Few ideas (in General)

Mythology February 9 2010 3:39 PM EST

I know these threads just get ignored, still fun to do. My focus is new and more stuff rather than what needs changing.

1) Dragon Bane Helm
Similar upgrade costs to HoE, grants 0.75% or so extra protection from RoBF + Fireball

2) Enclaved Troll Heart Pendant
0.75% hp regen amulet, grants no AC

3) Robe of Clarity
Any dmg caused by user will ignore PL effects

Spells / Skills

4) EO Spell - Curse of the Flesh
Reduces the lvl of oppositions tattoo

5) ED Spell - Bless
Grants % boost to all stats to random friendly minion a round

6) Skill - Mutaneous Growth
Each round loses 1% of max hp, that figure is *3 and added both to DX + STR

Just a few thoughts :) Plus of course still say would be nice to have a clan logo.

Vaynard [Fees Dirt Cheap] February 9 2010 3:48 PM EST

Nice ideas! I really like #1, although to be fair fireball would need a buff, like say +20%damage and take out friendly fire?

Mind if I add one or two of my own?

7) EO Spell - Inversion
All life regen and leech in battle instead harms the affected minions. Higher levels of this spell increases its effectiveness (maxing out at losing 100% of the life you would have gained instead)

8) ED Spell - Guardian Angel - Melee & Magic
Split the classic spell into two versions, one for each of the major damage types. Make people choose which to run, or use the extra xp to counter both. One spell that counters all types of damage dealers (barring robf of course) is a bit much.

9) Elven Stiletto - remake
Have it give a buff to DX, say 3% for every x1000. Not sure if people would still not use it, but a little love couldn't hurt right?

Areodjarekput February 9 2010 4:07 PM EST

I like the Dragon Bane Helm. A nice choice between that and the Helm of Clearsight.

I don't think that regenerating PL sinks need any more buffs.

I'm conflicted on this one. If it takes up the cloak slot, it's obviously going to be the most used cloak for non-ToA tanks, but if it's in the body armor slot, I'm not sure it's strong enough to compete with the massive ST bonus of the TSA.

I think that Curse of the Flesh is a good idea in principle, but I'd need to see how the effectiveness scaled in the game to make a real decision on that one.

Randomness limits it's utility, but it could find it's niche in some teams. I think that most people here will favor stability over randomness though.

Bloodlust is better for melee tanks. This would be good against ExBow and Axbow users, which is what I'm assuming this is for, but too many of the tank-reliant teams use either Bloodlust, or Archery, and between retraining costs, and other options, I'm not sure this will get used much.

QBRanger February 9 2010 4:15 PM EST

More ED spells that are powerful will just make DM or the RoS more powerful.

I doubt we want to do that.

I would support the Dragon Bane Helm if it worked like the SoC. Absorbing damage and then letting you do that damage back to the RBF user.

We need no more HP regeneration items. I want to in fact, see less of them with their HP/PL/TSA revive feature. In fact, I would advocate losing the HP regeneration of the TSA all together rather than add another item that worsens this situation.

I would hate to see someone with a Robe of Clarity and an ELB. Or a BoNE in melee. That is too powerful. If it comes into play, perhaps I would forgo the ToA as that is quite powerful.

AdminNemesia [Demonic Serenity] February 9 2010 4:21 PM EST

4) EO Spell - Curse of the Flesh
Reduces the lvl of oppositions tattoo

Good idea. That would also be a counter for RoBF.

As for the PL counter We already have something that works just like that, the MoD. I think having something with a twist would be better.

For instance something that resonates with PL, so when the damage gets absorbed it increases the amount of damage the PL wall takes by 3% per + or something like that.

Mythology February 9 2010 4:29 PM EST

Just to pick up on something, Ranger you said,

I would hate to see someone with a Robe of Clarity and an ELB. Or a BoNE in melee. That is too powerful

I'd therefore counter that by saying, Power link has become far far too powerful then.

QBRanger February 9 2010 4:32 PM EST

I have never ever been a fan of PL once I saw it in action.

Especially with the TSA/HP/PL revive feature.

The only good thing about it is the 1 extra round it gives me vs those exbow users. Without PL in that regard, my head would explode from the exbow.

But then again, that only is a patch on a badly designed item. Fix the underlying problem.

Get rid of PL then for all I want.

Mythology February 9 2010 4:39 PM EST

Then an item that negates it's effects is a problem because?

Mythology February 9 2010 4:40 PM EST

Its a cloak too so no tat wearer could use it, nor it ever being junctioned plus the opportunity cost of not having one of the other cloaks.

Pwned February 9 2010 4:50 PM EST

There should be a skill for melee tanks to hit in ranged combat e.g. Charge. Melee needs some love.

Rawr February 9 2010 8:13 PM EST

more spells = more strategy choices! which is good! (although I don't like the GA idea ;)

AdminQBGentlemanLoser [{END}] February 10 2010 3:53 AM EST

Skill - Mutaneous Growth

Each round loses 1% of max hp, that figure is *3 and added both to DX + STR

Could be quiet abusive with a TSA. ;) By the end of Ranged (and use a HoC somewhere else on your team) you've had 6 rounds of buffing your STR/DEX by 18% of your HP.

You could set yourself up (with PL ofcourse) to train very little into STR/DEX, everything you could into HP, and use a TSA for massive regen and a passively increasing STR/DEX stats.

Over 50 rounds, you could have gained 150% of your HP as STR and DEX.

Mythology February 10 2010 9:13 AM EST

Sounds awesome :D
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