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Questions to the Community Guides and how-to play threads posted by other users |
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03-20-2011, 01:11 PM | #1 |
Initiate
Join Date: Nov 2007
Posts: 215
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Will I be able to keep my allies alive?
At level 50 my conjo is set up to heal its pants off - and the only spell I don't have is greater healing, because it never hits more than three people but uses loads of mana. I am better off casting heal ally 3 times.
As I climb (if I can be bothered) through the levels to 60, there is not much more I can add to the Life tree to heal anymore than I do now. So given that barbs and marks are going to get higher and higher damage as they get to 60 (more str, more dex and more points to put in damage dealing spells), how am I going to be able to keep my allies alive?
The only spell here that will get better is Life saviour and that is because the target level will be higher. I did work out once that a barbs can do damage about four times faster than a conjo can heal, at lvl60 it could be double that but I think it will be a long time before I can work that out I think. Grateful for people's thoughts. Ohh and as I have mana communion maxed too I won't be able to give you any more mana to cast all those spells cause it is maxed at +15 at lvl 5 too. I think NGD is going to have to alter lots of spells to % life/mana to compensate for higher levels than the spells are designed for. And good luck to all conjos when all lvl60 barbs have lvl5 kick and feint (instant cast) and all hunters have lvl5 ambush, stunning fist, ensnaring arrow, confuse and lvl65 pets and all marks have lvl5 burst of wind, freeze, ambush, ethereal arrow, arcane strike, confuse, stunning fist... Last edited by impp; 03-20-2011 at 01:31 PM. |
03-20-2011, 02:19 PM | #2 |
Baron
Join Date: Jun 2007
Location: Not studying
Posts: 675
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I've forseen both problems but never cared to post my concerns abut them.
The second one is particularly game breaking (heals too, but they're easier to fix) because it will turn all the little setup variety we had so far into a flat one setup for everyone scenario, with every player being able to acess every skill tree of their subclass except one (excluding warmaster tree, wich I could use some info about regarding skillpoints btw). This nearly removes all variety and personalization and consequently, it breaks the game. It's a big deal. |
03-20-2011, 02:33 PM | #3 |
Baron
Join Date: Dec 2008
Posts: 886
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A good start would be modifying Heal ally to also heal 1% per spell level of ally's HP in addition to the fixed health gain. For example, if you had Heal ally on level 5, and you healed a Barbarian with 5000 HP, then he would gain 500 + 5% = 750 health from the cast.
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03-20-2011, 05:26 PM | #5 |
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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You can use some mental ccs, avoiding dmg on allies is support as well as healing dmg.
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03-20-2011, 05:39 PM | #6 |
Count
Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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You can already do that at level 50 :P
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03-20-2011, 08:30 PM | #7 |
Baron
Join Date: Nov 2009
Location: Berlin, Germany
Posts: 715
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03-21-2011, 05:35 AM | #8 |
Baron
Join Date: Dec 2008
Posts: 886
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03-21-2011, 10:50 AM | #9 |
Master
Join Date: Jun 2010
Location: Germany
Posts: 309
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How about this:
X00 + (int*3) X = 1 - 5 Example: High Level Conj with 100int Spell lvl 5 500 + (100*3) = 800HP Low Level Conj with 40int Spell lvl 2 200 + (40*3) = 320HP
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03-21-2011, 11:11 AM | #10 |
Count
Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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Int connected to mana and spell damage OK, but to connect it to heals please no. Heals can be turned again to heal % of the HP pool. This was tested but proved unnefective if used to mid and low level targets. Better it will be heal ammount to be raised or made 2 componennt - % part and fixed part.
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