Champions of Regnum

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-   -   Radical idea about auras. (https://forum.championsofregnum.com//showthread.php?t=63688)

Klutu 07-23-2010 09:19 PM

omg <3

Im gonna love our knights now :P

PT_DaAr_PT 07-23-2010 09:26 PM

I think 150s CD is a bit too high for 30s duration, maybe 60s duration would be better, or a 90s CD... Or both. =D

Sem10n 07-23-2010 09:28 PM

I think is great... Do it ! :)

doppelapfel 07-23-2010 11:24 PM

Quote:

Originally Posted by PT_DaAr_PT (Post 1089792)
I think 150s CD is a bit too high for 30s duration, maybe 60s duration would be better, or a 90s CD... Or both. =D

Its perfect. Just imagine 2 knights could buff all allies the whole time with 40% resist dmg, battles would never end.

TheMessenger 07-24-2010 12:34 AM

lol

Sultar lvl 5 does 257 dmg on my lvl 45 barb while unbuffed xD

e30G 07-24-2010 05:55 AM

Quote:

Originally Posted by Kaixo (Post 1089269)
It would be a nice and potent knight skill, it could be countered with onslaught or dispelled. Take note that archers also have a ranged area with similar effects, slowing people to a crawl.
For mages I'm not sure what kind of skill I would use instead of static field, it's difficult, they already have all kind of skills.

For conjurer I would keep mana pylon as an aura. I don't know how to change it to area, perhaps someone has a good proposal.

Yes, ethereal mantle is worse than magic barrier (i don't understand those "balances"), but at least they are all individual skills and useful because of that, if for example magic barrier was an area with 60 sec duration I wouldn't use stars shield aura with a knight, better call "magic buff", let people come, buff and to other things with all people pre-buffed.

Yes, I was thinking magical damage=elemental damage, my error, for me it would be better against elemental damage, then knights could have an aura for each type of damage (phys-elem), and combine them with other knights.

I was thinking something like the acrobatic skill, for example barbarians have frenzy that gives them more defense over time if you discard the shield parry. A passive + skill could be better, perhaps something like arcane constitution (with physical resistance) + acrobatic, for me much better than AO1 and taunt for example.

If Static Field were to be moved from the Staff Mastery tree to a Knight tree, then it has to be replaced by something very enticing for mages. Lets face it, the Staff Mastery tree is mostly attractive to only SM mages. There really isn't anything else there other than Protection Dome and Mana Communion, which were both nerfed very badly.

IMO, I agree Knights would need their own slow spells. However, rather than taking away Static Field from mages, I would prefer to see Knights given their own spell similar to the Guard Captain's "Trembling Ground". It would be an area slow debuff, rather than an aura slow. It should have a small amount of damage just so that it passes through DI.

For Conjurer/mage auras I would like to see the following changed into areas:
  • Greater Healing - Small instant heal + mass regenerate over time with the same amount of HP given per tick per level as it does now but with a shorter duration. Area 10.
  • Mana Communion - Changed into an area 10 Synergy Bond. Fast cast, low cooldown spell that gives out equal mana to its cost. Effect shouldn't affect the caster.
  • Mana Pylon - Changed to area 6 +500 barrier on level 5. Effect will be stackable but will last only on the first hit (like how it was after beta). Cooldown and cost slightly lowered to compensate. Effect will not affect caster.

Auras that will remain auras but slightly modified:
  • Protection Dome - Changed to damage reduction for spell based attacks. Will not affect caster.
  • Static Field - Raised to area 6. The reason for this is due to how auras are processed on the server, and due to latency, 6m is too short for this aura to take effect. Raised to 10m, it's effect will be more like the 6m intended effect.
  • Mirage - Raised to area 6 and should not affect caster.

Isemon 07-24-2010 07:07 AM

IMO changin greatear healer and mana communion to an instant spell is a good idea only if cooldown and cast time will be reduced, but as regard mana pylon, it should stay as it is, NGD said that they want longer fight, actually when mana pylon is on, the army can take a lot of damage and survive longer, also is fun sometimes to be in the middle of the army it make the conjurer feel protected(at least for me :P).

Also knight auras really need to go back to circle area. :thumb_up:

Kaixo 07-28-2010 12:54 PM

Quote:

Originally Posted by e30ernest (Post 1090478)
If Static Field were to be moved from the Staff Mastery tree to a Knight tree, then it has to be replaced by something very enticing for mages. Lets face it, the Staff Mastery tree is mostly attractive to only SM mages. There really isn't anything else there other than Protection Dome and Mana Communion, which were both nerfed very badly.

IMO, I agree Knights would need their own slow spells. However, rather than taking away Static Field from mages, I would prefer to see Knights given their own spell similar to the Guard Captain's "Trembling Ground". It would be an area slow debuff, rather than an aura slow. It should have a small amount of damage just so that it passes through DI.

For Conjurer/mage auras I would like to see the following changed into areas:
  • Greater Healing - Small instant heal + mass regenerate over time with the same amount of HP given per tick per level as it does now but with a shorter duration. Area 10.
  • Mana Communion - Changed into an area 10 Synergy Bond. Fast cast, low cooldown spell that gives out equal mana to its cost. Effect shouldn't affect the caster.
  • Mana Pylon - Changed to area 6 +500 barrier on level 5. Effect will be stackable but will last only on the first hit (like how it was after beta). Cooldown and cost slightly lowered to compensate. Effect will not affect caster.

Auras that will remain auras but slightly modified:
  • Protection Dome - Changed to damage reduction for spell based attacks. Will not affect caster.
  • Static Field - Raised to area 6. The reason for this is due to how auras are processed on the server, and due to latency, 6m is too short for this aura to take effect. Raised to 10m, it's effect will be more like the 6m intended effect.
  • Mirage - Raised to area 6 and should not affect caster.

I like them all except static field and the first hit of the mana pylon.
With area 10 static field would be effective, nop doubt, but that would give to the mages that uses it 30% more speed than the warriors during 30sec with 60sec cooldown. For my warrior unplayable, unless they give me bows, crossbows or rocks to throw.


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