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   Author  Topic: Mage add ons.  (Read 1010 times)
Sauruman
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  Lord_CyberDragon   LordGothicDragon
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Mage add ons.
« on: 04/11/03 at 22:01:20 »
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 Every class has received it's perk so far, except mages. And it's very sad, they're a good class, just hard to train for others. A mage's main perk should be REALLY hard hitting spells, at least 90-100 damage at lvl 27+. If a cleric can heal for in the 100's, why can't a mage hit for the same amount? Black magic vs. white magic. Also, they should receive some sort of poison spell of sorts, one that adds poison to weapons or a Gaea's Blessing type spell. Or even;  
 
A spell that takes away their bouses (Proteus cast Dispel. You are no longer under Gaea's Blessing/Champion's strengh/The effects of cleanse)  
 
Illusion (You cast Illusion on yourself, altering your apperance.  
Samus tried to assassinate you, but failed and caused 0 points of damage. Your apperance returns to normal.) Basically, the mage makes a decoy of himself while the real him is invis. Once the decoy is killed, the real mage is vulnerable. The decoy should die after an equvilant of 80 points of damage, which any crit over 15 could do. Lasts until killed.  
 
Deception (you cast deception, creating a decoy of yourself) Basically Illusion, but there's two+ of the same person's picture on the screen. The real mage can be hit, but the duplicates/decoys are killed after 80 points equiv. The mage can also attack, and the dupes stay on screen rather than dissapate as they would in illusion. lasts 60/120 seconds  
 
Mirror (you cast mirror on yourself, causing your wounds to return to their master. Kalypso rapidly fired at you for 90 points of damage. Kalypso fell to the floor, her injuries getting the better of her) lasts 60/120 seconds  
 
Make flame do more damage in the swamps, since it's a flame.  
 
A give them flame at lvl 10, blast at 15, beam at 20, and devesate at 25/7. Mages are mean to be users of magic that dont' rely on a deity, but more like telekentics/psykic abilites, distorting the path of reality to suit them. Which is why Intel is so important to them. Mages are to magic as Druids are to nature.  
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Re: Mage add ons.
« Reply #1 on: 04/11/03 at 23:01:42 »
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i love your ideas! just they a bit overpowered, but really cool (as long my main crit is mage) Tongue
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  Lord_CyberDragon   LordGothicDragon
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Re: Mage add ons.
« Reply #2 on: 04/12/03 at 06:10:06 »
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dude, i just hope you fizzle. Cheesy
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  steven_huynh53   FlamingMoron69
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Re: Mage add ons.
« Reply #3 on: 04/12/03 at 16:01:41 »
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I like a few of those ideas too!  Smiley although a few seem to be leaning towards the fact that you really wanna avoid getting PK'ed.
 
I totally agree with having flame at level 10...although blast/beam shouldn't be given so soon. Maybe add anther spell to fill that void...
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  Lord_CyberDragon   LordGothicDragon
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Re: Mage add ons.
« Reply #4 on: 04/12/03 at 23:28:02 »
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Well, yeah and no. If another spell fills that void, there's gonna have to be a new description, a new name, new way of making it fit in the game. Blast at lvl 15, beam at lvl 20, Devestate at lvl 25/6 just bump them down to make them for the level. What it would do is make the opinions come quicker. Rather than make something totally new, just use what's there already and mod it a little. The easier it is, the quicker it'll come.  
 I'm not disagreeing with ya.
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    VampyreDarla
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Re: Mage add ons.
« Reply #5 on: 04/13/03 at 01:03:41 »
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Some of those spells sound pretty nifty, maybe a bit too powerful though.  Such as mirror.  Perhaps only a % of the damage should be reflected back instead of all of it.
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Re: Mage add ons.
« Reply #6 on: 04/13/03 at 15:07:39 »
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Mirror is way to powerful, but other then that, looks pretty good.  It's rediculous that clerics have more spells then mages.  Mages rely entirely on magic, terefor should have by far the most spells ingame.
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  Lord_CyberDragon   LordGothicDragon
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Re: Mage add ons.
« Reply #7 on: 04/13/03 at 17:14:46 »
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You're right, I thought I had put my new idea in but I didn't. Like, mirror reflects the amount that the armor shields him from. Like, bringing down a hally hit from 90 to 60, the 30 that was blocked by the armor is just deflected.  
  Am I making any sense, or just babling? And I'm not trying to make it look one way with my ideas, I'm open to ideas/criticizim of mine.  I think we should all put in ideas, mages really need some help.
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  Lord_CyberDragon   LordGothicDragon
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Re: Mage add ons.
« Reply #8 on: 04/14/03 at 07:06:58 »
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One I was kinda thinking of, I'd really like some opinons on this one.  
 
Bind (Dere cast bind on you, causing your mind to become blind and bound. You cannot cast any spells, you are under the effect of bind.) This would go for all abilities that use mana. It would have to be availble at higher levels though. Feedback please.
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56709527 56709527   zicdeh_silver_moon   ZicdehSilverMoon
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Re: Mage add ons.
« Reply #9 on: 04/14/03 at 07:26:00 »
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You basically want something like Mute or was it Silence? basically stopping any spell-caster from using there magics, It'd be a nice spell to have.
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Re: Mage add ons.
« Reply #10 on: 04/15/03 at 04:29:47 »
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All great ideas but 1 major downfall. NO class can be more powerful then another.Bind would render clerics worthless mostly. Giving a cleric a disadvantage against a mage.
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Re: Mage add ons.
« Reply #11 on: 04/16/03 at 14:40:08 »
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on 04/15/03 at 04:29:47, AlliedAssault wrote:
All great ideas but 1 major downfall. NO class can be more powerful then another.Bind would render clerics worthless mostly. Giving a cleric a disadvantage against a mage.

 
Give clerics a way to get rid of Bind, A item that cures it.
And perhaps keeps bind from being casted back on them for a certain amount of time..
 
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Re: Mage add ons.
« Reply #12 on: 04/16/03 at 16:36:43 »
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Instead of Bind, which seems slightly overpowered. Just have the spell that decreased the crits wisdom. Granted this could be overpowered to lower wisdom crits anyway.
 
Easiest way to cure mages:
1. Up spell damage, and introduce Devastate.
2. Lower mana costs for mages.
3. Increase the armor that AoP gives.
 
Other ways:
1. Mana leech wepon.
2. More spells, that do various different things excluding damage.
3. Include a vamparic spell.
 
You could also decrease other classes, but I am against this as I have always said classes should be upped to balance, not down.
 
Also balance SHOULDN'T be that every class hits the same, uses same wepons, heals the same etc.
It should be the ease of training, difficulty in using them, and the cost of training and maintaining them.
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Re: Mage add ons.
« Reply #13 on: 04/16/03 at 21:14:43 »
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Amen
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  Lord_CyberDragon   LordGothicDragon
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Re: Mage add ons.
« Reply #14 on: 04/17/03 at 07:14:15 »
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rethinking that, it could increase their fizzle rate by intel + wisdom/2 21 + 20 = 41/2 = 20.5%  
or intel + level/2 percent. 21 + 30 = 51/2 = 25.5% or just intel + wisdom/level percent.  
 
41/51% fizzle rate would be a pretty good spell for mages, as long as they didn't bind themselves. Cheesy
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Re: Mage add ons.
« Reply #15 on: 04/17/03 at 19:35:27 »
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on 04/17/03 at 07:14:15, Sauruman wrote:
rethinking that, it could increase their fizzle rate by intel + wisdom/2 21 + 20 = 41/2 = 20.5%  
or intel + level/2 percent. 21 + 30 = 51/2 = 25.5% or just intel + wisdom/level percent.Cheesy

Errrm so if you have less intel and less wisdom you fizzle less!!! thats bassicaly what your saying and lower level fizzle less i dont think so
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  Lord_CyberDragon   LordGothicDragon
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Re: Mage add ons.
« Reply #16 on: 04/22/03 at 07:15:05 »
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No man, I'm saying that bind/mute/whatever would make you...... argh.
 
If you get hit by bind, your spells would fizzle 20.5/25.5%. When I say yours I mean the, uh, druid getting binded. And no offense, but I didn't quite understand all of what you said up there. :/
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Re: Mage add ons.
« Reply #17 on: 04/22/03 at 15:03:38 »
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Ok ok ok, just forget i ever said that coz now i dont understand what your saying lol Huh Huh Huh
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Re: Mage add ons.
« Reply #18 on: 04/29/03 at 21:06:18 »
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I like all I have seen here except bind.
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