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21
General Discussion / Re: Clerics?
« Last post by gnua on December 06, 2018, 04:22:04 PM »
I love clerics and already find them fun.  But the only two times I play a cleric is to cloak at physix when papers shop is closed or to pick doors in lemuria when no thief is on.  Otherwise, it just makes more sense to play something else because of 3 critical defects.

1.  group heal over time inferior to druids and shammies.  Could fix this by buffing healing mist or stealing healing wave from shammies and giving it to clerics.  Maybe a legendary "mass heal boost" spell could be introduced to buff healing mist to be on par with healing wave and make cure crit on par with cure massive.  if healing mist were improved sufficiently i might even play my cleric.  but for now i'm happy leaving it in the inn.
2.  low utility/mobility.  When clerics were the top curing option (i.e. before legendary regenerate and cure massive and heal cloud) it made sense that they had low mobility and utility. But now that they are inferior they could use some mobility/utility. Could fix this by giving them a legendary "reverse ritual voyage" which takes them to a groupmate/clannie.  locate object on a gate charmie or as a cleric spell and some sort of "go to guild master in a main town of choice".  if they could locate as well as a trash mage, i could use the cleric to locate and then inertia would have cleric stick around for the zone if something loaded.  but for now i'm happy to locate with a trash mage, and then bring something other than the cleric or trashmage for the zone if something loaded.
3.  very hard to legend compared to druids and shammies.  By the time clans are popping animate dead regularly, the druids and shammies are legendary and so the cleric isnt actually important anymore.  can fix this by swapping animate dead requirement with healing mist.  had it been this way since beginning of wipe, I would have mained a cleric until it legended instead of (happily) abandoning it asap.

the only power increase clerics need is in the group heal over time department.  everything else can be done via utility and ease of legend (which presumably wont upset game balance or cause power creep).  i'm all for making clerics more fun (even though they already are) and there have been many great suggestions to improve fun, but to make me drag the cleric out of the inn they are first going to have to become more powerful (group heal over time) and/or more useful/mobile.
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General Discussion / Re: rank 25 required for legend
« Last post by gnua on December 06, 2018, 01:36:26 PM »
I wonder if this is having an impact on the number of legend mages? While the spell requirement was reduced, the problem with mages (kind of like clerics) is that no one wants them in a group. Outside of maybe a decent black robe. To get to the 25 rank level you really need to hit big high zones that require a group. Soloing, minor grouping to rank 20? Doable. 25 is a grind, especially when you're a useless appendage.  I think along with Clerics, mages could use a little love to make them more group friendly. Say making their spells less fraggy would be a good start.

mages are opposite to clerics.  cleric can find group easily but no one wants to play them.  everyone wants to play mages but they cannot find a group easily.
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General Discussion / Re: rank 25 required for legend
« Last post by Shannow on December 06, 2018, 08:42:48 AM »
I wonder if this is having an impact on the number of legend mages? While the spell requirement was reduced, the problem with mages (kind of like clerics) is that no one wants them in a group. Outside of maybe a decent black robe. To get to the 25 rank level you really need to hit big high zones that require a group. Soloing, minor grouping to rank 20? Doable. 25 is a grind, especially when you're a useless appendage.  I think along with Clerics, mages could use a little love to make them more group friendly. Say making their spells less fraggy would be a good start.
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General Discussion / Re: Clerics?
« Last post by Jorake on December 05, 2018, 03:33:42 PM »
Oh and give them auto haste. Obviously
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General Discussion / Re: Clerics?
« Last post by Jorake on December 05, 2018, 01:27:05 PM »
Take all of what Jrrestad said. Change gate to a guild spell. And so all of those things
This = clerics fixed
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General Discussion / Re: Clerics?
« Last post by jrrestad on December 05, 2018, 09:55:38 AM »
What I dislike about Clerics: As mentioned, they are boring and one dimensional. Agree with Kam that healing can be a nerve wracking and yet rewarding experience, and there really is an art to healing and battle mem'ing which seems lost to most. Still clerics are a great class, and just need to be made more "fun" to play. Lack of skills is probably my guess as to why they are boring.

Strength: Clerics often lead groups and are often picking up zone items, yet they can be weak as mages or druids.

Lack of skills: Rapture and ameliorate are awesome, but you have to wait to be legendary

Useless spells: All of your casting will be done from 4rth circle up, with the exception of 'cure blind' in 2nd circle. Making for a very top heavy casting class. This almost works, however, because of the excess of useless spells up there:

Wave of Terror: 8th circle, does not succeed enough to be used. If you need to fear something out, bring a Mountain Scout.
Fear: See above

Healing Mist: This isn't a bad spell to mimic paladins divine focus skill. It is almost a healing wave cast OUTSIDE of battle. I hate clerics that cast/mem this during a large fight, as it heals my opponent as well. At best this can occasionally be stacked outside of combat to mimic regenerate.

Cause light/serious/critical: Damage is terrible, and what cleric mems 'cause critical' over 'cure critical'. So you never really go past 'cause serious'
Flamestrike: Too weak

Darkness: A cleric has almost no business casting this spell. Even if you get a nightvision item, if you need to darkness around bring a DK, preferably with darkness2.0 AKA nightfall.

NPP: This spell would be a worthwhile prep if it lasted like a normal spell, say 'sacred ward' or 'heroism'

Poison: Never lands, but I can poison canteens or water fountains sometimes. Wouldn't be bad if it worked on weapons.

Holy armor/spiritual hammer: Too weak and useless. Not very noticable from being naked

Prayer: Mass bless is useful, but it doesn't last long enough. I end up just meming several 'bless' spells to cast on the important people in the group

Gate: This spell exists for one purpose.... Aspasia (or the equivalent). Now, a cleric being able to pick doors is immensely valuable, but I think the spell could be much more.

Curse/ancient curse: The only way curse is useful, is when its part of an attack (bladecurse) or combined in a skill (hex). As a spell, it sucks because it's too easy to save against. Even if the affects are pretty good, I might as well try to cast 'hold person' instead of this spell. Therefore, this spell exists for one purpose... To curse my chest so thieves can't steal.

Suggestions for improving class:

Here are my suggestions for making them even greater (provided unlimited resources and time).

1) Split up the rapture/ameliorate skills into fragments and give them to normal clerics:
- Rapture, I believe, increases damage and hitroll, allows you to mem in combat, and you can now cast without loosing battle rounds.

Could make 2 or 3 skills out of this one alone that add some variability to a non-legend cleric.
- Ameliorate: Great spell that allows your cures to become area cures. This skill could easily be for non-legend clerics, and would bring them up to par with other healing classes. It should probably last more than 3 casts or so.

2) Do a reconfigurement of cleric slots, as was done with Druids. I won't offer a suggestion here and I think Druids were done nicely.

3) Rework or buff some of the particularly useless spells.

4) Existing skills/spells that could work with Clerics:

Spells:
-Absolution
-Exorcism (although isn't this really a repackaged dispel evil?)
-Protection from Undead
-
Skills:
-Bladecurse: Rename this, allow clerics to poison/blind/silence/dispel evil with their hammer hits?
-Divine Focus
-Beseech: Could add different affects to Cleric, this could handle the 'paths' that other people suggested. Beseech Paladine/mishakal/habbakuk if goody for some healing %, or group NPP... Beseech Takhisis/Chemosh/morgion for some spell damage or extra hit chance?



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General Discussion / Re: Updated Set Stats?
« Last post by Heo on December 05, 2018, 08:47:17 AM »
Thank you!

Also, I think the clear crystal set may be broken - the hammer is too heavy for pretty much any cleric to wield these days if it's possible to reduce weight on it to 11 or 12.  Or not, appreciate the update.
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Game Ideas / simple in game aliases for spell casting
« Last post by gulca on December 05, 2018, 12:51:18 AM »
This is probably 20 years too late, but it would be great for new comers to play the game.

I'm talking specifically about casting spells. I cannot understand why spells can't be implemented like skills usage.

instead of
c 'heal' bob

it should just be
heal bob

the ' really ticks me off in the early days, especially when you try to cast something in the heat of battle.

Is it really that hard to come up with a set of keywords for spells per class that doesn't involve typing c 'spell'?

Have it an option to turn it off for expert users.

on top of my head, here are some that I used in my alias
mm: c 'm m'
ble: c 'bless'
heal: c 'heal'
harm: c 'harm'
wor: c 'w o r'
bli: c 'blind'
sanc: c 'sanctuary'
cc: c 'cure crit'

Imagine these are actually in built to the class. You don't need a mud client to play.

Also I can't imagine why one would need the tick to parse the spell when you have key word like cast and mem and forget. Isn't it redundant?
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General Discussion / Re: Updated Set Stats?
« Last post by Chisul on December 04, 2018, 07:17:11 PM »
Wonderful! Thanks!
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General Discussion / Re: Updated Set Stats?
« Last post by Jorake on December 04, 2018, 05:04:37 PM »
That's awesome Thanks.
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