rebootedrock Report post Posted March 25, 2004 Ok. what i mean by this is that currently its very hard to become a healer in this game. meaning one who heals others. currently there is only ONE heal other spell, and.. it is very time consuming to try to heal anyone else. This theory was tested by me today as i healed tropicano in KF testing how slowly and mana consuming it was. I suggest as seeing a healing spell and a distance version of it, that the restoration spell could have a distance double of it named restore other sigils:global restore life essences 4 health 4 magic magic Lv: 33 eth pts: (cant decide on it maybe 25-30 ?) plz post responese and reasons, why/why not Share this post Link to post Share on other sites
Elrond Peredhil Report post Posted March 25, 2004 Eventually, I too will be a healer. Someday I will found Rivendell...a place of refuge.... If you use potions, you could simply use mana potions to replenish your mana for healing spells. However, I see your point. Healers have a limited arsenal. But why stop there? Why not have a spell that heals all persons within a certain radius around the healer? That would be much more efficient... Elrond Peredhil, Elven Lord Share this post Link to post Share on other sites
rebootedrock Report post Posted March 26, 2004 ah.. had'nt thought about an area healing spell nice idea Share this post Link to post Share on other sites
GloryFades Report post Posted March 26, 2004 this elrond guy is seriously making me annoyed. But area heal...PERFECT. Just as 'smite summoned' works in an area. like a 4x4 area heals all. maybe guild specific spells could come into play here.. "heal" or "teleport" for guild you can select one person in your guild to teleport to u if not in combat and on screen and heal would heal everyone in a 4x4 area except only in guild. Share this post Link to post Share on other sites
Learner Report post Posted March 26, 2004 And the area heal would heal any animals/monsters in the area as well, so aim carefully! Share this post Link to post Share on other sites
MoonShadow Report post Posted March 26, 2004 Sounds kinda good to me but wouldn't restore be a bit too much ? .. I think like 30 health healed would work better. Well but i like the spell suggestion. Share this post Link to post Share on other sites
rebootedrock Report post Posted March 28, 2004 magic gets little attention Share this post Link to post Share on other sites
Alsrir Report post Posted March 28, 2004 this would be bad in some cases.....because if ur pking and ur guild is fighting and u need 2 heal a few people it would heal ur enemys as well unless u do something to change it Share this post Link to post Share on other sites
Learner Report post Posted March 28, 2004 That does mean that an area heal speel needs to be used carefully. A spell that only heals your friends would have to be MUCH higher since the spell has to know how is a friend and who isn't. Healing a single target or everything in an area is much simpler! Share this post Link to post Share on other sites
Eldwen Report post Posted March 28, 2004 Maybe it heals only guild memebers or people that are on your friends list if we ever get one. :roll: Share this post Link to post Share on other sites
Lyanna Report post Posted April 2, 2004 Finally, someone else who mentioned healing! :-) I've been trying to be a healer for so long, and always ended up healing miniscule amounts for higher-leveled players using Remote Heal. There really needs to be a Restore Other spell. Maybe a series of Healing spells could be included, you could actually rename and rearrange the healing spells. Here are my suggestions: Rename Heal and Remote Heal to Minor Heal and Remote Minor Heal (just to make it consistent with the potion versions - but it's not a big deal) Then, Area Heal: Sigils: Change, Local, Increase, Health Essences: 2 Health, 2 Magic, 2 Energy Level: 15 (no problem with having more than one spell at a level, is there? Does magic have to be linear?) Experience: 60 Ethereal Points: 15 - Heals 10 MP for all players and animals within a 4x4 area (you know, this could get really wicked if your enemies cast Magic Immunity on your allies) Regenerate: Sigils: Global Temporary Increase Life Essences: 3 Health, 3 Magic, 3 Life Level: Anywhere from 18-30 Exp, Eth pts: Depends on Level - Player recovers 4 MP every minute. Time limit of 5 minutes. Can be cast on yourself or others. Restoration: Sigils: Increase Life Essences: 4 Health Level: 21 Experience: 95 Ethereal Points: 25 - Restores 25 MP to yourself Restore Other: Sigils: Global Increase Life Essences: 4 Health, 4 Magic Level: 24 Experience: 100 Ethereal Points: 30 - Restores 30 MP to another player Heal Allies: Sigils: Local Space Increase Life Essences: 5 Health, 5 Magic, 5 Energy, 2 Life Level: 36 Experience: 110 Ethereal Points: 35 - Restores 40 MP to all friendlies in a 4x4 square Revive: Sigils: Local Restore Life Essences: 5 Life, 5 Spirit Level: 38 Experience: 135 Ethereal Points: 40 - Restores self back to full life Resurrect: Sigils: Global Restore Life Essences: 5 Life, 5 Magic Level: 40 Experience: 150 Ethereal Points: 50 - Restores another person to full life Sacrifice: Sigils: Permanent Decrease Life Essences: 2 Death, 2 Spirit, 2 Life Level: 45 Experience: None Ethereal Points: 5 - Player transfers all of his/her MP to another player. You die, of course. (Good when you're about to run out of EP, and your ally is about to face a huge battle) Those are just some of my ideas. I would also suggest making Shield and Magic Shield remote spells, so that mages can cast them on others. -Ly- Share this post Link to post Share on other sites
duran Report post Posted April 2, 2004 carefull with the essences costs, rember that every essence have a weight of 1 emu so to cast 1restore otehr i need to carry 8 emu of essences. the heal allies are even mroe nuts, it takes 17 emu to cast one spell. the only way these spells become usefull is if the idea that you can have items that allow you to access essences directly from storage becomes a reality... Share this post Link to post Share on other sites
Lyanna Report post Posted April 2, 2004 True. I guess I went a little overboard on that. But nevertheless, with this kind of specialisation and power, wouldn't it be good to limit it to how much a spellcaster can actually carry? You don't want infinitely-long battles, so you limit the number of times someone can heal you. Share this post Link to post Share on other sites
Lyanna Report post Posted April 2, 2004 Alternatively, you could carry potions, but then you're limited to your inventory spaces. All in all, it balances out. You can either carry a lot of heavy essences in a few inventory slots, or use up most of your inventory slots to store potions, allowing you to carry other heavy (stackable) items Share this post Link to post Share on other sites
ShadowKnight Report post Posted April 2, 2004 Your regeneration seems a little weak. My version had it about the same as how much summons lose health. And there are already is revive, only its called restoration. As for resurrect, you couldn't use it on another player, since players leave no body, so there wouldn't be any way to target who you want to bring back. It could only work on defeated creatures/monsters. Anyway I'll add a few ideas: Berserk-Halves your health, and adds half of that to your weapon damage. Shock-Does 3 damage normally, but damage increases for each metal weapon/armor the enemy has. Formula 3*2^(# of metal items). So it goes 3,6,12,24,48 andso on. Evens things out against a well equipped opponent. Phantom-Adds special summons that look like you and follow you. They do no damage and have half your max health, but can confuse PKers. Harm, Heal, Poison Area-Same old spells, but with Heal Summoned radius. Remote Area Spells-Has the same radius as above, but can be casted from a distance. Share this post Link to post Share on other sites
Lyanna Report post Posted April 3, 2004 Actually, ShadowKnight, I did include Restoration, but just made it weaker, that's all: Restoration: Sigils: Increase Life Essences: 4 Health Level: 21 Experience: 95 Ethereal Points: 25 - Restores 25 MP to yourself Restore Other: Sigils: Global Increase Life Essences: 4 Health, 4 Magic Level: 24 Experience: 100 Ethereal Points: 30 - Restores 30 MP to another player The reason I did this was to make it consistent with the potions: Body Rest. heals 20 MP, so I thought Restoration ought to heal roughly the same amount - maybe slightly more since it's heavier. :wink: And therefore I had to replace the current spell Restoration with an even higher one - which I called Revive. (But if you want to keep Restoration as the ultimate healing spell, I suppose you could call my version Major Heal, or something like that). Resurrect is just the Remote version of Revive - I don't mean actually bringing people back from the dead. Maybe Full-life might be a better name for it. Okay, then, how about this: Let Restoration and Restore Other heal 20-30 MP, replace both Revive and Resurrect with Full-life and let it be a spell that just has a Remote version (ie. acts like Remote Heal - can be cast on yourself or others). That way, there's no confusion. Also, limiting the essences (as duran suggested), changing some ingredients, and boosting the power of Regen, so: Restoration: Sigils: Increase Life Essences: 3 Health Level: 21 Experience: 95 Ethereal Points: 25 - Restores 25 MP to yourself Restore Other: Sigils: Global Increase Life Essences: 3 Health, 1 Magic Level: 24 Experience: 100 Ethereal Points: 30 - Restores 30 MP to another player Regenerate: Sigils: Global Temporary Increase Health Essences: 3 Health, 1 Spirit, 1 Energy Level: 30 Experience: 105 Ethereal Points: 33 - Player recovers 2 MP every 10 seconds. Time limit of 5 minutes. Can be cast on yourself or others. Heal Allies: Sigils: Local Space Increase Life Essences: 4 Health, 2 Magic, 2 Energy Level: 36 Experience: 110 Ethereal Points: 35 - Restores 40 MP to all friendlies in a 4x4 square Full-Life Sigils: Global Restore Life Essences: 5 Health, 1 Magic Level: 39 Experience: 135 Ethereal Points: 40 - Restores yourself or another person back to full health Sacrifice: Sigils: Permanent Decrease Life Essences: 2 Death, 2 Spirit, 2 Life Level: 45 Experience: None Ethereal Points: 5 - Player transfers all of his/her MP to another player. You die, of course. How's that sound? As for berserk, shock, phantom and all the other offensive spells, aren't they in the wrong topic? This thread is about healing, right? No offence... -Lya- Share this post Link to post Share on other sites
rebootedrock Report post Posted April 3, 2004 and to this started off of only a heal spell Share this post Link to post Share on other sites
Lyanna Report post Posted April 4, 2004 Well, one heal spell + a whole lot of frustration + time to think about it = result you see above. Actually, just thinking about it some more: Change the Regeneration spell's effect to 5 MP healed every 10 seconds, for 2 minutes. That'll make it more valuable to higher-level players. Share this post Link to post Share on other sites
sam3773 Report post Posted April 4, 2004 I like that sacrefice one, im veeeery intrested in that. i was thinkiing of something along the same lines with summoned e.g. sacrifice summoned and it works like a potion and you get something temporarily Share this post Link to post Share on other sites
ShadowKnight Report post Posted April 4, 2004 Ok, sorry bout throwing in those other ideas, but its just that magic needs to be reworked quite a bit. When i threw those in, it was because i was only thinking about this as a thread about magic, and the ideas just sort of came in. but i'll have to remember this for when the right thread comes along. However, i do have to say, don't be so hard on the magic people. Why would you spend all that money to get magic up to lvl 21 just to be able to restore the same amount as a body rest? Then you spend 600 to buy 4 health essences, not to mention you lose ethereal points, when you can just carry a 1 emu potion that only requires level 14 potions to make? Not only that, even if you do get to level 39 magic to cast revive, you will fail a lot. Factor in the 2 second delay in fighting, and then start casting it at full health and maybe you'll succeed before you die. So i would have to say definitely lower the requirements for your spells, cause right now they are not even worth it. Share this post Link to post Share on other sites