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#2477 - 09/30/10 10:23 AM
Nethergeists and a New Pet Idea
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Din
stranger
Registered: 12/12/07
Posts: 16
Loc: Pittsburgh, PA
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Hi guys, i have been thinking of some ideas for the guild to help balance them out and make them worthwhile to play beyond medium levels. As it is currently, the highest pet necros can make are Nethergeists. Ive fought against them many times as a player and i feel powerwise they are about right for the level at which they are made, however i feel there is something lacking from the guild as a whole considering that while they are powerful, they are not as hard to defeat as one may think and take way too long to create for their power.
My response to this issue is to first cut down the time needed to make Nethergeists by roughly half (3 1/2 - 4 hours is long enough for a nether i think, 7-8 is too high considering their strength), and then create one new pet above Nethers to give incentive for necros to reach the 40s in magic as well as give an edge to a clan with a necro that high during a war. Hence i conjured up the following idea:
Spell Name: Animate Elder Lich Spell Level: 40 Skill: Necromancy
Required to Create: 1 Lich, 1 Demilich, 1 Dracolich, and 3 Level 40+ Corpses (one for the essence of each lich type). All of these must be present in the room at the time of casting and all will be combined into one mangled corpse that will be used to cast the spell. Creation Time: Roughly 12 Hours
It will have three different auras, with each aura determining its abilities. The auras change at completely random times, will change frequently, and are as follows:
Red Aura: Can cast wind of death and inflict minor unholy criticals randomly when attacked or is attacking. Green Aura: Can cast decay and curse and cause very minor skill curses randomly when attacked or is attacking. Blue Aura: Can cast soul syphon and lifesteal and drain life directly randomly when attacked or is attacking.
In addition, there is a 33% chance upon losing all of its hp that it will cheat death and continue fighting while restoring half of its max hp.
This entire setup is subject to major testing on test site and overall input from players as far as pros and cons of this blueprint. Let me know what you guys think about the idea so i can take everything into consideration before i start working on it. Thanks!
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#2478 - 09/30/10 05:53 PM
Re: Nethergeists and a New Pet Idea
[Re: Din]
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Rancid
newbie
Registered: 12/12/07
Posts: 49
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Interesting idea.
The problem with all pets is they were designed in the past with the original combat system. They were pretty tough at the time. A matter of fact a room full of Draco liches and a necro were almost unstoppable. It was the only thing that really made necros worth while. This is not the case anymore. A matter of fact a dracolich is a superior pet to a nethergeist and takes half the time. I have 2 pure casters. 1) They are worthless in combat.(sorry Din) 2) Really most of the pets are worthless, besides mana pets and draco-liches.
Since the inception of all guilds the combat system has been drastically increased while the pets, their combat skills and the pure casters combat skills have not been modified. Semi-casters and pure fighters have been given massive bonuses to combat. Of course, pure casters still have to do combat and are virtually worthless at it. This has left all pets and pet users with an extreme disadvantage. To add insult to injury combat was increased more and more while full casters; elementalist, necromancers and enchanters, were left at their original abilities. Exponential this made those three guilds extremely under power and neglected.
Consequently, I think there needs to be a solution explored that would keep the focus of pure casters as pure casters; but cure the problems with their complete inability to do combat, while maintaining balance.
The idea I think would make most sense is to make their ability to do "decent" combat contingent upon the completion and mastery of their magical abilities. With the pure casters it is rather simple. The three pure casters; with out haste, all use pets. If those three guilds got a level 40 pet that they could borrow a haste like spell from, it would offer a solution. Of course, I would argue they would need all spells to level *6 before they could train such pet and the pet would have to be *6 to borrow the haste like spell from.
This would maintain balance because it would take an extremely long time for them to get the pet. This would keep semi-casters and pure fighters at an extreme advantage in the combat arena for 2 reasons. 1) The combat bonus semi-casters and pure fighters get for combat development points. 2)The fact it would takes an extremely long time for a pure caster to even get their haste spell.
-Rancid
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#2480 - 09/30/10 05:59 PM
Re: Nethergeists and a New Pet Idea
[Re: Rancid]
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Din
stranger
Registered: 12/12/07
Posts: 16
Loc: Pittsburgh, PA
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I do agree that the lack of haste in full caster guilds is a major issue and thats something im considering rectifying. For necros i have a few ideas how that can be accomplished, one of which being possibly having a spell directly linking the necro to a pet he has following him and drawing the haste energy from its undead life force. If the pet is killed or if it runs out of hp from how much power is being drawn from it, the haste expires. Obviously the bigger the pet, the stronger and longer lasting the haste. Something along those lines at least.
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