Windoom Posted April 21, 2012 Posted April 21, 2012 -> Add more spells to the classes, make some learnable over special looted items and/or with Levels - Mage - -> Ice Bolt Cost : Same as Fireball Cooldown : 2 sec/ level Damage : Fireball Damage - 20% Effect : Fires a homing missle at the next enemy and knock him back a huge distance Learn : Book of Icebolt (requires level 20) -> Heal Cost : 20 + 0.2*Int Mana Cooldown : 1 minute Damage : 40+1.0*Int Healing Effect : Heals all allies (players) in range for X amount total. heal evenly spreads between all Targets affected Learn : Level 50 -> Inferno Cost : 200 + 2.0*Int Cooldown : 1 Minute Damage : 250 + 0.5* Int every second Effect : Creates a wall of 5 + (1 per 2 levels above 50) Blocks lenght that damages enemys walking through it. Learn : Level 50 + Book of Inferno (very rare) - Ranger - -> Toxic Tip Cost : 3+0.1*dext Mana Damage :Weapon Damage + 40+0.2*dext Damage per second for 3 (lv.20-30), 4 (lv.30-40), 5 (lv.40-50), 6.(lv.50-60), 7.(lv.60+) seconds Effect : Fires an Homing Arrow to the closest enemy target which deals initial weapon damage and damage over time Cooldown : 0.5/(0.05*level) seconds Learn : Level 20 + Book of Toxic Tip -> Recuperate Cost : 50+0.5*dext mana Damage : N/A Effect : Enter a state of Introspection for 20(lv.50-60), 30(lv.60-70), 40(lv.70+) seconds in which you regenerate 5% Mana and Health each second. Cooldown : 4 Minutes Learn : level 50 -> Zeus Legacy Cost : 200+0.5*dext mana Damage : 400+1.0*dext Effect : Calls down a Volley of Lightning arrows from the sky, inflicting massive damage to all victims in the target area Cooldown : 2 Minutes Learn : Level 50 + Book of Zeus Legacy (very rare) - Warrior - -> Rend Cost : 10+0.2*Strenght Mana Damage : Weapon Damage + 40+0.2*Strenght Damage per second for 3 (lv.20-30), 4 (lv.30-40), 5 (lv.40-50), 6.(lv.50-60), 7.(lv.60+) seconds Effect : Your next three Meele Attacks apply bleed to the target additionally, dealing damage over time Cooldown : 20 seconds / (0.05*level) Learn : Level 20, Book of Rend -> Last Stand Cost : 100+0.5*Fortitude Mana Damage : heals 10% of Life per procc Effect : The Next 5 (Level 50-70) 10(lv.70+) times you take damage your healed for 10% of your maximum health Cooldown : 5 minutes Learn : Level 50 -> Cunning of the Weak Cost : 100+0.5*strenght Mana Damage : 400+1.5*strenght + 50+0.2*strenght per second over 10 seconds Effect : Do a furious whirlwind attack severly damaging and inflicting bleeeding to all nearby enemys. Cooldown : 2 minutes, 30 seconds Learn : Level 50, book of Cunning (rare) -> More Uniques -> BackPacks or additional inventory slots as you level up -> Regenerating Dungeons -> "Hearthstone" Item you start with or spell for all classes Whenever you hit an Brickstone with an Wooden pickaxe, this becomes your home location. Your hearthstone spell will teleport you back there then. Cooldown : 15 Minutes Cost : All Mana -> Dungeon bosses with spells -> Increase Higher level mob density and difficultly (you shouldnt be able to rush a 95+ region as lv.60, for instance) -> Level Requirement on Gear -> Master Dungeons, containing only elite mobs and Hardcore bosses, significantly rarer then other dungeons, containing better loot -> New Item : Ikarus Boots On Equip : Increases your damage Taken by 200% On Equip : You can fly like creative damaging the boots in progress Thats about it, for now. If theres interest, ill add alot more suggestions sincerly,
Frizzil Posted April 24, 2012 Posted April 24, 2012 Those aren't bad, I like some of the ideas Not sure about self-heal spells, though, I'd want each class to have them or not have them at all, if the reasoning makes sense. An inferno spell is planned, I just gotta get around to makin' it (wouldn't take long). I tried a Whirlwind spell, but it gave me a headache XD This does make me think that Healers could be a subclass of the mage, rather than a class in their own right. Hmmmm... Ideas are always appreciated, I'll look over these in more detail when I get around to adding spells again :)
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