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Rossbot

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Monday, April 8th 2013, 12:00am

Possible Ideas for New Elite Skills: Priest Class

Here are some ideas I've written down for elite skills past level 70. Please feel free to leave comments or suggestions for any skills I have listed below. If you are going to criticize my ideas, be constructive and find a way to improve my ideas. There are 3 skills listed for each class combination.
WARNING: This is just an idea thread for Elite Skills I have thought of for the Priest class, none of these ideas are polished nor is any information in this thread endorsed by FA, RW, or GF. The numbers are not realistic for all skills listed. Flaming and/or trolling of any kind will not be tolerated.

P/Warrior:
Rage in a Cage - Self Buff - Your Fighting Spirit Combination damage will be increased by 75% for each hit. Attacking a target with Explosion of Fighting Spirit will give you 1 charge of Raging Power, with a maximum of 8 charges. For each charge of Raging Power you have, your physical accuracy will be boosted by 35 points and physical attack speed by 2%.

Dragon Heart Power - Passive - Upon using Fighting Spirit Combination, all charges of Raging Power will be consumed and Fighting Spirit Combination will hit an extra time for every 2 charges consumed this way.

Ultimate Protection - Passive - Holy Aura now removes all harmful effects, curses, poisons, bleeds, stuns, movement imparing effects, effects that prohibit you from attacking. Holy Aura also makes you immune to these effects while it is in effect. This skill can be cast in a state that prevents you from casting, attacking or moving.

P/Knight:
Undying Heart - Passive - Using Holy Aura will now reduce the cooldown time of Soul Source by 30 seconds.

Holy Rain - Instant, 25% mana, 217 range, 5 minute cooldown - Heals all targets in range of 100 for 50% of their maximum health.

Desperation - Passive - Resurrection, Advanced Resurrection and Supreme Resurrection can now be cast in combat. If cast during combat, the cooldown time of each of these skills is increased to 5 minutes.

P/Scout:
Deep Ocean's Gale - 250 Mana, 200 Range, 3 second cast - Deals 150 + 0.5 x Wisdom water damage to a target. Damage for this skill is increased by the amount of slow that the target is currently afflicted.

Ice Fog Mastery - Pasive - Ice Fog is now an instant cast but has a cooldown time of 30 seconds.

Chains of Rapture - Passive - Chain of Light cannot be interupted by enemies. It also deals additional 0.1 Int damage to targets effected by Bone Chill.

P/Rogue:
Corrupt Mind - 3 second cast time, 10 Rogue Energy and 100 Mana points, no cooldown - Deals 180...2240 Dark Damage to your target. If the target is afflicted with Snake Curse, this skill's critical hit rate will be increased by 35%.

Cursed Embodiment - Instant, 45 Rogue Energy - Heals a target for 0.5 Intelligence + 0.5 Wisdom and bounces to 3 nearby targets. Each time this skill heals a target, targets within a 50 range of your target will receive Dark Damage equal to the amount they are being healed for.

Snake Woman's Firm Hold - Passive - Lure of the Snake Woman deals double damage and reduced cooldown time by 10 seconds for each of the following debuffs active on the target: Snake Curse, Infectious Wound, and/or Bone Chill.

P/Mage:
Icy Gust - 2 second cast time, 100 mana, 225 range - Deals 300...750 Water, Light, and Wind Damage to a target.

Enhanced Prayer - Passive - Prayer now increases Wind Damage by an equal amount.

Bone Seize - Passive - Freeze has an additional Bone Chill Effect and is not broken by damage from Bone Chill.

P/Champion:
Shared Rage - Instant Cast, 60 second cooldown, no cost - Can be cast on an ally in party or raid. When target ally lands a physical attack, your rage is increased by 3. When target ally lands a magical attack, your rage is increased by 5. Lasts 60 seconds.

Sacrificial Rage - Instant Cast, 5 minute cooldown, 50% health cost - Sacrifices 50% of your current health for 100 rage. This skill can only be used if you have more than 50% of your total health.

Chained with Light - Passive - Chains of Light now also hits up to 3 targets, up to 100 away from the previous target. Each target generates 3 rage per hit.

P/Warlock:
Psychic Soul - Passive - Psychic Arrows now does an equal amount of Light damage. Chains of Light now deal an equal amount of Dark damage.

Malicious Chill - Passive - Bone Chill now inflicts a Weakened state on the target. Your Rising Tide and Psychic Arrows deal an additional 0.2 Wisdom Water damage when the target is in a Weakened State.

Scorned Brand - Passive - While the target is in a state of Fear caused by Saces's Scorn, healing caused by your Psychic Arrows is doubled.

2

Monday, April 8th 2013, 5:10pm

Quoted from "Rossbot;596961"

Here are some ideas I've written down for elite skills past level 70. Please feel free to leave comments or suggestions for any skills I have listed below. If you are going to criticize my ideas, be constructive and find a way to improve my ideas. There are 3 skills listed for each class combination.
WARNING: This is just an idea thread for Elite Skills I have thought of for the Priest class, none of these ideas are polished nor is any information in this thread endorsed by FA, RW, or GF. The numbers are not realistic for all skills listed. Flaming and/or trolling of any kind will not be tolerated

P/Knight:
Undying Heart - Passive - Using Holy Aura will now reduce the cooldown time of Soul Source by 30 seconds.

Interesting. I like this suggestion, though I'm not sure how often it'd make a difference. I don't really soul source every 5 minutes anyway. But I can see this as being useful in some situations.

Holy Rain - Instant, 25% mana, 217 range, 5 minute cooldown - Heals all targets in range of 100 for 50% of their maximum health.

Basically half a soul source every 5 minutes, but at a massive mana cost. Nice range on it though. I find soul source to miss people a lot because of its small range. I like this suggestion quite a lot.


Desperation - Passive - Resurrection, Advanced Resurrection and Supreme Resurrection can now be cast in combat. If cast during combat, the cooldown time of each of these skills is increased to 5 minutes.

Hm. Extremely situational, but nice nonetheless. I would reduce the cool down to 1 minute, maybe 2, not 5. Five minutes is much too long if you use it during combat then need to Rez after the boss fight.

Would it be five minutes on every resurrection spell or just on the one you used? If all then yes 1 minute cd, if just the one you used 5 minutes would maybe be bearable.

P/Scout:
Deep Ocean's Gale - 250 Mana, 200 Range, 3 second cast - Deals 150 + 0.5 x Wisdom water damage to a target. Damage for this skill is increased by the amount of slow that the target is currently afflicted.

Flame for a priest. Assuming it can be upgraded, possibly pretty decent.


Ice Fog Mastery - Pasive - Ice Fog is now an instant cast but has a cooldown time of 30 seconds.

Situational, probably not very useful in practice though. Ice fog doesn't last very long right now. Maybe have it also increase length of slow.


Chains of Rapture - Passive - Chain of Light cannot be interupted by enemies. It also deals additional 0.1 Int damage to targets effected by Bone Chill.

Meh. CoL sucks anyway. If this elite made it water damage as well possibly useful.

P/Mage:
Icy Gust - 2 second cast time, 100 mana, 225 range - Deals 300...750 Water, Light, and Wind Damage to a taamateur.

In combination with enhanced prayer, this skill would be pretty amazing for PvE dps. Speed cast pot then spam this like a mage.


Enhanced Prayer - Passive - Prayer now increases Wind Damage by an equal amount.

Spectacular. Switch this to before icy gust though. Have it come before. This skill would make ice wind blade and icy gust extremely powerful and make pries mage a very useful pvp player as well as possibly a pve dps.

Bone Seize - Passive - Freeze has an additional Bone Chill Effect and is not broken by damage from Bone Chill.

Not really that big of a deal, but alright. Not an elite I'd kill myself trying to get though.


Comments in bold. Only commented on the classes I've played personally. Looks like some nice suggestions though.
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


Rossbot

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Tuesday, April 9th 2013, 4:32pm

Thanks for the comments and recommendations Borella. It's good to see I'm not too far off from the right ideas.

For P/K:
Undying Heart for P/K is a sort of desperation move. I thought it would be the most useful in between boss fights clearing mobs. You use SS in battle and then use Holy Aura to cut down on damage taken by a group of mobs or block a stun/silence.
Holy Rain seemed like a great addition to me, as raid healing is not P/K strongest point. I thought I'd bring in a sort of druid style Group Heal skill. The mana cost may seem pretty steep but it's for a 50% raid heal.
Desperation is probably a welcome idea of battle resurrection. I wanted to keep it balanced because I figure it will be used in combination with Last Prayer. 5 Minutes is a Shared Cooldown, otherwise it would allow P/K to have a possible 2 battle resurrections (Nobody uses Supreme Resurrection anyways). I might cut it down to 3 minutes but 1 minute is unbalanced because you'd be able to resurrect players multiple times in a long boss fight.

For P/S:
Deep Ocean's Gale is meant to be the P/S "Flame". You might not have seen/understood the last sentence in the description, but it's more or less a damage boost to the skill based on how much your target is being currently slowed. That means the damage is increased by the total amount of slowing on the target.
Ice Fog Mastery is meant to be used in combination with Deep Ocean's Gale. A quick damage boost, not sure about the duration on the slow but will look into it.
Chains of Rapture is meant to make the healing from Area of Chain Light viable for healing groups in instances. Damage boost could be removed all together at this point.

For P/M:
The elites aren't in any particular order as of right now.
Thinking about making the duration for Bone Seize decrease by 15 seconds when you cap the skill but make it not broken by damage at all.
Sort of wanted to keep Enhanced Prayer late in the game, just because it would be such a good boost and possibly throw P/M into the DPS pool after that skill.
Icy Gust is a good skill as is and Enhanced Prayer would make it very powerful in addition to boosting Icewind Blade like you stated.

ruisen2000

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Wednesday, April 10th 2013, 6:46am

I think P/W wanted to wear chain, so should add that in there.

For P/S, from what I know:

Throat Stab is now useless, since the range of throat attack has been increased. So my proposed change would be:
Throat Attack now additionally causes 750 points of Water Damage. Also increases your spell casting speed by 15%.

Tide Control should be changed to:
Rising Tide now has a chance to cause additional Water damage (same as mage Eruption).

Bone Chill should also be really buffed up if P/S is going to be a real DPS priest, like it was designed to be.

I would like to see your proposed P/K elite Desperation in game. I think it would make normal rezzing a lot easier. For some reason, our rezzers often get stuck in combat and unable to rez, and it becomes very annoying. This would fix that.
Noblewarrior
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Wednesday, April 10th 2013, 8:28am

A lot of these elites sound pretty nice, to be honest. You have some really good ideas here, Ran.

Just a few things though...

-For the skills you added something like "0.1 int/wis damage..." those really aren't helpful, ever. 200 or even 2000 extra damage is almost nonexistent with how hard skills hit currently. These modifiers are pretty useless for any class that has them. They're negligible even for physical classes.
-P/Wl Psychic Arrows elite: Priests don't have a Light mastery, so I don't know why you'd change yet another damage skill to Light damage. Chain of Light is bad enough.
-Speaking of CoL, change it to water ._. It does not make sense at all for priests to have no light mastery, yet have a light-based skill. It would probably do pretty good damage if their damage passive actually counted for it.

That said, I love all of the P/K elites you came up with. They sound awesome and would mesh really well with what the class currently is. The P/S damage and slow elites sound nice, but the CoL one would, again, be pretty useless if it was still light damage.

The P/Ch elites I really do love as well. I don't know any P/Chs, but the class does seem to suffer a bit from a lack of rage regen. Having some elites to help get rage would help a lot. I'd be really tempted to try one if they had elites like this, to be honest. xD



Too many elites, not enough levels. If only they'd given 55/65 elites as well. Wish they had more sensible developers that could come up with some of the elites you did. D;



(Psst. Do a list for other classes too, and write something super nerdragey at the end...then we can all flame each other to death while whining and complaining about all the pretty elites that we don't have. Maybe after a year or two and 200 pages of ragefest later, we'd have shiny, new, nice elites! ;D)

Formerly Catorii, D/S/M of Faction.


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Wednesday, April 10th 2013, 12:31pm

honestly, I've always thought P/K should have had Light mastery as a passive. Obviously, they'd be even more OP than they are now, but it would have been interesting to make a mage-statted p/k.

Holy Strike -> adds Light seals to the target, no real change
Punishment -> releases light seals to inflict Light based magic damage on the target, kind of like a timebomb
Disarmament -> have an elite that also reduces opponent's mdef the same as pdef
Chain of Light -> channeled Light attack that stops when interrupted, no real change
Devotion -> Adds MP, have an elite that adds the Amount of additional Mana to Dodge when casting CoL

There's my idea for a damage dealing P/K -> CoL w/ the additional Light mastery would hurt, when interrupted, P/K can flail around with their staff or wand with Holy Strike & Disarmament, run away casting Punishment

Rossbot

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Friday, April 12th 2013, 1:35pm

@ruisen2000/Noblewarrior: I like the ideas you have but I don't think Throat Attack is meant to be a damage dealer for any class really. Maybe they could change it to additionally slow the target or stun even. DoT skills never really add up to much damage in the end for DPS classes, so it's hard to justify adding damage to Bone Chill.

@Catorii: You gonna have to wait on the other classes, I'm testing the waters with my Priest Elite skills right now. Other classes in the works...
But anyways, I didn't think it really adds much for the .1 x Intelligence/Wisdom modifier. I thought it was added in at based damage level, not final damage. Everyone seems to like the P/K ones.
As for Light damage for P/Wl, I was thinking about having an elite to do that but then I realized it would be lost on them, they are healers and some of the best out there. Maybe those elites need to be changed to more defensive skills...

@Twerp: As much as your idea incites me to make P/K into a DPS class, it would make more sense just to enhance their abilities they have now instead of rewriting their skills entirely to sort of match the WL/C elites.

8

Friday, April 12th 2013, 4:28pm

Quoted from "Rossbot;597443"


But anyways, I didn't think it really adds much for the .1 x Intelligence/Wisdom modifier. I thought it was added in at based damage level, not final damage. Everyone seems to like the P/K ones.


That's just it though. The modifiers are added at the end of the equation, not in the equation itself. So if the modifier = 2000, you will have a whopping 2000 extra damage per attack. If it's 200, you'll have 200 extra damage per attack. It's just tacked onto the final damage number, unfortunately. If modifiers worked like they should, a wis modifier on priest and druid damage skills would add a nice bit of damage. :\

Formerly Catorii, D/S/M of Faction.