Grouping and group skills | |
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Lysolchip | Posted 29 May 2004 A lot of people have been talking about the lack of grouping on Tempus, and I think this could be simply remedied by adding more group skills/spells. So here's some that I've been thinking of (again, most stolen from Warcraft) All of the following aura would affect others in the group, not the person with the aura. Mage: Brillance aura - Grants everyone in the group mana_tap Good Cleric: Devotion Aura - Grants everyone in the group additional armor Evil Cleric: Vampiric Aura - Steals a bit of HP for the enemy for every hit by the people in the group Psionic: Endurance Aura - Grants everyone in the group regeneration Ranger: Thorns Aura - Grants everyone in the group a weakened form of thron skin, hurting enemies everytime they attack someone in the group Additional spells/skills: Good Cleric: Group heal - self-explainatory Knights: Leadership (passive skill) - when leading a group into battle, kninghts are able to organize their followers into better attack patterns, giving everyone in the group additional hit/dam Thief: Group evasion (passive skill) - gives everyone in the group uncanny dodge Mercenary: Group sneak (passive skill) - self-explainatory |
Butthead | Posted 2 Jun 2004 hey lysol, there is a group heal spell already :P |
Merriam | Posted 18 Jul 2005 This is a must for Tempus with the recent buffing of zones, which I can only interpret to mean that the game is not to be oriented as a single-player battlefront, but that the MUD is moving toward group-focused play. Merriam |
Cast | Posted 2 Feb 2006 how about group invis for mages. and group protection from fire/ice/lightning/ for rangers. |
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