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Ranger ideas
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:

  • Strike requires the wielding of any weapon for use. Although, it doesn't actually attack with the weapon. I could be wrong. (I just figured this because I still get hit by prismatic sphere when using strike.)

  • Strike does fair damage. I'd say just a little more damage than a punch or a kick.

  • Strike's waitstate is super low. Faster than punch!

Changes:

  • First, add a new affect which applies to the 'new strike'. Let's call it ''Bleeding''.

  • ''Bleeding'' opens a wound with the use of a slashing or stabbing. Causes damage at a rate (like how poison works, but…) which depends on gen/level. Can stack! (maximum number of bleeding affects on one target = 3-4) One bleed deals low damage to HP and MV. Healing spells and skills cures bleeding but only one at a time. (i.e. target is affected by bleeding three times, he bandages twice and stops bleeding for two affects so one bleeding affect remains)

  • Strike depends greatly on the weapon being used, each has its own affect, damage, and waitstate.

  • List of affects:

1.slashing–affect: ''bleeding'', damage: fair, waitstate: 2sec

  1. piercing–affect: critical (may deal twice the damage), damage: high, waitstate: 2sec

  2. stabbing–affect: ''bleeding'' or critical, damage: very low, waitstate: 1.5sec

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

  • Wielding two weapons simultaneously (WITH 'second weapon' learned. Neural Bridging will not work!) will allow both weapons to strike with each 'strike command'. So you can strike twice with a slashing and a pounding if you're wielding both with one 'strike command'. Waitstate will be the higher of the two weapon types.

  • And don't forget to add the 'new strike' to ranger's skill list.

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.

  1. Does the weight of the weapons play any factor in it. Because I would think heavier weapons would make it more difficult to cause bleeding since most of the time the targets will avoid it. Lighter weapons would be easier to cause bleeding.

  2. Wouldn't it be better if it was a passive skill similar to Critical Hit, but this one is learned instead of having it naturally set as a class benefit?

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

  1. piercing–affect: critical(x2 multiplier, 10%) , damage: 30, waitstate: 3sec

  2. stabbing–affect: bleeding(40%) or critical(25%), damage: 10, waitstate: 2sec

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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