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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Pledge
Join Date: Dec 2008
Posts: 29
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hyymm with gh i can move into group of most needed warrors also warror in need can raun to gh conju.... with area no longer possible = bad idea
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#2 |
Baron
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Location: Canada
Posts: 714
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ahhh now i understand - ty Lumi & Matt
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Ramsli Klutu ![]() |
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#3 |
Apprentice
![]() Join Date: Dec 2008
Posts: 98
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I really like this idea for Conjurers at least. I've always thought aura's were misplaced on conjurers as it forces them into the middle of the army where they can get killed really easily in area chains.
If you decide to take this route though could you at least consider making these skills more like Mass Dispel is now? By that I mean make them ranged areas if you have a target selected and if no target is selected, make the caster the target. Here are some ideas for converting the current conjurer auras over: Greater Healing Ranged area which restores a little health immediately and regenerates some more health over time. Cooldown: 120s Range: 20m Area: 10m 1) 600 HP Instantly, 10HP/second over 10 seconds 2) 600 HP Instantly, 15HP/second over 10 seconds 3) 600 HP Instantly, 20HP/second over 10 seconds 4) 600 HP Instantly, 25HP/second over 10 seconds 5) 600 HP Instantly, 30HP/second over 10 seconds Mana Pylon Area to grant surrounding allies an Energy Barrier (note: the barriers would not stack, just override). Cooldown: 90s Radius: 6m 1) 500dmg for 15 seconds 2) 500dmg for 20 seconds 3) 500dmg for 25 seconds 4) 500dmg for 30 seconds 5) 500dmg for 35 seconds Mana Communion Ranged area that grants instant mana as well as a small trickle of mana to allies affected. Cooldown: 75s Range: 20m Area: 10m 1) 100 MP Instantly, 10MP/second over 15 seconds 2) 150 MP Instantly, 10MP/second over 15 seconds 3) 200 MP Instantly, 10MP/second over 15 seconds 4) 250 MP Instantly, 10MP/second over 15 seconds 5) 300 MP Instantly, 10MP/second over 15 seconds Protection Dome Area that grants a small resistance to damage to surrounding allies. Cooldown: 150s Radius 6m 1) Resist Damage 10% for 10 seconds 2) Resist Damage 10% for 15 seconds 3) Resist Damage 10% for 20 seconds 4) Resist Damage 15% for 20 seconds 5) Resist Damage 20% for 20 seconds Just my ideas for replacements to the auras. I'm a conjurer in my heart so maybe these sound extreme to some, but IMO the conjurer is the only healing class so they should be able to do their job... Sincerely, Arwen
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Arwen - Level 50 Conjurer | Uruviel - Level 50 Hunter | Cheesepuff - Level 50 Marksman Cheeseburger - Level 50 Warlock | Cheesecake - Level 50 Barb | Aelean - Level 50 Knight |
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#4 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2007
Location: Philippines
Posts: 1,244
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I like your ideas Arwen. I haven't been fond of Conjurer auras as it stands. It should be fine to remove auras if you turn them into instant mass regen over time spells.
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#5 | |
Master
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Location: Peterborough ON
Posts: 597
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Everything is good though |
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#6 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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I like the ideas.
the dynamics will really change indeed. Imagine conjurers would be able to drop the greater healing (regen over time) spell and can tactically fall back out of danger instead of standing there. Same for others that once were auras. The conjurer now becomes very tactical in nature and can advance and retreat as the need arises. The remaining (2?) auras will still cause the conjurer to come out and be susceptible to injury. I am cautious and guarded about the reductions of mana costs of heals. Maybe cool-downs should be lowered but care must be taken with both this and mana cost. Don't get me wrong, I am not saying it should not be done, I am just saying one step at a time. we wouldn't want conjurers to be able to out heal damage to such an extent that it causes imbalances. Remember the stacking dynamics would also change. Easy does it till all the proposed changes are spelled out by NGD. Knight auras back to 360 degrees would be a welcome return. Question is which 2 will the Knight retain as auras. Stars shield could probably become an area. It is not much used and not that interesting. If I were to keep 2 it probably would be Heroic presence, and Shield wall. (Tough call) Deflecting barrier is also a tough call. I would simply suggest ,because it reduces ranged damage, it becomes an area. This would allow the knight the flexibility to cast it on the charging force while being able to offer shielding in the form of heroic presence and shield wall as auras in melee conditions. Melee conditions are where the knights fight and as such those short range auras would help his/her allies most. This leaves the rangers covered in the area spell and able to fall back out of melee range (possibly knight auras) while still having protection against opponent rangers. Rangers are buffed to fight at range with protection while giving the knight the flexibility to move inside and fight without the rangers losing cover. All this aside, it might just come down to the 4 auras remaining that stresses the server the least. Changing some of these auras to areas may have other implications. What would might be needed especially for conjurers would be feedback on the range of their area with a visual cue. Possibly a small + sign over the head of all those who fall in the GH area for example. However, this may introduce complexity and as such lag. I am really not in a position to say. All in all, interesting concept. Also, some good ideas by posters above me. This one , depending on the implementation could be a big win for tactical play in this game. Artec |
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#7 | |
Master
![]() ![]() ![]() Join Date: Jul 2009
Posts: 335
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This I don't support at all. With such cooldowns less populated realms would not survive any superboss. |
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#8 | |
Initiate
![]() ![]() Join Date: Apr 2009
Location: Bruce Lee kicked Chuck Norris's ass!!!
Posts: 143
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Gratz!
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_______________________________________________ Bruce Lee kicked Chuck Norris's ass!!! |
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#9 | |
Master
![]() ![]() ![]() Join Date: Jan 2010
Location: Belgium
Posts: 561
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on topic, i see some pro's and contra's here, but i'm still not 100% convinced,as i said earlier, it will be harder for a conj to heal ppl, as in syrtis we hardly have full support conj, i have seen zergs of 20 ppl with only a warjurer. so if your the only conj, in fort wars, you can stay behind the door and ppl come to you, since you have your aura on, less work, less whinning, but i can see the advantage of an area heal to, would be handy for ppl who are not going to make it to the fort. still thinking if i'm pro or contra regards
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SHAKE IT LIKE A POLAR BEAR NINJA |
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#10 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2007
Location: Philippines
Posts: 1,244
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Or you can use it the following way:
- Buff up (try to get a DI if available) - Let warriors rush out the door. - Pop out and cast new instant - Warriors outside the door left with a regen aura. - Return to supporting archers on the wall. How about this: - Wait out of area range. - Follow group on initial charge. - If hit with terror, Mass Dispell then cast the new area/aura. - Fall back to a safe location while your buffed team rushes in. - Heal/give mana at max range. Basically changing them to area buffs/mass regens will allow you to effectively act like 2 conjurers: 1 in the center with the aura and one from the perimeter giving backup support.
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