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UncleArzzraWed 21-Apr-10 06:05 AM
Member since 24th Oct 2007
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#32059, "Shamans(attempt X at an idea):"
Edited on Wed 21-Apr-10 06:08 AM

          

Three types: martial, maledictive, and warrior-priest
-very dependent on their sphere, alignment, and God choice.
--penalties to the success rate of skills and supps if grouped with people of different alignment or opposing sphere.
-Wis, Int, and Con prime stats.
--if at any time they run out of mana or have one of their prime stats at minimum they suffer the same sort of backlash a conjurer does from losing their familiar.
-they may chose up to three spheres or just one.
-all skills and supps are mana based(each use and/or initialization)


1) Martial: two choices- cavalier or zealot
-the more damaged a martial Shaman is the more effective he is
--combat skills kick in at different dmg levels
--ex. disarming them becomes harder as they channel pain to empower their faith into grasping their weapons but each time they successfully hang on a bit of mana is drained.
-they get the curse supp but it only prevents teleportation and recall.
-no healing supp but get to poultice.
-both get resistant to damage as they get hurt
-they get bless and prayer but not much of anything else.
-no offensive supps at all.

a) cavalier is all about heavy heavy thick armor and their defensive abilities and damage type resistances go up as they get hurt.
-ex. one offensive skill 'exchange' they take a hit to deliver an unstoppable hit
-idea is for them to simply outlast their enemies.

b) zealot is all about low low weight and high hit roll with their offensive skills going up as they get hurt.
--think flail wielding have naked freak attacking you
-damage output will raise along a curve with highest when they are closest to death


2) Maledictive: voodoo, witch doctor, shaman, dark priest
-they have to create the "link" through which they channel their maledictive powers.
--link can be created at range BUT is very hard to do
--link can be 'cured' simply by remove curse or by distance
--link can be strengthened by use of 'link building skill' to collect hair, nails, eyes etc from corpses of the specific target as well as some general augment stuff
-they have to be in the same room and have a link to the target to use rot or energy drain on an enemy.
--rot has to be initiated in the same room and afterwards the shaman has to keep it up via mana(automatic skill)
-rest of their arsenal is at range.
--ex poison, unstackable plague, fatigue, disease
-they can not curse and only have heal critical


3) Warrior Priest: witch hunter, inquisitor, exorcist
-they maledict in order to increase the effectiveness of their attack styles
-their attacks always use mana to imbue them as to take advantage of the maledictions stacked.
-curse now stacks and has different affects on the enemy depending on the priest's spheres and alignment.
--curse has to maintained so depending on how many were stacked each round of combat will drain so much mana from the shaman.
-torments has affects based on spheres and alignment.
-wrath has affects based on spheres and alignment.


Will add more as I come up with it.

  

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DaevrynThu 22-Apr-10 03:33 PM
Member since 13th Feb 2007
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#32102, "Interestingly..."
In response to Reply #0


          

Once piece of this is pretty similar to an idea we were kicking around last year for part of a shaman revamp, before the server death brought that to a screeching halt.

I'd like to see that effort resurrected soon now that things are getting back to normal. We'll see.

  

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IsildurWed 21-Apr-10 12:45 PM
Member since 04th Mar 2003
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#32073, "RE: Shamans(attempt X at an idea):"
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Martial- sounds like a warrior with bless, curse and prayer.

Warrior Priest (inquisitor at least) sounds like a Paladin.

  

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thendrellWed 21-Apr-10 09:40 AM
Member since 08th May 2009
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#32064, "Interesting thoughts,"
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I applaud the originality of thought, but so much of this seems so far fetched and probably hard to code that it is a bit too unrealistic. Nobody is going to have three spheres for example, and I don't see much of a need for it.

Going into 0/negative mana happens so easily you would be con dead in about 50 hours. (since famliliar losses cost con and deal damage i am assuming this is what you had in mind) And lowering con to a minimum (3) already kills you I believe, while maledicts for int/wis are not really prevalent enough for that to even be a concern. Three prime stats for a human/halfie is a bit much, unless you're just suggesting a 1 point boost for each, which might be nice for a halfie since they'd have 22 wis and int.

You've got a lot of sub classes of sub classes which is great and probably works if each is flushed out a little for each one (kind of like how rangers are done now)

I do like the idea of rot draining the shaman continually as it drains the target though, just cause I hate shamans who come in, rot, and flee. Of course, there are really not a lot of shamans running around right now so not really a problem, and rot is very easy to deal with, since containers can hold things to grant +15 con with relative ease. Only really becomes a problem for the base 5/6 con people, since they are far less likely to ever make a save based on that number and so likely end up with maybe -24 con to deal with.



  

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