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Healing magic 100-200?
Posted: Thu Oct 21, 2004 12:35 pm
by elfmatic
Alright, so I'm browsing through my future skill upgrades last night, being now at 105 def healing magic, and notice that there are no new spells to learn just upgrades of the old. At 105 I got the double-spell blueprint, which is truly awesome BTW, and I think that's when I got balance as well but balance is utterly useless at least at it's beginning level. Hehe, I'd do far more damage to my team than help to the few.
So, my question is, with all the talk about magic revamp in patch 1, do any of the patch 1 guys/gals out there have any info on if we're getting any more toys between 100 and 200. I enjoy my role in groups and will continue doing it, but it would be fun to have something different to add to the group while still following a truly healing path.
Thanks!
~Elf
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 1:01 pm
by ummadnaz
There should be spells for healers that actually increase the stats of melee and off. mages, then the healers will be even more of an asset. I mean having a healer increase the amount of DMG done by melee/off. mage (in an area of effect just like healing) and increase in armor stats would make healers essential for higher lvl groups. It's kinda like a moral boost to the troops and would give healer a few more things to play with and will give them an incentive to increase their lvls
I am not a healer so I am not aware if you already have this option in the later stages, but so far I haven't seen anything like this.
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 2:25 pm
by elfmatic
Your post gave me an awesome idea ummadnaz! What if they did buffs like every other game has, but rather than buff someone and have it last 30minutes or whatever like most, have the healing mage have to create a link on the player (this can be single or AoE depending on skills etc) and as long as they have that link (can't run, uses up sap/health, etc.) then the players get the bonus. That way it's a real benefit to those that use it, but it doesn't become a "don't leave home without it" type deal like buff packs in SWG became and all the various buffs in EQ became.
Anyone else like this idea?
~Elf
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 2:35 pm
by ummadnaz
That would be awesome for the person that is tanking or nuking
They will be able to take more hits and dish out more damage and it will not be overpowered since you can only do it to one person and link spells dont work with bomb
Having a couple of dedicated healers give tanks more armor and mages more attack would be amazingly helpful.
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 2:57 pm
by elfmatic
Yeah, link spells don't CURRENTLY work with bomb, but maybe they should? Just up the stat drain cost accordingly. Not necessarily 1:1 for each mob/player effected because that would make it almost unuseable I /think/. But maybe like 1 entity effected = 50 sap, 2 entity effected = 90 sap, 3 = 120, 4 = 140, etc. or just something like that. Basically a diminishing drain per entity added which would make sense.
~Elf
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 3:11 pm
by ummadnaz
That works too but I doubt that they will change the link spells just for this. I am not even sure if such thing will be implemented. This is probably one of those things that everyone would like it if it was ingame but doesn't care too much about it.
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 3:26 pm
by elfmatic
Well I personally think you should be able to bomb a sleep, stun, etc. at some point. Currently sleep is TOTALLY useless, but if you combined it with a bomb/link then one player could sleep/stun up to 6 mobs while the rest of their group escaped. That would majorly suck for the one, but could mean a lot to the other 8 people in the group. It would also help in dealing with adds in large groups. Again you just counter the benefits with more drain on the player in question.
But you may be right about people not caring considering you and I are the only people responding to this post so far.
That's what it's for though as much as anything, to gauge interest. If a good idea is had, enough people call out for it, and it's not insanely difficult to implement, then maybe it will happen. Of course clearly the focus right now is on patches 1 and 2 which have already been fully scoped so this would be a long time in coming if ever it were to be considered.
I must say I REALLY like the spell link concept. DoT's have been around for a while, but adding that link element is an interesting touch. Sometimes annoying, but I think if they fleshed out all the possiblities with it a little bit more then it could be truly awesome.
Oh, and while I'm talking about links, could we please change the visuals for them? The circle overhead is neat, but I kinda think my character would be doing SOMETHING other than just standing there like a neanderthal. Yes I can see the argument for them standing that way just because they're concentrating hard, but it's wholly un-theatrical.
Hrmmm, maybe if I started posting in French they'd pick up more on what I'm saying? Hehehe... c'est la vie!
~Elf
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 3:46 pm
by ummadnaz
I like the idea too and it will be a huge advantage for healers, hopefully the people that are reading this can respond and let us know if this idea is a good one. Link spells should work with bomb effect since everything else works it would just take a load of sap according to number of targets, just to make it balanced.
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 3:49 pm
by bobturke
elfmatic wrote:
But you may be right about people not caring considering you and I are the only people responding to this post so far.
With a post every few minutes were having trouble getting a word in edgewise
Re: Healing magic 100-200?
Posted: Thu Oct 21, 2004 3:49 pm
by kandyfox
It'd be rather interesting to see a DoT spell Force-Fired in a Bomb-AoE.
Dedicated healer mages outta be able to create a different form of the healing aura that'd run off of Sap. As an active skill - but w/o being interrupted by casting individual heal spells.