129, RE: Improvements to Bedouin rangers
Posted by WildGirl on Wed 31-Dec-69 07:00 PM
>I'd increase what dervish dance does in terms of damage >output. I was a fire giant and could never seem to get above >MUTIALTES despite using this skill primarily in deserts and >having fast camo. Adding some potential malediction based on >weapon type as an added perk would also add value to this. >Also, my experience was that this was a bad move in 1-1 PKs. I >realize not all skills are meant for all situations but >something to make this a viable choice in 1-1 still seems like >a good idea. This is the bedouin's capstone skill after all.
I recently did demos with this skill against non-vulns. Two hits also makes the person feint a round. All in all, this is not that bad of a skill.
>I would upgrade the dirt kick thing in non-desert areas and >tweak the resistance to dirt kick to include any kind of dust >based attack, e.g., blindness dust, poison dust and faerie >fog-like spells. The first part is just a balance thing, imho, >for the dearth of deserts in Thera overall. I think the second >fits from the overall theme and could also be made into a >skill.
I wouldn't have a problem with the first part of this. I could only see the "resistant to fog" available in the desert. I think they already resist blindness dust.
>Deserts have very hot/dry but also potentialy violent weather. >So how about a level 20 spell called 'dessicate' that makes >the target dying of thirst. As for violent weather: give them >cast 'flash flood'. If there is a real bad rain event in the >desert a bedouin could cast this spell (It needs to be a niche >thing) to call forth a flash flood. Potential effects: >randomly disperse all PK-enemies in room to a room in nearest >non-desert area, damage (water-based), and/or lag.
Dessicate seems like a bandaid on a gaping wound. The other stuff doesn't really seem to fit. How about a "call sandstorm" spell instead? It would be like an area whirling simoon in a desert. However, this doesn't really fix any of their "outside the desert" viability, but would certainly make them nastier in the deserts, which is what I feel they are lacking.
>A spell: cast 'sundog' Castable only during the day when >outside (more potent in the desert), this spell calls forth a >sundog centered on the caster that moves with the caster. This >decreases the likelihood that any offensive >skill/spell/commune/power that starts combat combat will >succeed. It makes the caster appear to be slightly displaced >from their original position. Even offensive moves that in >theory can not be avoided under normal circumstances could be >sundogged. Once combat is underway the spell dissipates.
This doesn't make sense to me either.
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