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incognito | Wed 07-Feb-07 07:50 PM |
Member since 04th Mar 2003
4495 posts
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#16422, "some edge ideas"
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AP related:
Disciple of despair = ap's aura of despair will last much longer and spread from character to character (similar to plague) (must have controlled aura below to pick)
Master of despair = ap's aura of despair will not cause wild creatures to attack them. (must have aura of despair of 80% or more)
Scion of silence = ap's deafen spell lasts longer or is area effect (random chance of either) and will cause minor bleeding from eardrums. (must have deafen spell at 91% or more)
New beginnings = AP will not suffer damage if his unholy is sacrificed.
Adept of the blessing = AP can gain controls with fewer kills/charges. Master of the blessing = AP can change controls with no lag.
Master of the iron grip = AP can choose to remove weapons even with irongrip up.
Soul-driven = AP can select a target character once per game month and will have increased effectiveness (both spells and melee) against this target for that month. However, each time they flee from the target character their maximum mana will drop by 50 (cumulative) until the end of the month, and they will incur a negative modifier to morale until the end of the month.
thief related:
careful stowing = items cannot be peeked at but a thief can still steal them if he knows you have it.
cloaking = wearing something about the body will hide what the thief has on his body, arms and waist. Maybe something similar with other wear_slots that could hide other parts of the body.
feigned sleep = can look like you are sleeping but see and hear what is going on in the room.
evil healer related:
false protector = healer can falsecommune with the effect that they appear to give a protection but actually do not. e.g. someone might think they have black sanctuary but actually will discover when attacked that they have no dam redux. Similarly bless won't give the spell resistance (although in effects it may appear to).
fickle protector = healer can ficklecommune with the effect that they give spells of the same duration but reduced effectiveness. It may not be obvious to the recipient but the dam redux of sanc, for example, might be 10% less.
all healers: champion of the spheres = healer's supps will have a bonus when communed on those of the healer's sphere.
invokers: elemental channeller = reduced casting cost of spells when standing in an elemental type room (including rooms on fire, snowstorms etc)
shieldpiercer = 20% chance to slip a spell through an elemental shield
shield breaker = 5% * affinity level in element chance to break a shield of that element when casting at a shielded person. For example, a voker with 8 affinity in fire has a 40% chance to collapse someone's fire shield each time they hit them with a spell of fire damage. (This can be better than dispel if you are fighting groups, say.)
transmuters: lifeforce channeller = as above but less of a bonus and dependent on number of people in the room.
conjurers: planar channeller = reduced mana cost when casting in a circle, but all the mana saved by the circle acts to weaken it.
shifters: naturalised = shifter can remain in form at hugely reduced mana cost, but gets a 3 round lag when they revert to their "human or otherwise" form.
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incognito | Thu 08-Feb-07 05:52 PM |
Member since 04th Mar 2003
4495 posts
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#16434, "RE: The two I really liked..."
In response to Reply #3
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Thanks. Just to clarify something though...
I wasn't saying that only fire spells get the bonus in fiery rooms. I was saying that all spells get the bonus in ANY elemental room. But in hindsight, I prefer your interpretation.
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laxman | Wed 07-Feb-07 09:09 PM |
Member since 18th Aug 2003
1867 posts
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#16424, "deafen edge"
In response to Reply #0
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trust me this spell does not need a longer duration. In fact it really needs a shorter one.
This spell is most devastating against invokers and transmuters and a well played a-p should have very very little trouble lasting long enough to land this spell in the vast majority of fights. 10 ticks is a long time to not have use of spells at all, especially when possibly combined with being slept.
an edge that might be cool would be one that hits one person with deafen and then hits a mini deafen on everyone else fighting, maybe for 2 ticks none of them can hear anything but says and can still cast. This would make breaking up groups easier for an a-p without already super screwing the people already screwed fighting them.
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incognito | Thu 08-Feb-07 04:24 AM |
Member since 04th Mar 2003
4495 posts
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#16427, "thanks for feedback"
In response to Reply #1
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I'm sure a few ideas will need some balancing.
That said, it sounds like by "well played ap" you mean one that knows of and uses lots of damage redux. That, to me, does not a well played ap make.
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