
Ezekiel
Note: whoever added that clan talk channel feature a while back…rock on. It really is a good one in many instances.