You are not logged in.

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

ruisen2000

not a wallet warrior

  • "ruisen2000" started this thread

Posts: 4,052

Location: here

Mood: Blink

  • Send private message

1

Wednesday, May 4th 2016, 11:08pm

Some elite skill changes to make mages a more interesting class

Note: This thread is not about mages in endgame, but rather on improving some mage elite skills to make mage combos more distinct and amplify the different traits from the secondary class. All skills below will be listed at max level (95, unless the skills are capped at 50).

Second Note: Thread made without concern for difficulty to implement, because RW is too lazy to make easy changes too, so it doesn't really matter either way. I'm just bored.


Mage/Priest:

Overview:
With a priest secondary, this class is both a damage dealer and support class, providing offheals and damage reductions, which are characteristics of a priest.

Rising Tide Mastery: In addition to the current effect, when rising tide is casted, restores 1000 life to you and up to 12 raid members within a range of 100 (based on my urgent heal, this skill works out to a 35k heal or so).

Shine of the Holy Aura: In addition to the current effect, When Holy aura is casted, up to 6 party members within 100 range receive Protective Aura, which reduces physical and magical damage taken by 25% for 5 seconds.

Combine Magic drain and intelligence seize into 1 skill.

New level 70 elite: Lightning Protection
Regeneration also provides an electrostatic protection buff, which reduces damage taken by 15% while regeneration is in effect, and when the friendly target is hit, the attacker receives 400 wind damage (damage based on your magic attack/damage, does not trigger a GCD). Once lighting protection is used, it cannot be activated again for 45 seconds.


Mage/Rogue:

Overview:
This class is a vampire themed DoT damage class. Unfortunately, DoT damage is nearly negligible in damage (2-3k ticks), and I think the vampiric theme could be brought out a bit more with some more emphasis on life stealing, weakening, in addition to some stealth playstyle carried over from the rogue secondary.

DoT mechanic modification:
Currently, mage skills can only put 1 stack of the same DoT. Magic DoTs should be allowed to stack when the DoT is casted a second time, and the DoT damage will be multiplied by the number of stacks (ex. 1 stacks of cursed fang DoT is 2k tick, then 10 stacks will be 20k ticks. Your DoTs still will not stack with someone else's, so you cannot use someone else's DoT stacks to imcrease your DoT damage).

Cursed Fangs: The skill will put 4 stacks of dark damage DoTs on the target instead of 1.

Distract: Also allows you to become invisible for 10 seconds (does not make you leave combat like Escape).

Shadow Protection: No longer requires you to take a critical hit to increase movement speed. It now gives a 15% movement speed increase whole the effect is active. In addition, it increase the range of shadow step to 180.

Fang Ritual: In addition to the current effect, Flame also does an additional 400 dark damage, and leaves 2 stacks of dark damage DoT.

Kiss of the Vampire: Now puts 10 stacks of dark damage DoT on the target instead of 1.

Gift of the Baron: Remove this skill. Change it to Soul strike (ok this name sucks, needs a better name):

Soul Strike:
Range: 50
Instant cast.
Cooldown: 30 seconds.
Causes 700 dark damage to the target, and drains life equal to 1.5x the damage done. For 10 seconds, the target's movement speed is reduced by 25%, and puts 5 stacks of dark damage DoT.
If you are behind the target, this skill deals 1100 dark damage.

Shadow Shroud: Also reduces target's movement speed by 20%. This debuff stacks with Soul Strike, Ferret Sickle and Thunderstorm.

Pride of the Baron:
Changed to an active buff. For 20 seconds, all dark damage DoTs do 25% more damage. 2 minute CD.


Mage/Knight


Holy Light Strike: Change it to a 1 second cast. The skill also knocksdown the target and all enemies within 100 range for 6 seconds (3 seconds against players). Increase cooldown from 0 seconds to 10 seconds.

Enhanced Holy light strike: remove this skill.

Chain Light Explosion (passive): Each Flame, Plasma Arrow and Electric Explosion hit leaves 1 stack of light chain debuff on the target. When the target is hit with Light charge or Holy light Strike, all stacks of light chains will detonate, dealing 800 light damage for each stack.
Noblewarrior
lv 98/98/89/60 M/W/P/K
Kikosi 98/50/60 Wl/Ch/M
the fail clothie tank~

Inactive

This post has been edited 1 times, last edit by "ruisen2000" (May 5th 2016, 8:29am)


2

Thursday, May 5th 2016, 5:39pm

Mage/Priest:

Overview:
With a priest secondary, this class is both a damage dealer and support class, providing offheals and damage reductions, which are characteristics of a priest.

Rising Tide Mastery: In addition to the current effect, when rising tide is casted, restores 1000 life to you and up to 12 raid members within a range of 100 (based on my urgent heal, this skill works out to a 35k heal or so).

Shine of the Holy Aura: In addition to the current effect, When Holy aura is casted, up to 6 party members within 100 range receive Protective Aura, which reduces physical and magical damage taken by 25% for 5 seconds.

Combine Magic drain and intelligence seize into 1 skill.

New level 70 elite: Lightning Protection
Regeneration also provides an electrostatic protection buff, which reduces damage taken by 15% while regeneration is in effect, and when the friendly target is hit, the attacker receives 400 wind damage (damage based on your magic attack/damage, does not trigger a GCD). Once lighting protection is used, it cannot be activated again for 45 seconds.

These are some pretty badass changes, then it got me thinking, if these same changes were for priest, that would be pretty awesome too!

EDIT: o wait, m/p could be a cool healer too and then you dont have to run out for EoM, i see what you did there!! or maybe not lol
Osha Erebos - Evilempires
Shaynoff R/S/M (98/98/85)
Rakalaka M/P/L (98/98/98)
Ffonyahs Wd/W/S (98/98/98)

This post has been edited 1 times, last edit by "SHAYdynasty" (May 5th 2016, 6:14pm)


ruisen2000

not a wallet warrior

  • "ruisen2000" started this thread

Posts: 4,052

Location: here

Mood: Blink

  • Send private message

3

Thursday, May 5th 2016, 7:52pm

Mage/Priest:

Overview:
With a priest secondary, this class is both a damage dealer and support class, providing offheals and damage reductions, which are characteristics of a priest.

Rising Tide Mastery: In addition to the current effect, when rising tide is casted, restores 1000 life to you and up to 12 raid members within a range of 100 (based on my urgent heal, this skill works out to a 35k heal or so).

Shine of the Holy Aura: In addition to the current effect, When Holy aura is casted, up to 6 party members within 100 range receive Protective Aura, which reduces physical and magical damage taken by 25% for 5 seconds.

Combine Magic drain and intelligence seize into 1 skill.

New level 70 elite: Lightning Protection
Regeneration also provides an electrostatic protection buff, which reduces damage taken by 15% while regeneration is in effect, and when the friendly target is hit, the attacker receives 400 wind damage (damage based on your magic attack/damage, does not trigger a GCD). Once lighting protection is used, it cannot be activated again for 45 seconds.

These are some pretty badass changes, then it got me thinking, if these same changes were for priest, that would be pretty awesome too!

EDIT: o wait, m/p could be a cool healer too and then you dont have to run out for EoM, i see what you did there!! or maybe not lol
I actually had PvP in mind lol. Some more offhealing/support would add some more dimensions to PvP (drawing inspiration from the elementalist in [glances at Isopod] *ahem* game. But if that makes it a viable offheal in PvE, I wouldn't mind :D
Noblewarrior
lv 98/98/89/60 M/W/P/K
Kikosi 98/50/60 Wl/Ch/M
the fail clothie tank~

Inactive

This post has been edited 1 times, last edit by "ruisen2000" (May 5th 2016, 7:57pm)


4

Friday, May 6th 2016, 4:44am

M/P would probably end up being a better healer than a priest if that rising tide thing was implemented.
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


ruisen2000

not a wallet warrior

  • "ruisen2000" started this thread

Posts: 4,052

Location: here

Mood: Blink

  • Send private message

5

Friday, May 6th 2016, 6:16am

M/P would probably end up being a better healer than a priest if that rising tide thing was implemented.
You might be right, it should probably be group rather than raid heal.
Noblewarrior
lv 98/98/89/60 M/W/P/K
Kikosi 98/50/60 Wl/Ch/M
the fail clothie tank~

Inactive

Similar threads