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Old Nov 19, 2006, 04:00 AM // 04:00   #1
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Default fusion skills

I saw a fusion class post that looked interesting, but an easier way to integrate this would be to add fusion skills.

the purpose would be to have a skill take advantage of skills points from different skills types like fire and water for the elemetalist. Or even cross the classes and have a skill that uses healing (monk) and death (necromancer). The skill would have 2 modifiers, one from each of the requirements instead of the current one we have now.

One example could be to have a "Fire and Ice" hex spell for the elementalist that does fire damage based on how high your fire skill is and then does cold damage based on your water skill level. Assuming you had lvl 9 fire and lvl 9 water, it could make the hexed creatue catch on fire for 3 seconds and then take cold damage 50 let's say, and then finally be slowed from the cold for 5 seconds.

The combinations are endless. It's true you could say that some skills already uses abilities that are the strenghts from other classes, but I am talking about taking this a bit further.

its not like the fused skills are a first in a game, just look at what magic the gathering did with their multicolored cards.

Last edited by balmung; Nov 19, 2006 at 04:13 AM // 04:13..
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Old Nov 19, 2006, 06:48 AM // 06:48   #2
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Exactly, the combinations ARE endless.
10 classes in the game currently. 4-5 attributes each.

Cross skills for all of them would require about 2500 skills. If you leave stuff out, people would complain "zomg why isn't there a curses and soul reaping."
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Old Nov 19, 2006, 06:59 AM // 06:59   #3
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A really interesting idea, but as Hawk said, a rather impractical one. As it is, some skills play off one another now, which is almost as good.
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Old Nov 20, 2006, 12:24 PM // 12:24   #4
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What about skills that require another skill.

Player A has Skill 1
Player B has Skill 2
Skill 1 does nothing.
Skill 2 does nothing.

But if player A and B target the same creature and use those both skills within x seconds, Skill 1 and Skill 2 become Skill 3, that make a very big effect.
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Old Nov 20, 2006, 12:35 PM // 12:35   #5
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The difficutly of that Mithran is that there are already some skills akin to that but not directly useless. Most of them take advantage of other members paying attention or using them, and certain effects or abilities can really help already in the set up. Providing abilities designed specifically to interact with one another would mean those would have to be more powerful than two basic skills, or you might as well use two skills. Then that causes imbalances, and the fact is it loses its novelty, because suddenly you're no longer figuring out what goes best with what, you're told what to do with what.
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Old Nov 20, 2006, 02:30 PM // 14:30   #6
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Not exactly, it would be one per attribute, and one resulting skill per combination.

Healing + Healing

Death + Fire

Sword+Axe

And so on.

That is, what it would do will depend on your teammates.
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Old Nov 20, 2006, 05:50 PM // 17:50   #7
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There are several skills the work like that allready like weaken armor, order of pain, shatter delusions, fragility and several more. By themselves they do nothing really but when combined with other skills they inflict dmg and conditions.
A new combo in Nightfall is to have one player hex a monk or dervish so they suffer damage when an enchant ends then have a necro use rend enchantments
The "fusion skills" already exist its just that many people dont use them that much!
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Old Nov 20, 2006, 07:36 PM // 19:36   #8
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No, no.

I mean, the same skill doing something different things.
They could be exclusive between themselves, like elite with other elite, but being able to yield with elite.
E.g.:

*Elemenalist has "Fire Fusion" skill. [Deald fire damage and may cause burning combined with other fusion skill, otherwise does nothing]
*Monk has "Healing Fusion" skill. [Heals user and one ally when combined with other fuson skill, otherwis does nothing]
*Necro has "Death fusion" skill. [Deals cold damage and may raise a minion when combined with other fusion skill, otherwise, does nothing]
*Warrior has "Axe mastery fusion" Skill. [Deals slashing damge and may cause Deep wound when combined with another fusion skill, otherwise does nothing]

And then, on fights, they combine them when needed.

Healing+Fire: Monk uses Healing fusion on enemy. Elementalist on the same enemy. Elementalist deals Fire damge on enemy and he and the monk get healed half the damage made.

Fire+Death. Necro uses Death fusion on enemy, elemetalist uses fire fusion on enemy. Enemy receive fire and cold damage and if he dies, from his corpse appear a Fire Horror that deald fire damage and causes burning when hitting. If not, he receibes additional cold damage.

Death+Axe. Necro uses Death fusion on enemy, warrior uses Axe fusion in the same enemy, enemy receibs slashing and cold damage, if enemy dies, his corpse is instantly exploited to raise a bladed horror that deals slashing damage and may cause Deep Wound. If not, enemy receives additional cold damage.

Axe+Healing. Warrior uses Axe fusion, monk uses healing fusion on the same enemy, next X hits dealt by the warrior, both Monk and Warrior will be healed half the damage made.

Healing+Death. Monk uses fsion on enemy, then necro uses fusion on same enemy, enemy receives cold damage. If he dies, from his corpse is raised a Healin Horror that hits dealing no damage, but each time it hits, heal half that damage to both the monk and the necro, and anytime is hit heals 25% of that damage to them both..

I meant something like that.
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