Mar 25, 2008, 02:22 PM // 14:22
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#1
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Nite
Profession: A/D
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Minor extra info for spirit health and weapon spells
Okay, I know it isn't much, but I think it would be nice since Spawning Power (Ritualist's primary attribute) gives all spirits 4% more health and makes weapon spells last 2% longer for each rank in Spawning Power. So like, at the end of a weapon spell and/or binding ritual, it could be white also, or be in the faded text in parentheses that says something like this.
Binding Ritual. Summon a Spirit of Pain who's attacks deal 24 damage. This spirit dies after 127 seconds. (This spirit has 160 +75 health).
The bold representing the plain effect, and the unbolded representing the faded text that shoes the spirit's health. Also, we have the weapon spells.
Weapon Spell. For 7 seconds, you have a Weapon of Warding. You have a 50% chance to block incoming attacks and have +3 health regeneration. (+3.2 seconds).
Please post any comments/concerns/flaming/pointless stuff
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Mar 25, 2008, 02:28 PM // 14:28
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#2
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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/signed
Might Help alot^ ^!
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Mar 25, 2008, 03:26 PM // 15:26
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#3
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Wilds Pathfinder
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do this for all primary attribute effects
/yes
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Mar 25, 2008, 03:29 PM // 15:29
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#4
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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Quote:
Originally Posted by street peddler
do this for all primary attribute effects
/yes
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pretty much.
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Mar 25, 2008, 03:29 PM // 15:29
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#5
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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We already know the HP of a summoned creature just by knowing its level. A level 20 summoned creature has always 480HP.
But it would be nice to see the Health of creatures increased with Spawning Power.
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Mar 25, 2008, 03:43 PM // 15:43
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#6
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Nite
Profession: A/D
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Quote:
Originally Posted by MithranArkanere
We already know the HP of a summoned creature just by knowing its level. A level 20 summoned creature has always 480HP.
But it would be nice to see the Health of creatures increased with Spawning Power.
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Yeah, but I have no lvl 20 spirits. And I don't want to bother doing math during a battle.
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Mar 25, 2008, 04:52 PM // 16:52
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#7
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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just more info onscreen (toggleable), like time and Life counters on the Nature rituals/spirits as well as whats been mentioned above.
It would be useful.
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Mar 25, 2008, 05:36 PM // 17:36
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#8
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Forge Runner
Join Date: Mar 2006
Profession: N/
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would it be hard to implement?
cuz your enemies shouldnt know how long ur spells last or heal for
i.e. when u use weapon of warding u see:
Weapon Spell. For 7 seconds, you have a Weapon of Warding. You have a 50% chance to block incoming attacks and have +3 health regeneration.
but ur enemy sees:
Weapon Spell. For 4...7 seconds, you have a Weapon of Warding. You have a 50% chance to block incoming attacks and have +1...3 health regeneration.
if they added an extra subtext,
it would have to totally be non-existant when ur enemy sees it
not sure if that would be hard to implement or not
if its not hard...then /signed
but yea...it would be nice for all professions to put this to use
i.e. savage shot will actually read 6en instead of 10en on ur skillbar
or diversion will say it only takes 2s instead of 3s on ur skillbar
tho doin those sound harder to implement 0__o
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Mar 25, 2008, 05:50 PM // 17:50
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#9
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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just have the changes show up on your skill bar
why this was not put in the game in the beggining is beyond me
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Mar 25, 2008, 08:09 PM // 20:09
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#10
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Ive been reading the Wiki and it seems that Spirits have their unique armor and health progressions, unlike characters, minions and pets.
Now that I know that, I see this more useful.
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Mar 25, 2008, 08:43 PM // 20:43
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#11
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Academy Page
Join Date: Jan 2008
Guild: The Prophecy Of Life
Profession: R/P
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/signed
I like the idea. I want this type of thing not only for my Ritualist, but for my Ranger too. I always forget what the Experience "break points" are, so I either have to play around with the attribute or else lookup the table on wiki. It would be easier to just have the "net effect" of attributes like Spawning Power and Experience just show up in the skill description to begin with.
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Mar 25, 2008, 09:53 PM // 21:53
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#12
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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/signed for all primary attributes
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Mar 26, 2008, 04:26 AM // 04:26
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#13
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Nite
Profession: A/D
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Ty for all the comments ^^ So, I'll throw up more examples and you tell me if you like it or not.
Power Attack Melee Attack. If this attack hits, you deal +26 damage. This attack has 10% armor penetration.
Escape Elite Stance. For 8 seconds, you move 33% faster and have a 75% chance to block attacks. Energy cost: 2.
Orison of Healing Spell. Target ally is healed for 58 health.Target ally is haeled for an additional 36 health.
Diversion Hex spell. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 52 seconds to recharge. 1.7 seconds cast time.
(Don't think you could do anything with Necromancer, since all you do is gain Energy when someone near you dies. But, not sure if it is, but it could be. If it was whenever you cast a spell, you gain x amount of Energy for each corpse around you, it would be like this.)
Death Nova Spell. For 30 seconds, target ally is Enchanted with Death Nova. When target ally dies, all foes near ally take 87 damage and are poisoned for 17 seconds. You gain 2 Energy.
Mystic Vigor Enchantment spell. For 20 seconds, whenever you hit with an attack, you gain 4 health for each Enchantment on you (maximum of 25 health). You gain 2 Energy and 19 health when this Enchantment ends.
Twisting Fangs Dual attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +18 damage and struck foe suffers from Bleeding and Deep Wound for 18 seconds. This skill has a 32% chance of landing a critical hit.
Anthem of Flame Shout. For 10 seconds, the next time each of your allies use an attack skill, that attack skill also sets foe on Fire for 3 seconds. You gain 3 Energy.
Nothing for Elementalist. Heh. o.o
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Mar 26, 2008, 04:53 AM // 04:53
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#14
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Wilds Pathfinder
Join Date: Sep 2007
Profession: A/E
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I wouldnt mind seeing this at all.
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Mar 26, 2008, 05:23 AM // 05:23
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#15
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Forge Runner
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I would also like to see enchantment durations as well.
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Mar 26, 2008, 05:42 AM // 05:42
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#16
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Academy Page
Join Date: Jul 2005
Guild: Fused Source
Profession: Mo/Me
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/signed
I really like your way of thinking!
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Mar 26, 2008, 11:56 PM // 23:56
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#17
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Nite
Profession: A/D
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Yay! ^^ One of my ideas where I wasn't flamed =3
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Mar 27, 2008, 04:44 AM // 04:44
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#18
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Frost Gate Guardian
Join Date: Nov 2005
Profession: E/R
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/signed. Very good idea, also, it would be nice to not only have the spirit's duration icon up while instanced, but also another icon with the spirit's health. It can be such a pain to keep track of individual spirits' health via mouse.
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Mar 30, 2008, 08:18 AM // 08:18
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#19
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: Nite
Profession: A/D
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Yeah, what I propose about spirits, is as soon as they're summoned, they can either show up in the maintain bar or in the bar of the enchantments/conditons/hexes you have on you. If it's in the E/C/H place, have 2 small bars. Top bar indicating the time remaining until spirit dies. Bottom bar indicating the spirit's health. This would be very beneficial.
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