Additions - Mages, Druid Pets, etc.

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Bodhi
Watcher
Additions - Mages, Druid Pets, etc.
Monday, June 18th, 2007 at 12:20 am
This is sort of an addition post regarding a discussion held by some of the watchers and DMs tonight:

Mages: Combat modifications (ideas?). I brought up using levitate for a ranged attack, but there are some obvious exploits and issues.
More spells for offensive damage (one hit kills? multiple mob kills?)

Druid Pets: Using piety for duration? Debatable, but CON and INT are the druid prime-reqs.

Anything else?

Short list - easily appended.

Bodhi

Hanzo
Watcher
Re: Additions - Mages, Druid Pets, etc.
Monday, June 18th, 2007 at 12:58 am
To add: ticking, to base it on class/race or whatnot instead of just piety.

luminaire
Re: Additions - Mages, Druid Pets, etc.
Monday, June 18th, 2007 at 1:21 amEdits: 2   Last Edit: Mon, 18 Jun 2007 2:54 am
On mages...ripped from another forum =/

Quote:
GET RID OF TEACH...
Instead, replace it with <scribe>, which allows the mage to scribe certain spells to scrolls.

The level of spell a mage is able inscribe could be based on level.
Level 1 - Can inscribe level 1 spells
Level 7 - Can inscribe level 2 spells, d-m, protection
Level 19 - Can inscribe level 3 spells, stun, levitate
Level 21 - Fly
Level 22 - Heat-protection
Level 23 - Warmth
Level 24 - Breathe-water
Level 25 - Earth-shield

Certainly you get the idea...

To inscribe the spell the mage would need:
•The knowledge of the spell...obviously
•Enough mana to cast the spell
•A blank scroll

Upon using the skill the mage would lose an amount of mana equal to the amount as if he had cast the spell.

There could be a chance fail in which the mage would lose the respective MP as well as destroy the scroll. You could even limit the number of inscriptions performed per day.

Now, with respect to the magic-missle spell...as novel as it is, it can be out matched by any normal realm spell in terms of damage vs mana consumption. I think adding a simple +1 modifier at levels 10 and 20 would do well to keep par with others.


Also, maybe a multi-mob stun spell and or an MP-zap spell similiar to
the monster flag.

And for druids, perhaps upgrades to barkskin post 19 to reflect small % of physical damage.

19 - 10%
25 - 15%
30 - 30%

I don't see reflecting 6 damage per 20 at level 30 for a 2 minute duration as unbalanced but it could certainly be scaled.

EDIT: on that note, how about laddering some damage-shield spells for mage/lich. Instead of basing it on % dmg return it could be static.
Level 7: 2 dmg reflected against phys dmg
Level 13: 4
Level 19: 6
Level 25: 8
Level 30: 10

Or you could do the famous [Level / 2] function or some such.

Hanzo
Watcher
Re: Additions - Mages, Druid Pets, etc.
Monday, June 18th, 2007 at 1:32 am
I thought m-m already does improve in quality, as well as quantity, as levels increase.

luminaire
Re: Re: Additions - Mages, Druid Pets, etc.
Monday, June 18th, 2007 at 1:43 amEdits: 2   Last Edit: Mon, 18 Jun 2007 2:03 am
Hanzo wrote:
I thought m-m already does improve in quality, as well as quantity, as levels increase.


From what I've seen it's consistently 3-6 dmg.

angrod
Re: Additions - Mages, Druid Pets, etc.
Saturday, June 23rd, 2007 at 12:19 pm
I dont know if this would be possible and how much it would actually be used but I think an ability for mages called "life fire" or something of the sort would add an interesting rp dimension to mages.

Idea is stolen from Terry Goodkind's Sword of Truth series, but basically as applied to our mud it would work as a last ditch effort to kill a monster, while killing yourself. The wizard would use his "life fire" to do a tremendous amount of fire damage to a monster he was attacking, and in exchange he himself would die to pay the toll the life fire would have taken on his own system.

It would be a rare occurence obviously, because no one really wants to sacrifice a death, but for instance if you were grouped and getting hammered and really wanted to kill something the mage could sacrifice himself and use his life fire and hopefully kill the monster the group was attacking.

I imagined damage working like Level X4 or so.

Just a thought. Smile

zerk
Re: Additions - Mages, Druid Pets, etc.
Saturday, June 23rd, 2007 at 8:53 pm
for mages it's easy. just finish putting in the mage conjure. Pets are in.. but no quest.. Whoever can build it be nice for you to voulenteer to build the quest ^^

Realms ForumIn-Game DiscussionAdditions - Mages, Druid Pets, etc.