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The event "The Assault on Taekir" is beginning in 1 day, 10 hours.

Berserk, clerical healing, lay on hands, vamp touch.
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Abandoned Realms



Joined: 23 Jan 2004
Posts: 346

PostPosted: Fri Jun 16, 2006 10:22 pm    Post subject: Berserk, clerical healing, lay on hands, vamp touch.

Continue to keep faith, my brethren, for those of faith may continue to
channel the most potent of blessings, the abilities to mend flesh and remake
bodies whole. Yet also be mindful of these newly uncovered traits of our
healing abilities:

CURE CONTINUAL: New healing spell for healers. Works in conjunction with
other healing spells to bolster their mana efficiency.

CURE LIGHT: Now restricted to clerical classes only. Dark-knights gain
vampiric touch instead. Ninjas lose the spell altogether. Shamans gain
improved mana efficiency with this spell.

CURE SERIOUS: Paladins cannot commune this while under attack. Healers
gain improved mana efficiency with this spell.

CURE CRITICAL: Paladins lose this spell altogether. Shamans cannot commune
this while under attack. Mana cost increased.

HEAL: Healers cannot commune this while under attack. Healing power
decreased, but mana cost also decreased and mana efficiency increased.

Also, one's physical constitution now affects the potency of healing spells
that have been communed upon one's body.

In addition:

BERSERK: Mana use and healing amount dependent on current mana. Hitroll and
damroll bonus dependent on dexterity and strength.

LAY ON HANDS: May now be used on self, with increased potency. Significantly
increased potency when used on groupmate.

VAMPIRIC TOUCH: Damage significantly increased, but healing is now strictly
based on a fraction of the damage inflicted. Now has malbreak DEPENDENCY.

Paladins should be aware that heroism is now known as ERRANTRY, and there
have been some changes made to crusade's duration as well.

Be sure to search for HELP for any relevant skill, as there are additional
information for all of them that I have not mentioned here. Do not despair,
as the Light will grant you wisdom to find the understanding you see.
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Altheripper



Joined: 20 Oct 2004
Posts: 326
Location: Vancouver, WA

PostPosted: Fri Jun 16, 2006 10:30 pm    Post subject:

Why not just take sanc away from pallys and make the gimp complete?
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The Zealot



Joined: 07 Sep 2005
Posts: 124
Location: London

PostPosted: Fri Jun 16, 2006 10:54 pm    Post subject:

Interesting. I like the idea of Paladins having some sort of lesser healing - I never thought they should be able to regenerate like shamans or other primarily clerical classes. Cure serious + lay on hands works for me, RP-wise (though gimping cure serious in battle -as the helpfile suggests- looks like it might provide some, ahm, 'challenges' for Pallies).

Vampiric touch for Dks is awesome, and again seems to fit right in with how I imagined them. Have a feeling a drow DK with some mal breaks is going to be kinda scary now. They seem to be turning much more into combat necros, which is interesting - I thought the plan was to move towards more afflictive rather than maledictive spells?

Ninjas losing cure light... Crying or Very sad Damn you people, why didn't you vote for the rogue module. I want to see what they're getting to replace that...(and am thinking of putting my current ninja on hold until it arrives Shocked)

Berserk -- Why?! Why Gods, hast thou forsaken me?

*sobs*
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Erlwith



Joined: 22 Mar 2006
Posts: 1626

PostPosted: Fri Jun 16, 2006 11:12 pm    Post subject:

It's gonna be a bit of a bugger readjusting to this, getting new equipment to make up for the lack of healing and damage output, but not all in all too much trouble I HOPE *crosses fingers*


As far as Ninjas, I never thought they should be able to cure, honestly. That's just my opinion though.
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Baer



Joined: 22 Jan 2004
Posts: 618
Location: Michigan

PostPosted: Fri Jun 16, 2006 11:26 pm    Post subject:

Should be interesting....
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Rolfy!



Joined: 08 Jan 2006
Posts: 21

PostPosted: Sat Jun 17, 2006 12:35 am    Post subject:

So, basically any shaman who gets confined/abducted or placed in an enclosed area is pretty much fucked (cure serious isn't enough and with cure critical, you'd be eating murders)... and elf healers/drow shamans are even more worthless due to the CON thing? I could be wrong, but meh.. Paladins losing cure crit is a good move though. Berserk being more powerful for the high int/usually high dex races kinda sucks since high dex warriors already pwn with dirt. I think the whole berserker class itself needs to be toned down.
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Rolfy!



Joined: 08 Jan 2006
Posts: 21

PostPosted: Sat Jun 17, 2006 12:38 am    Post subject:

err.. ignore what i said about beserk
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rabidgecko



Joined: 16 Feb 2006
Posts: 194

PostPosted: Sat Jun 17, 2006 12:43 am    Post subject:

If I read it correctly, it's not that elf and drow healers/shamans got gimped. It's the con relative to the total possible con for their race. However, don't know if it's fractions...If an elf and dwarf healer each lost one con, it would be 14/15 of the heal vs 24/25 of the heal. Is this right, imms? If not, please tell me, this is so confusing... Pond water doesn't work so well anymore is when I actually noticed it. That and vamp touch doing a demolish in a pk Wink
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Burzuk
Implementor


Joined: 20 Jan 2004
Posts: 529

PostPosted: Sat Jun 17, 2006 1:12 am    Post subject:

I expect a lot of discussion for these changes, so if you have an issue to raise, you should raise it here:

http://abandonedrealms.com/forum/viewtopic.php?t=2911

This current thread is reserved for bug reports, explanations/clarifications, etc.

Quote:
Vampiric touch for Dks is awesome, and again seems to fit right in with how I imagined them. Have a feeling a drow DK with some mal breaks is going to be kinda scary now. They seem to be turning much more into combat necros, which is interesting - I thought the plan was to move towards more afflictive rather than maledictive spells?


That's why they need malbreaks to make it work. Necros will be able to use their malbreaks for other things, dark-knights not so much. You'll find that dependencies will be harsher for spells outside of a class's "specialization".

Quote:
If I read it correctly, it's not that elf and drow healers/shamans got gimped. It's the con relative to the total possible con for their race. However, don't know if it's fractions...If an elf and dwarf healer each lost one con, it would be 14/15 of the heal vs 24/25 of the heal.


No, it's simply based on how much con has been lost. An 11 con elf and a 20 con dwarf suffer the same penalties as the targets of healing spells, since they've both lost 5 con. Of course this is just for the clerical heal spells -- there's a huge difference between 11 con and 20 con when it comes to other things.

Quote:
Pond water doesn't work so well anymore is when I actually noticed it.


Heal now scales by levels, just like harm does.

Quote:
That and vamp touch doing a demolish in a pk


It has a sizable spread. If you land three straight demolishes with it in a PK, let us know before someone else lands three on you as well.
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Orsetre



Joined: 03 Jun 2006
Posts: 3

PostPosted: Sat Jun 17, 2006 1:34 am    Post subject: This post is awaiting validation

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Burzuk
Implementor


Joined: 20 Jan 2004
Posts: 529

PostPosted: Sat Jun 17, 2006 1:47 am    Post subject:

Keep this thread on-topic.
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Orsetre



Joined: 03 Jun 2006
Posts: 3

PostPosted: Sat Jun 17, 2006 2:31 am    Post subject: This post is awaiting validation

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Burzuk
Implementor


Joined: 20 Jan 2004
Posts: 529

PostPosted: Sat Jun 17, 2006 2:58 am    Post subject:

Quote:
I expect a lot of discussion for these changes, so if you have an issue to raise, you should raise it here:

http://abandonedrealms.com/forum/viewtopic.php?t=2911

This current thread is reserved for bug reports, explanations/clarifications, etc.


Take your DISCUSSION to the DISCUSSION thread. Some of us who can't babysit the mud 24/7 use things like forum alerts on certain threads to notify us in case there's something we need to fix on the mud.

Your OPINIONS aren't welcome on this thread and is OFF-TOPIC since I've already said that this thread is about implementation issues, not conceptual ones.

Once again: if there are any bug reports, or something that looks like it might be working fishy that we might need to address, this is the thread for it. If you want to discuss other issues, use the other thread.

Orsetre, swallow your petulant indignation for two seconds and READ.
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Hilemal



Joined: 22 Nov 2004
Posts: 71

PostPosted: Sat Jun 17, 2006 5:41 pm    Post subject:

The tier 1 wasn't working for paladins. Couldn't heal groupmate who was tanking with cure serious. When I tried to, it just said you can't concentrate enough.

That being said, I was OUTSIDE the group (was assisting in ranking), but was in no way taking the hits or "defending" myself. Not sure if this should make a difference or not
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Sat Jun 17, 2006 10:04 pm    Post subject:

Altheripper wrote:
Why not just take sanc away from pallys and make the gimp complete?


All the reliable protection sources (e.g. magenta, scroll of jhyrdrow) just became protection creature, so any class that can cast protection now has an advantage in that aspect. This includes paladins.

I'll look into the healing bug.
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Slade
Emissary


Joined: 17 Mar 2004
Posts: 666

PostPosted: Sat Jun 17, 2006 10:19 pm    Post subject:

^ Maybe, but divine might doesn't work against unprotected targets, so..

I'm a bit surprised paladins can't use cure serious in combat. They were a strong class, not broken like clerics, but strong, so losing cure crit wouldn't be the end of the world there. But not being able to use their now best (and not so great) heal in combat too? Hm.
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Simpleton



Joined: 22 Jan 2004
Posts: 150

PostPosted: Sat Jun 17, 2006 10:45 pm    Post subject:

These changes will definately not help pallys do well. One thing that needs to be looked at is how often dirt lands. I think that dex and ac needs to be figured in a bit more because they will need to flee in combat to heal now. Dirt lands way too much and when it does now they are pretty much screwed.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
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PostPosted: Sat Jun 17, 2006 10:58 pm    Post subject:

Just pick an elf paladin if you want to be less susceptible to dirt, but dirt has always been a vulnerability of paladins.
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Simpleton



Joined: 22 Jan 2004
Posts: 150

PostPosted: Sun Jun 18, 2006 12:11 am    Post subject:

Elf pallys get hit 80% of the time with dirt kick, should it land this often?
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Sun Jun 18, 2006 2:12 am    Post subject:

I'm talking about the effects of dirt kicking. If I was talking about avoiding dirts, I'd just have said sit on water.
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