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BatMUD Forums > Guilds.crimson > Re: new skill added, "shield wall"

 
 
#1
25 Oct 2006 20:55
 
 
The "shield wall" skill has been added to the game. The concept is to both
promote crimson deftanking usefulness while at the same time encourage active
tanks in parties.

The skill works as follows: if everyone in the front row of the party has the
skill, a wall can be formed (it doesn't matter much who actually uses the
skill for this). This gives each tank in the front row a bonus to both shield
effectiveness and armour effectiveness. However, if the tanks break formation,
the shield wall ends and must be re-started. Look for special messages about
breaking formation, and learn to react to them quickly (2-3 rounds, tops).

I may choose to add more "wall" skills, such as ones for blades or polearms,
depending on how this goes. The skill is not necessarily finished if you get
any ideas for improvement or refinement.

Shinarae Lluminus

P.S. You might need to wait till reboot till it kicks in, not sure.

 
Rating:
6
Votes:
6
 
 
Shinarae
A r c h w i z a r d
1y, 283d, 8h, 9m, 36s old
Level:
200 [Wizard]
 
 
#2
27 Oct 2006 10:17
 
 
Shinarae wrote:
The "shield wall" skill has been added to the game. The concept is to both
promote crimson deftanking usefulness while at the same time encourage active
This is a good start, it makes crimsons a more active member
in a party. However, hybrids will still get picked over crimsons
any place, any time, since hybrids can still handle anything that
the game has to offer. For "Shield Wall" to really make crimsons
useful, monster damage should be upped and hybrid def-capabilities
downed... not gonna happen.

The crimson guild should be on the same level with tarmas and
conjumages in necessity for eq parties. Ggr's post (bs 8912) on
party follow has a grain of truth to it, party formation should not
be taken for granted. Thus, I propose a "Combat Maneuvering" skill,
which is the ability for front-rowers to stay in formation under
heavy enemy action. 100% for Crimsons, others less.

Basic idea:
For a party to stay in formation, a certain amount of "combat
maneuvering" must be present in the front-row, based on the damage
dealt by the enemy(s). This should be scaled so that at least one
Crimson MUST be in the party if a top-end monster is fought. One can
still use an all-hybrid party but formation might break frequently.

 
Rating:
2
Votes:
16
 
 
Nosunrise
1y, 16d, 19h, 57m, 33s old
Level:
100