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Old 07-27-2010, 05:50 PM   #31
Aasiora-Leif
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This is just an idea for one of those "cool new spells" that you're planning to add for conjus.

Maybe there can be a spell that lets us take a percentage of damage from another player (A percentage no bigger than 30% at level 5 and unstackable)

Maybe you can also merge heal ally and heal self (as well as regenerate ally and regenerate self) and allow for us to heal ourselves when no one is selected (like the dispells). By doing this, there would be 2 more slots in the Life discipline for new spells. This was mentioned in the other topic, so I'm just reiterating it here.
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Old 07-27-2010, 05:55 PM   #32
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Quote:
Originally Posted by Aasiora-Leif View Post
This is just an idea for one of those "cool new spells" that you're planning to add for conjus.

Maybe there can be a spell that lets us take a percentage of damage from another player (A percentage no bigger than 30% at level 5 and unstackable)
This sounds rather like a knight spell to me. I dont have that many hp to spare.

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Originally Posted by Aasiora-Leif View Post
Maybe you can also merge heal ally and heal self (as well as regenerate ally and regenerate self) and allow for us to heal ourselves when no one is selected (like the dispells). By doing this, there would be 2 more slots in the Life discipline for new spells. This was mentioned in the other topic, so I'm just reiterating it here.
From the experience with dispell i dont like this idea. Dispell under sanctuary is bugged since the spells introduction.
Also the cooldown on heal is already immense, and this would basically be equivalent to raising it even more.

Z.
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Old 07-27-2010, 05:59 PM   #33
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Quote:
Originally Posted by Aasiora-Leif View Post
Maybe you can also merge heal ally and heal self (as well as regenerate ally and regenerate self) and allow for us to heal ourselves when no one is selected (like the dispells). By doing this, there would be 2 more slots in the Life discipline for new spells. This was mentioned in the other topic, so I'm just reiterating it here.
I support this idea. Also could merge friendly shielding and armor.
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Old 07-27-2010, 05:59 PM   #34
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Originally Posted by Zordak View Post
Also the cooldown on heal is already immense, and this would basically be equivalent to raising it even more.
Yes. The only other solution would be to lower cooldown, but that might make it too easy for single Conjurers to heal themselves too quickly.

There are other rarely used spells in Sorcery that can be removed/revamped.
Shifting Silhouette and Mirage come into mind here.
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Old 07-27-2010, 06:05 PM   #35
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Originally Posted by e30ernest View Post
There are other rarely used spells in Sorcery that can be removed/revamped.
Shifting Silhouette and Mirage come into mind here.
Imo Mirage should work like the description sais, an aura with +50% resist knock and small area would be awesome.
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Old 07-27-2010, 06:14 PM   #36
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Originally Posted by doppelapfel View Post
Imo Mirage should work like the description sais, an aura with +50% resist knock and small area would be awesome.
I think this idea is great because it would add more difficulties to the zerg killing job instead of rushing you should use some other things because you can't kill eachother that easy anymore when you are hard to amush/feint/kick etc. you the zerg can more easy run away from a rush and more will survive that will lead for more Fort wars and that will lead to happy faces
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Old 07-27-2010, 11:30 PM   #37
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Arwen has outlined the 1st step that should be looked at and relooked at, all other tinkering without dealing with this will just be putting the cart before the horse. If for some reason these suggestions are not dealt with, an explanation would be nice.
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Old 07-27-2010, 11:54 PM   #38
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Originally Posted by _Arwen_ View Post
I'm surprised no one's mentioned this before so I'll have a go at it.

Chilko, really glad to hear that you guys are considering a pure support conjurer, IMO this is the way to go. HOWEVER, before you go and implement this, you must fix the formula that decides how much XP a support conjurer gets in a grind party!!!

Not only that, but you must fix how necro is burnt as it takes a support conjurer ages to burn off even just 1%.

If you don't fix the XP formula for conjurers and you implement this change, anyone choosing pure support will quickly realize their mistake and depending on how you implement it, either reskill back to warjur or quit the game because they can't reskill away from support.

Again, I really love the idea you have here, please continue to involve the community in the creation of new skills for the support Conjurer.

[Edit]
Ah, eggy mentioned it. I'll leave this as a reinforcement post. +1 eggy
we will fix this of course.
The system is too complex and has two diferent implementations running at the same time.

It's tricky to fix without breaking everything else.
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Old 07-27-2010, 11:57 PM   #39
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Quote:
Originally Posted by chilko View Post
we will fix this of course.
The system is too complex and has two diferent implementations running at the same time.

It's tricky to fix without breaking everything else.
Why not allow a fixed amount of Exp per lvl for the conj for supporting & move Ambitious to a lower part of the mana tree

this means a lvl 45 could support a lvl 10 and get good exp - which would also help increase server numbers & help keep new players
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Old 07-28-2010, 01:24 AM   #40
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Quote:
Originally Posted by chilko View Post
we will fix this of course.
The system is too complex and has two diferent implementations running at the same time.

It's tricky to fix without breaking everything else.
Glad to hear it. I understand how tricky it will be as it has to prevent leeching of XP too. Just wanted to make sure its on the list.
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