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LittleHomer
10-25-2012, 11:36 AM
Hey guys,
first of all: I like the ideas and changes!
But I think, there could be more love for details ...


barbarians
Heroic Shout: very nice idea. Now this class has a better chance to get mages and archers.
Warmaster Blood: I think this is really useless. One hit of a marksman and these 300 are away.
knights
Mend: Why giving a knight a healspell like conjurers have? I think this is a little bit unimaginative.
Battle Mend: Same thing like 'mend'
hunters
Head of the Pack: Good idea, unimaginative but good.
Warmaster Blood: just said.
Conjurers
Divine Protection: nice, finally this spell is there *_*
Warmaster power: nice idea, unimaginative but good.
Warlocks
Mass Pricking Ivy: good idea, unimaginative but good.
Warmaster Blood: just said.
Warmaster power: just said.


I don't know the marksmen-spells yet, but generally: Why are you, NGD, giving them the speed? I think, one big problem ingame is the hit 'n run of marksmen ...
Generally I think that most of these spells are nice, but they aren't spells for a Warmaster! It would be nice if these spells are available for everyone, like normal spells. Warmaster-Spells should be more ... special.

Summarized I like the attempt of these changes!

Shwish
10-25-2012, 12:08 PM
The knight spells are a good idea as an emergency heal to ease the strain on the conjurer to a small degree but they are a bit weak. I know Frosk stated that they didn't want knight heals to be more powerful than conjurer heals but I feel that the fact that they have long cooldowns limits their healing abilities quite alot so I don't see a problem with making the amount it heals on par with that of conjurers. The 200 heal spell could have better used as an 100% block spell for the caster and one ally.

Head of the pack for hunters is terrible. 10% damage boost on a long cooldown is pretty low. I wouldn't bother wasting the mana on it.

The warlock spell is nice. Expensive in terms of mana but its an area spell with a very short cast time so it makes up for it.

Barbs have a very nice spell. I don't know why so much of them are complaining about it.

The conjurer spell is awesome too. Im yet to see how effective it is but its a pretty good cooldown spell. I don't think anyone has had anything bad to say about it yet.

The marksman spell sucks. There's no real need for more hit chance especially at the expense of their mobility. It would have been better as a Critical boost but that's just my opinion.

Anyway there is already a number of threads about this so there wasn't really a need to make another.

roonwick
10-25-2012, 12:42 PM
I like the knight area heal, it doesn't seem too strong. 2 healing spells for the knight is a bit much though.

mongos
10-25-2012, 12:49 PM
About knight spells

I think 2 spells would be best :
First Aid :
Will resurrect target with 100 hp - The caster assure a 100% blocking chance for 4 secs to the target (during this time, a conju would be able to heal the target)Any action (instead of moving) of the caster or the target will stop the absolute blocking chance.
cd : 480secs
casting time : 5-10secs

This spell would help conjs. In particularly for underpopulated realms.


Another useful spell would be an aura, like heroic presence. 80% of the damage received by allies within the protection range of the knight will be redirected to the caster.
All damage redirected will be affected by armour and block chance. With this aura, the knight would be able to help a group in danger, but will risk to get kill if too much damage is deal during this time.

roonwick
10-25-2012, 01:02 PM
I think giving a resurrect spell to knights would step too much on the toes of conjurers. some inferior healing is fine, but keep res exclusive to conjus.

a WM spell I would really like to see (because it would just be cool):

animate dead: animates a dead player's body to serve as your pet. this would ofcourse be a standard mob, 1 type for each class, of the level of the dead player, with the looks of that player.

mongos
10-25-2012, 01:20 PM
I think giving a resurrect spell to knights would step too much on the toes of conjurers. some inferior healing is fine, but keep res exclusive to conjus.
....

I don't agree. Knights are more likes Paladin than real knight. This rez spell is not at all the same than the conj one. With 5-10 secs of cast time, ennemy get the time to ambush/kick/freeze the knight. A conj can use sanctuary for this.
Without a conj, your target would be get killed after 4 secs, which is really short.
A conj can't rez someone which is a bit too far from fort, because sanct will not last enough. A knight could be helpful in this situation, in particularly if the target is a conj. But it would be really hard, and risky too rez in this situation.

AlsianLamai
10-25-2012, 02:35 PM
By fact of nature, following the paladin like behaviour, all Paladins can Lay on Hands , I think twice a day (with such a extreme cooldown, this is probably the case here. lol).

Aura of Courage , in D&D terms at least, the paladin is immune to fear utterly, and everyone around him gets a +4 bonus to saves against it. This is already accomlished I think with RO's Heroic Presence.

Lay On Hands, basically gives the Paladin the ability to heal minor to major wounds (I dont think it was ever capable of curing criticals). So the Warmaster skills that cover this seem valid to me, without detracting from the conjurer.

As another class skill, Paladins have always been able to turn undead. What if a skill were implemented , warmaster or otherwise, to negate, say, a conjurers summon in the same fashion.

Its very clear that the knight is being tailored to the Paladin-ish like state. Thus far, I have no issues with how this is being done. It all falls into some sense for what the class is supposed to do.

roonwick
10-26-2012, 07:10 AM
in that case.... I want a paladin's bonded mount :)

The_Krome_Dragon
10-26-2012, 11:08 PM
Is there anywhere where i can see all the wm spells and their descriptions, as i only have a wm barb and thus can only see those spells. Id like to know what the other classes are getting exactly.

AariEv
10-27-2012, 12:03 AM
Is there anywhere where i can see all the wm spells and their descriptions, as i only have a wm barb and thus can only see those spells. Id like to know what the other classes are getting exactly.

This. It would be nice if Frosk or some dev listed all new WM spells.

Mallet
11-01-2012, 03:34 AM
Howdy! I know I don't speak for all Warmaster Knights, but in my opinion the new WM Spells for knights are a really bad joke.... and I know all about bad jokes. :D

I don't want to be a "paladin" but if NGD is going to try and make us paladin's then give us real paladin skills, Lay of Hands that heals person or self to full or near to full health with very long CD between casts, give us extra resistance to poison/disease or stun/dizzy spells, armor that doesn't need repairs and give us a shiny white holy mount.... for FREE.

...............Too much? Then NGD please give us some real knight spells worthy of Warmaster status and the work it takes to achieve the rank OR give us our darn horn and defensive teleport back... you can keep your busted beacons, we was always stickin' those in fort walls and way up in trees anyways.

Mallet :bangin:

rossi
11-01-2012, 04:15 AM
I was testing new WM spell of knight at fort wars, and I find paladin aid pretty useful, the hp its ok, or it would be like the conj heal. For me this spell is more than good.

But the other one yes, didn't use it a lot, but 200 hp its too low, and would be better to change that skil for one that gives block to an ally or some nice aura,

Brother-brian
11-01-2012, 05:15 AM
The WM chat is useless. It will prob turn into a WM-lvl commerce chat. It can't be used for "war zone effort coordination" because of all the multirealmers who have WM in multiple realms.

Const buff is ok, reasonable.

Heal spell #1 is about as useful as PA is now, take that however you want.

Heal spell #2 is useless when considering the effect of #1, mana cost, cd, and benefit.

health 350 bonus might be nice, if i thought it might help against the 2.5k hits from barbs, but it wont. So it's not getting skilled either. Same reason I dont skill troll skin anymore. 450 hps isnt gonna save me, lol, except against a knight or marks. But since the huge majority of my dmg comes from barbs, 350 or 450 isnt worth the points, imho.

All in all, it really looks like NGD couldnt really think of anything good for knight WM powers, but were damned if they were gonna let em keep beacons, HOTW, etc..... so they just kind of gave knights the scraps from the WM Idea table.

Ulti19
11-01-2012, 05:37 AM
Paladin's Aid is awesome imo. I love healing with range others, even if by 300 ish usually it should be a constant 400, not random though. cons plus 15%, FK yea, about time! The rest can go :)

Emmery
11-01-2012, 05:41 AM
+1 Mallet

I agree fully!

Matheusbr0
11-01-2012, 10:41 AM
My opnion on barbarian wm skills

barbarians
Heroic Shout: Useless, when someone is runing and you cast it to catch them, they will be already too far when you finish the cast and that isn't going to work. To be effective the skill should be instant cast and have its range and duration increased.


Warmaster Blood: 300 hp for barbarians and 700 hp for conjuresrs??????
LOOOOOOOOOOOOOOOL, make it 1000 hp for barbarians and 700 for conjurers, then it will be ok, conjures already have ranged attacks to compesate the hp difference

71175
11-01-2012, 11:14 AM
My opnion on barbarian wm skills

barbarians
Heroic Shout: Useless, when someone is runing and you cast it to catch them, they will be already too far when you finish the cast and that isn't going to work. To be effective the skill should be instant cast and have its range and duration increased.


Warmaster Blood: 300 hp for barbarians and 700 hp for conjuresrs??????
LOOOOOOOOOOOOOOOL, make it 1000 hp for barbarians and 700 for conjurers, then it will be ok, conjures already have ranged attacks to compesate the hp difference


My opinion on barbs gameplay in general:
Run, run, run, kill

Tamui
11-01-2012, 12:32 PM
My opnion on barbarian wm skills

barbarians
Heroic Shout: Useless, when someone is runing and you cast it to catch them, they will be already too far when you finish the cast and that isn't going to work. To be effective the skill should be instant cast and have its range and duration increased.


Warmaster Blood: 300 hp for barbarians and 700 hp for conjuresrs??????
LOOOOOOOOOOOOOOOL, make it 1000 hp for barbarians and 700 for conjurers, then it will be ok, conjures already have ranged attacks to compesate the hp difference

Are you Mashu by any chance?

gluffs
11-01-2012, 01:04 PM
Here is my impression off the new wm knight skills after release:

Wm Chat

I really like it, nice to be able to talk to ppl in a larger area.

Paladin´s aid

Its a fun spell but the variation is to much and even when my target has
been buffed with the conjus buff i dont see an impact due to the large
difference in min max value. So atm its below avarage but has potential
off being good.

Warmasters might

Constitution, no need to say anything else.

Rest off the tree i dont use so wont comment on them.





Heal spell #1 is about as useful as PA is now, take that however you want.




PA is one off the best skills we have so you........ yeah that comparison makes no sence at all.

TheMessenger
11-01-2012, 01:09 PM
My opnion on barbarian wm skills

barbarians
Heroic Shout: Useless, when someone is runing and you cast it to catch them, they will be already too far when you finish the cast and that isn't going to work. To be effective the skill should be instant cast and have its range and duration increased.


Warmaster Blood: 300 hp for barbarians and 700 hp for conjuresrs??????
LOOOOOOOOOOOOOOOL, make it 1000 hp for barbarians and 700 for conjurers, then it will be ok, conjures already have ranged attacks to compesate the hp difference

You just went full Mashu, never go full Mashu.

Tamui
11-01-2012, 01:21 PM
You just went full Mashu, never go full Mashu.

Must...spread...reputation...before...giving..it.. .to...you...again...argh... :D

Phlue4
11-01-2012, 02:15 PM
The WM chat is useless. It will prob turn into a WM-lvl commerce chat. It can't be used for "war zone effort coordination" because of all the multirealmers who have WM in multiple realms.

no.

It's the kind of global chat everyone wanted back. I personally love it.

blood-raven
11-01-2012, 08:45 PM
Fire arrow doesnt always work.
In fact it does not seem to work entirely on frozen storm, is this intentional?

Tamui
11-01-2012, 10:16 PM
Fire arrow doesnt always work.
In fact it does not seem to work entirely on frozen storm, is this intentional?

Can confirm this. It seems to work on a single unit Freeze like Winter Stroke.

AxisVirtd
11-09-2012, 10:40 AM
Warlocks.

Mass Pricking Ivy <-- useless. Short time, deadly-for-a-lock range, wants too much mana, needs a lot of disciple points for so low-effect, do not looks like a real warmaster power (persomal bonuses and powers working with/near allies).

Warmaster Blood <-- 550hp is god, but I`d like to watch 550 sp instead. Warlock is a spell caster, not a tank.

Warmaster power<-- it`s ok.

Offensive portal. Need more locations. For example, pb1, pn1 and pp1.
Defensive portal of conjurers should get Meni-save, gate and Altarukk locations (yes, I remember about preimium scrolls, but do not think the only class warmasters will affect the sales). Also cooldown of portals should be redused a bit, to 15 minutes, for example.

Also it would be nice to get 100-200 discipline points for war-mastering — this will give more freedom in setups.
Not sure about power points, cause i`ve heard an opinion, that we`ll get kick(5), wd(5), ambush(5) in this case.

Slartibartfast
11-09-2012, 11:06 AM
Warlocks.

Mass Pricking Ivy <-- useless. Short time, deadly-for-a-lock range, wants too much mana, needs a lot of disciple points for so low-effect, do not looks like a real warmaster power (persomal bonuses and powers working with/near allies).


Fully agree. I still can't think of situation where I can cast this mass ivy. Haven't used it even once. If the mechanics of the mass ivy is changed to cast it on the area of selected target, not around caster, it would make sense.


Warmaster Blood: just said. <-- 550hp is god, but I`d like to watch 550 sp instead. Warlock is a spell caster, not a tank.


Disagree. Since warlocks are very squish class, we need additional HP. Now we can drop off funny gear which gives 50-150 additional HP instead using other gear which gives (yet still questionable) attributes.


Offensive portal. Need more locations. For example, pb1, pn1 and pp1.
Defensive portal of conjurers should get Meni-save, gate and Altarukk locations (yes, I remember about preimium scrolls, but do not think the only class warmasters will affect the sales). Also cooldown of portals should be redused a bit, to 15 minutes, for example.


Fully agree. Now when teleports are rare as the underwear in porn movies, cooldoown should be shortened in half and number of tele locations should be increased. Suggestion to all realm bridges as the destination is just fine.

Alsius - pp, pp2, pn, pn2.
Ignis - pn, pn2, pb, pb2.
Syrtis - pp, pp2, pb, pb2.


Also, in my opinion, casting teleport from enemy forts should be disabled. Just remember hours of Syrtis farming at Aggs, and tele out from the fort when all of them get the kills for WM quests. Or endlessly camping noble. We kill him several times, now we're done, *puf* - wanished. Escaping unpunished like this - not allowable. Disabling teleport would require more tactical skills than just teleporting out of fort or dying.


Also it would be nice to get 100-200 discipline points for war-mastering — this will give more freedom in setups.
Not sure about power points, cause i`ve heard an opinion, that we`ll get kick(5), wd(5), ambush(5) in this case.

Agree. Becoming the warmaster (unless you were Syrtis before the boats are removed) is not easy, but long and demanding voyage and we should get some more from it.

--
Slartibartfast

Vincent_Valentine7
11-09-2012, 12:29 PM
Hotw needs to be removed its useless....i have only been able to cast it around 12 times...in war

Shwish
11-09-2012, 12:32 PM
Mass Pricking Ivy <-- useless. Short time, deadly-for-a-lock range, wants too much mana, needs a lot of disciple points for so low-effect, do not looks like a real warmaster power (persomal bonuses and powers working with/near allies).


I actually find this spell to be quite handy. Its a situation spell but still very useful. I would prefer if it had a range on it like Ivy but I feel its fine the way it is. I've saved a couple of allies with this spells on multiple occasions, not to mention myself. Its also nice to burn mana fast if you want to use energy borrow offensively or to keep your sadistic servents ticking on an enemy.


Warmaster Blood <-- 550hp is god, but I`d like to watch 550 sp instead. Warlock is a spell caster, not a tank.


I disagree here too. I would take a health boost over a mana boost any day. Mages have an almost unlimited source of mana and a naturally high intelligence stat. We lack defense which is why the hp boost is vital. I had to sacrifice high tier spells such as sultars terror or master of doom to get this passive and its well worth it. If you don't like it, save the discipline points and get mana pool if you really need the mana.

Warlocks.
Offensive portal. Need more locations. For example, pb1, pn1 and pp1.


Offensive portals were never that desired in the first place. It sucks that we were stuck with it but on the bright side I see it being used alot more now. I wouldn't mind having more locations but what I really feel it needs is a reduction in cooldown. Only warlocks have it now (same with conjurers and defensive portals) so there's no need for it to have such an insanely long cooldown.


Also it would be nice to get 100-200 discipline points for war-mastering — this will give more freedom in setups.


I'm just grateful that we don't have to spend power points on these spells. At least not yet.

LucianDeathshield
11-09-2012, 01:41 PM
Hotw needs to be removed its useless....i have only been able to cast it around 12 times...in war


Your seriously saying that you can't find 4 allies around to cast Hotw in WAR?

seems legit.

AxisVirtd
11-14-2012, 08:28 AM
WM power for hunters:Ranger`s Beacon.
Time cast: 10 seconds, active while hunter is standing in casting-rught-now pose, up to 10 seconds, can be interrupted with enemies atack, cooldown is equal to one for mages portal.
Effect: a hunter becomes a beacon himself. He can be selected by clicking on him, his icon in party menu, or by typing /select player in a game chat. After selecting a beaconing hunter, mage can cast special portal at his coordinates. Lock can cast portal with out-point near the hunter to transport a war-group, conj can cast in-point (colored ball) of portal near a hunter, to evacuate a hunter and his group to a place where conj is staying. Only one portal can be connected with one beacon. Beacon can not be casted near forts, walls, saves, markets, inside enemies realms.
WM power for mages: Ranger`s Portals.
Portals, which work with Rangers Beacons.

AxisVirtd
12-03-2012, 11:02 AM
BTW, locks can get something like Daen Rha`s Meteor Rain as a warmaster`s power. This power can work only with hunter`s help, who can tarhet it with special beacon.

Conjures can precast area healing or resurrection to a knight, so he could be able to bring this automatically activating spell to a masscre near fort, for example, where a conjurer will die in a second.

AxisVirtd
12-04-2012, 11:14 AM
Is it possible to make duration of HotW variable and depending on the quantity of allies? One near — 10 s, 2 near — 20, etc.