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Old May 03, 2005, 12:43 AM // 00:43   #1
Frost Gate Guardian
 
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Join Date: Apr 2005
Guild: Hounds Of Creegus
Profession: R/Me
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friend and guild locations like where and what district and if they are on the field it should just say like outside or something.

not leaving the party when you map travel. however i may understand the reason for this, because of the unique area you force the whole party to be together; and if you map traveled you couldn't rejoin with you party because that would allow other people to be able to join you map and perhaps there is some sort of virtual network made every time you leave town which creates specific areas for party's and just solo.
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Old May 03, 2005, 06:33 AM // 06:33   #2
Ascalonian Squire
 
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Add more "Travel to" city or save areas (after you explore the country side) in post-burn like the pre-burn map has.
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Old May 03, 2005, 07:19 AM // 07:19   #3
Ascalonian Squire
 
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Quote:
not leaving the party when you map travel.
I understand why this happens too, doesn't mean they can't fix it somehow - pretty damn annoying...
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Old May 03, 2005, 08:21 AM // 08:21   #4
Ascalonian Squire
 
Join Date: May 2005
Location: Stockholm
Guild: Black Auzzie Knights
Profession: E/Me
Arrow Another Pet Class: Conjuror

I am a fan of the EverQuest and Forgotten Realms series, and love pet classes. Especially with pets who inhabit the elemental planes, due to their special elemental abilities and such. My suggestion, the Conjurer, is inspired by the Magician of EverQuest 1 and the Summoner of EverQuest 2, with some of my own ideas.

Class name:
Conjuror.
Class Icon:
A dark siluette of a elemental creature surrounded by orange (or other color) light.
Skills:
Summoning (Class Skilll) - Allows the Conjuror to summon more powerful minions.
Conjurations - Improves the effectiviness of spells that allow the Conjuror to temporarely bring creatures or items into existance.
Provocations - Improves the effectiviness of spells that augments the abilities of the Conjuror's minions.
Invocations - Improves the effectiviness of some offencive and other defencive spells the Conjuror possess.

Example of spells:
Summon Familiar (Conjurations) - Summmons a loyal level X servant to aid the Conjuror. If the servant is slain, the Conjuror take damage equal to twice the servants level.
Summon Elemental (Conjurations) - Summons a elemental creature to do the Conjuror's bidding. It stays in existance for X seconds or untill it is slain.
Etheral Swords (Conjurations) - The Conjuror bring mystic swords into existance that lauchs themselves toward the enemy, dealing X piercing dammage.
Enrage Minion (Provocations) - When this spell is cast, the Conjuror's minions gain a small chance to deal increased damage.
Taunt Minion (Provocations) - Increases the effectiviness of the Conjuror's minions.
Rock Skin (Innvocations) - When the Conjuror is struck, the Force Field absorbs X damage, to a maximum of Y damage/hit. The spell expires after absorbing Z damage.
Energy Aura (Invocations) - Grant the Conjuror a X% chance to absorb a hostile spell cast at him, restoring Y energy.
Shard of Power (Conjurations) - Summons a essence that allow the one possesing it to sacrifice X health into Y power. (5X=1Y)

This is a idea that I would like to see come to life in the game. Please add some comments about strenghts/weaknesses and class balance and some perssonal thoughts. Thanks for reading.

Last edited by Darynael; May 03, 2005 at 08:24 AM // 08:24.. Reason: Posting new tread instead of a reply...
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