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BatMUD Forums > Ideas-wanted > discipline

 
 
#1
13 Nov 2005 22:35
 
 
Please make two distinct skills that prevent concentration breaks
if hit in combat.
Why? guilds that do not get any spells, or get spells that are
meant to be used out-of-combat, get regular discipline skills
to very high percents (monks get 100 at lev20, templars get 90,
sabres 70, knights 100) Do those get any spell that is meant to
cast in combat? no, they get it all once joining tarms/bards etc.
Compare it to guilds that are actually meant to cast anything
from front row, (tigers 80 wow, spiders 60, reavers 50)
but well, again, those get the most desired powers when
joining a desired caster guild, priests most likely.


Now we have a tarm tank that gets 90 discipline (100 actually as
20 levels in monks is nothing) with a most used spell lasting 3
rounds, (true heal,major party heal) which is also as much
usefull out of combat, with wide variety of smaller
and faster spells with better sp-to-effect ratio
VS
Bard//runemage tank that gets 70(80 for a reason) or
100 discpline from sabres or knights respectively.
with spell which justifies their existence (war ensemble)
being an off-combat. Other spells they will use
are unity(2rnds) bardspartyheal(2rnd). However this combo
is a bit handicapped on qc.
VS
Habo tank, be it loc or reaver, (as other guilds are
too weak to really tank big mobs) with outstanding
40 or 50 discipline respectively, with most used spell
lasting 6 rounds (habo), variety of smaller harm spells
with way _worse_ sp-to-effect ratio than habo.

Please compare those hybrid tank classes, and not forget game
mechanics (3 tanks, and its easy to slip in a fast spell
while other tank gets hit), define desired odds for each class
to get a spell in combat, and then give the new
'discipline for spells' skill right to _caster_ guilds.

 
Rating:
6
Votes:
19
 
 
Mithrand
1y, 325d, 10h, 20m, 37s old
Level:
99