Shev's Clerical Melee Ideas

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Thilindel
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Shev's Clerical Melee Ideas

Postby Thilindel » Tue Jan 06, 2009 12:47 am

Just browsing from the past, people have brought up, for clerical types, skills such as:

Double attack
shieldblock
blade barrier - like fireshield or thornshield, but those are much stronger than fireshield in D&D
..
guessing just a class of battle mage, or battle shaman/druid/cleric. In that, having quick chant, spellknowledge capped at 60, or whatever.
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Corth
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Re: Shev's Clerical Melee Ideas

Postby Corth » Tue Jan 06, 2009 2:01 am

I suggested years ago a haste item for clerics. Not sure if that was put on Ebgar's tia helm or not. Maybe even a double attack skill. Its kind of a fun idea. Would love to see clerics have a choice between defensive ac/hp gear, or offensive gear that can actually make a difference in a fight.
Having said all that, the situation has been handled, so this thread is pretty much at an end. -Kossuth

Goddamned slippery mage.
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Re: Shev's Clerical Melee Ideas

Postby amena wolfsnarl » Tue Jan 06, 2009 2:26 am

GF boots are callable haste proc
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Thilindel
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Re: Shev's Clerical Melee Ideas

Postby Thilindel » Tue Jan 06, 2009 3:06 pm

Oh yeah shev..forgot the fact that there's a GAPING void for melee eq that's available for casters. Again, if this mud is based on D&D, why would there be so much for rogues that's melee and typically better than things warriors can wear. That's half the conundrum. Warriors tend to need to wear hp/ac. Rogues tend to do more damage than rangers, especially compounded now that archery was hosed.

But back to clerics, Kegor's TorilEQ site lists little melee clerical/caster type eq at all. Stinks and seems pretty blatant. Callarduran's zone has some now. Silverymoon has some as well. But they're very new zones. Would like to have some 'good' melee type eq that's not insane to quest, or have to go to TIA just to get..
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Re: Shev's Clerical Melee Ideas

Postby daggaz » Tue Jan 06, 2009 6:57 pm

Just the basic changes to DnD from 2.0 to 3.5 make clerics pretty solid hitters/tanks. I am sure eq will follow suit once Toril 2.0 is in. *cough*
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Re: Shev's Clerical Melee Ideas

Postby kiryan » Tue Jan 06, 2009 9:26 pm

we'd have to look at how to allow a cleric to actually stay engaged in combat first. I get rescued out of combat constantly and have to re-engage. so between rescue lag and assist lag... it really sucks.

There is a lot of clericable hit/dam gear. i think i got a cleric to 30/30. I don't see the void.

personally instead of high hit/dam gear or even skills like doubleattck... I'd prefer to see amazing proc weapons. think back to why you originally fell in love with this game. Chances are theres a procing weapon somewhere back there.
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Re: Shev's Clerical Melee Ideas

Postby Gormal » Tue Jan 06, 2009 10:39 pm

A toggle to stay attacking a mob when rescued would be awesome... I dunno maybe vicious.
Thilindel
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Re: Shev's Clerical Melee Ideas

Postby Thilindel » Wed Feb 16, 2011 10:50 pm

Any chance of that, Shev? Remaining melee upon rescue (a tog for sustaining melee upon rescue)

That and at least a http://compendium.ddo.com/wiki/Spell:Blade_Barrier type spell for cleric.
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Re: Shev's Clerical Melee Ideas

Postby Gukov » Thu Feb 17, 2011 1:25 am

Rescue assist is already a toggle to stay engaged when rescued in combat :P
Thilindel
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Re: Shev's Clerical Melee Ideas

Postby Thilindel » Thu Feb 17, 2011 2:58 am

(that's what I get for having been away for over a year!)


Still would -love- to see the melee/area aspect of clerics more explored, however :) Below are listed to further the avenue of a viable melee alternative to the current non-caster dominance. That seconded by the fact that Clerics are 2nd only to fighter types in D&D for melee hit ability. At any rate, it's not here to ruffle feathers. Just something to hopefully consider.

(Modified to match mud definitions in description only)

Holy Smite (Necromancy)
Range: Sight of Castor Saving Throw: Special
Casting Time: 3 Area of Effect: 20-foot radius
Duration: Instant
This spell calls upon energy from the plane of brilliance in order to
open a channel between it and the targets. The result is that any evil
creatures within the spell effect take damage with a save vs. spell for
half. Also, if the victim fails his save then he is blinded for 1 round.


Unholy Blight (Necromancy)
Range: Sight of Caster Saving Throw: Special
Casting Time: 3 Area of Effect: 20-foot radius
Duration: Instant
This spells calls upon energy from the negative material plane in order
to open a channel between it and the targets. The result is that any
good creatures within the spell effect take damage with a save vs. spell for half. Also, if the victim fails his save, then he receives a penalty to all his rolls a time.


Holy Power (Evocation)
Range: 0 Saving Throw: None
Casting Time: 6 Area of Effect: The Caster
Duration: 1 round/level
Through this spell, the caster imbues himself with the strength and skill
of a fighter of the same level. The priest’s strength is set to racial maximum, even
if it is normally higher (with max_str gear for example), his hitting ability becomes that of a warrior of the same level, and gains temporary hit points. This will last for the duration of the spell or until successfully dispelled.


Champion’s Strength (Alteration)
Range: Sight of caster Saving Throw: None
Casting Time: 2 Area of Effect: 1 creature
Duration: 3 rounds/level
When this spell is cast, the priest effectively draws on the strength of
his god and lends it to the target creature, in effect creating a champion.
The target gains a bonus to his hitroll. Also the target’s strength is set to the racial maximum for the duration of the spell; and all the bonuses to hit and damage that
this strength confers. Note: that if target’s strength is above 100, it
will actually be reduced to this value. The drawback to this is that the
priest must concentrate on the connection between the target and his
god for the duration of the spell, hence losing the ability to cast any
spells during this time. The effect lasts for 3 rounds for every level of
the caster or until dispelled.


Iron Skins (Alteration)
Range: 0 Saving Throw: None
Casting Time: 1 round Area of Effect: The Caster
Duration: 12 hours
When a druid casts this powerful spell upon herself, an outer skin of
iron will move up from the ground completely covering her. This skin
is, of course, magical and will hinder the druid in no way. The effect of
this is to protect the druid from physical attacks such as melee weapons
and projectiles. The skins will remain on the druid until she is affected by a dispel magic, all of the skins are removed due to physical attacks or the spell duration expires.
It is important to note that this will not protect the druid from any area attacks such as fireball; however, it will protect her from physical magical attacks such as magic missile.


Magic Resistance (Alteration)
Range: Touch Saving Throw: None
Casting Time: 1 round Area of Effect: 1 Creature
Duration: 3 rounds + 1 round/level
Upon casting this spell, the recipient receives a resistance to all
magic. The resistance conferred is .5% per maximum spell circle level of the priest up to a maximum of 5% at level 46, upon receiving 10th circle spells. This resistance is set so if the target already has more magic resistance than the priest would confer, it will
actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.


True Seeing (Divination)
Range: Touch Saving Throw: None
Casting Time: 8 Area of Effect: 70-foot radius
Duration: 1 turn
When cast by the priest, this spell will cancel all hostile illusion/phantasm
spells in the area. The spells that are affected by this are reflected
image, invisibility, mirror image, non-detection, improved invisibility,
shadow door, mislead, project image, and simulacrum. The area of effect
is around the caster. Possible target’s magic resistance is ignored, if applicable.


Bolt of Glory (Invocation/Evocation)
Range: 20 yards Saving Throw: None
Casting Time: 9 Area of Effect: 1 Creature
Duration: Instant
By casting this spell, the priest channels a bolt of divine energy against
one creature. No attack roll is needed. Creatures struck suffer varying
damage, depending on their plane of existence.
Creature Type Damage: Prime, Elemental, Undead, Demon


Wondrous Recall (Alteration)
Range: 0 Saving Throw: None
Casting Time: 9 Area of Effect: The caster
Duration: Instant
This enables the caster to bring back into memory two spells that have
been previously cast (Spells must be specifically assigned, such as "Pray Wondrous Recall [A]Full Harm [B]Full Heal) If no spells have been cast yet, then nothing
happens. Wondrous recall cannot recall 9th circle or quest spells.
Grundar tells you 'I took on the entire football team once. The only reason my mom knew later was because I had a runny nose'

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