Ranger ideas | |
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Deneb | Posted 1 Jan 2008 Please consider the use of all spells together AND separately before you start the beat down. 'Gale' Remort spell: gen 4 Level: 20 Starting mana cost: 150 Creates strong and lasting winds within the room of which gale was casted. Pushes all players and mobs (flying units with more chance and standing/sitting/etc with less) to the adjacent room in which the wind is directed and forces him or her to the ground in the adjacent room. Example: cast 'gale' north Notes: cannot force players into death traps. Wind will last for a certain amount of time, much like nuclear wasteland and area stasis. 'Earth spike' Remort spell: gen 4 Level: 20 Starting mana cost: 250 Make earthen spikes shoot out from the ground! Those who fall to the floor in that room will receive extra damage. Notes: I think it should be around 100-200 damage each knockdown. 'Entangle' Change entangle so that it can also be targeted on self and group members and will result in a buff. When casted on self or group memebers, it binds the target to the ground so he or she cannot be blown to the other rooms. Increases resistance to being knocked down but is broken when knocked down or when he or she flies, flees, or retreats. Target from buff version can still walk normally. Offensive entangle works the same way but cannot flow to other rooms as well Well? |
Acid | Posted 1 Jan 2008 Jakezor? More like Crapzor. |
Wrath | Posted 15 Jan 2008 I like the Earthen Spike spell, would give the staple Ranger skill sweepkick a little more bite. Gale though I struggle coming up with a situation that I would use it in, besides the obvious similarity to gust of wind. I could see setting the spikes in one room and using gale to throw another mob into it, but at the minimal damage is it worth it? What situation would you use it in? |
Frostflower | Posted 16 Jan 2008 I like Earth Spike, you can also have a possibility to be impaled onto the spike and stay on the ground for a few seconds taking extra damage. Hip Toss + Earth Spike = Goooooooood Times!!!! Gale, I can see some possibilities on it; it would be a good area spell in a way. |
Ecstacy | Posted 16 Jan 2008 Wrath, I see your point. The thing is I think these spells are intended for pkill not mob kill. It would be a hell of a twist to be able to gale someone into a room of waiting pkillers. I have to agree that sweepkick would be much more useful (not that its not now) if the mob/player grouned into some earthen spikes. |
Ecstacy | Posted 16 Jan 2008 Another thing…if it cost alot of mana to use the earth spikes it would not be very useful to cast it often. Its not like every room you would use it. Only on those bigger mobs to add that extra damage when you knock them down. |
Deneb | Posted 16 Jan 2008 The combination I imagined with gale and earth spike together is for a ranger to be able to set up their own natural traps. Let's not confuse Gale with Gust of wind as gust of wind is targeted and Gale is casted on the room and has a lasting effect. So if I cast 'Gale' north, then any mobs and players (especially flying) who enter the room will get pushed north and get forced to the floor, resting not standing. So I could cast earth spike in one room and cast gale in adjacent rooms pointing towards the earth spiked room. This way, any players OR mobs that flee will get pushed back to the room and take damage. |
Acid | Posted 16 Jan 2008 Look you really shouldn't be blindly replying so often that you have to make another reply right afterwards to explain or make a further point on your initial reply. I'm to you, Ecstacy. Learn to make your though concise because you're starting to hurt my brain with your non sequitur banter. I mean, I guess if what you're after is just to rant and banter with no substance then, I guess you've succeeded. Honestly, for the good of the community, learn to have a conversation. |
Acid | Posted 16 Jan 2008 Seriously. |
Deneb | Posted 16 Jan 2008 Dude, if you have nothing to say about my ideas then get the hell out! |
Deneb | Posted 16 Jan 2008 acid… |
Acid | Posted 16 Jan 2008 No. |
Acid | Posted 16 Jan 2008 You! |
Deneb | Posted 21 Mar 2008 Since a lot of people have crying out for a stronger move for rangers, I would like to suggest a huge change on the barbarian skill 'strike'. The way it is now:
Changes:
1.slashing–affect: ''bleeding'', damage: fair, waitstate: 2sec
4.bludgeoning–affect: stun or knockdown, damage: low, waitstate: 3sec 5.pounding–affect: knockdown, damage: fair, waitstate: 3sec 6.clawing(don't know if there's a wielding weapon that's claw type)–affect: nothing, damage: high, waitstate: 1.5sec 7.whipping–affect: critical, damage: high, waitstate: 3sec 8.thrashing–affect: nothing, damage: high, waitstate 1.5sec 9.hitting–affect: nothing, damage: fair, waitstate .5sec 10.zapping–affect: stun, damage: low, waitstate: 1.5sec 11.blasting–affect: stun, damage: fair, waitstate: 2sec 12.ripping–affect: ''bleeding'' or critical, damage: fair, waitstate: 4sec
Alright, there it is. If you think it's a good idea, please add your opinion on how to make it more balanced or cooler. Is there a weapon type that I forgot? What numbers or affects can be changed? Should it be ranger-only? Should barbs and maybe knights have it too? (It will be better on rangers anyway). Okay, I look forward to some feedback. |
Frostflower | Posted 22 Apr 2008 I like that skill alot. I can see lots of potential in it. 2 questions about it.
Oh you forgot what happens if you use a maul weapon. wink And I think there is a clawing weapon I don't know it off hand but there is. |
Deneb | Posted 24 Apr 2008 Just changing a bit here and there so it's more balanced. Chance to land said affect will depend on hitroll. Damage will depend on damroll and weapon dice. Waitstate will increase according to weapon's weight. Given chance to land affect, damage, and waitstate are all assumed to be used by a character with 0 hitroll, 0 damroll w/ a 1d1 weapon, and 0 speed with a 0 lb. weapon against a character or mob with 0% damage reduction. 1.slashing–affect: bleeding(75%), damage: 25, waitstate: 3sec
4.bludgeoning–affect: stun(5%) or knockdown(35%), damage: 15, waitstate: 5sec 5.pounding–affect: knockdown(40%), damage: 30, waitstate: 4.5sec 6.clawing–affect: nothing, damage: 45, waitstate: 2.5sec 7.whipping–affect: critical(x2.5, 10%), damage: 45, waitstate: 4.5sec 8.thrashing–affect: nothing, damage: 45, waitstate 1.5sec 9.hitting–affect: nothing, damage: 20, waitstate .75sec 10.zapping–affect: stun(7.5%), damage: 10, waitstate: 3.5sec 11.blasting–affect: stun(5%), damage: 20, waitstate: 3.5sec 12.ripping–affect: bleeding(55%) or critical(x1.5, 15%), damage: 20, waitstate: 4sec 13.mauling–affect: knockdown(45%), damage: 40, waitstate: 3.5sec One Bleeding tick will deal 35-70 damage to HP and MV. Time between each bleeding tick will decrease as attacker's gen increases. 20 seconds between each tick at gen 0, 10 seconds at gen 5, 6 seconds at gen 10. Once again, please add your comment. Should it be ranger-only? What numbers should change? Is it even worth having? |
Frostflower | Posted 25 Apr 2008 Oh I'm sold. Azi code that please!!! I think that should a Primary Ranger skill. That would give alot of longevity for the class. Halflings will never know what hit them. I know this may be a silly question but how would the stun be implemented and would it use the save_par for it to work? Meaning since the thief stun and monk gamma pinch (may have to check on that one) goes against the save_par will this use the same saves as well. |
Tower | Posted 25 Apr 2008 Sounds great for Rangers…but lets not forget about their fun-loving cousins: Evil Knights. They should get these changes as well. |
Eternal | Posted 28 Apr 2008 Very interesting idea indeed. I had a idea like this a long time ago for mercenary. Good idea, rangers would benefit from this and its not like they will have a power move. |
Deneb | Posted 28 Apr 2008 Yes, I agree that knights (not just evil knights) should also get the new strike. Barbarians included. However, I believe that how well second weapon is trained (# value) should dictate how often the second weapon will chance upon striking. Thus, being prime or secondary ranger will also factor into this. This is because if the new strike should become a staple skill, such as cleave or sweepkick, then a barbarian/ranger or a knight/ranger shouldn't be able to strike as well as a prime ranger. Perhaps second weapon should become a gen 1 skill. Some more input would be nice. By the way, gale+earth spike? No more thoughts? |
Frostflower | Posted 1 May 2008 only question regarding Earth Spike is would it be only limited to outside or could it be cast indoors as well? I think it should do both, while being less effective inside than out. But I still think it would good. Also, if you cast it in rocky terrain it should gain some bonus. Just a thought. |
Deneb | Posted 2 May 2008 I've always been for indoor casting, but it's been the way it is for a reason. Rangers can't and shouldn't be able to do it all. If it were just Earth Spike that was were to be implemented then yes, I agree with you Frostflower. But if the new strike were to come into play like I hope it does and somehow earth spike as well, then no. More suggestions to current ideas: Earth spike deals less damage but increases the waitstate of a knockdown (towards target, obviously) | 50-125 extra damage, x1.0 - x1.25 waitstate. (In thought of new strike+earth spike together) All weapon types that knockdown give a 1 second waitstate to victim and target can only get knocked down once if two knockdowns occur during one strike. ??? |
Jakezor | Posted 10 Aug 2008 Yes, let's get rid of the ranger's best and most powerful castable skill, great idea. |
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