[THOC] Skills
Moderators: kingpin, Darque, Yohann, afj666
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- Arch-Angel
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[THOC] Skills
Please use this thread to discuss skills in THOC
With that stated...lets push on ahead....
Do to a lack of a pet ranged attack AI, I had to can the Summon Skeleton Archer Necromancer spell. Currently I have replaced it with Summon Ghoul. My idea for the ghoul is that it doesn't heal naturally, but it gains hp for killing enemies. How does this sound for everyone?
Another issue is with the Elf skill double swing....It would be too much a pain right now to make the Elf the elf dual wield a sword. So I am now taking suggestions for a replacement skill for the Elf. What would you like to see?
Also, if there is any other feedback about other current spells and what spells rock and what spells suck, let me know
UPDATE: I was talking with Rhonlore in IRC, and a suggested Elf skill replacement from him is Lunge --> High Damage, % chance open wounds %-AR and a lunging animation (if possible)
With that stated...lets push on ahead....
Do to a lack of a pet ranged attack AI, I had to can the Summon Skeleton Archer Necromancer spell. Currently I have replaced it with Summon Ghoul. My idea for the ghoul is that it doesn't heal naturally, but it gains hp for killing enemies. How does this sound for everyone?
Another issue is with the Elf skill double swing....It would be too much a pain right now to make the Elf the elf dual wield a sword. So I am now taking suggestions for a replacement skill for the Elf. What would you like to see?
Also, if there is any other feedback about other current spells and what spells rock and what spells suck, let me know
UPDATE: I was talking with Rhonlore in IRC, and a suggested Elf skill replacement from him is Lunge --> High Damage, % chance open wounds %-AR and a lunging animation (if possible)
Last edited by Darque on Wed Dec 10, 2003 9:02 pm, edited 1 time in total.
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Re: [THOC] Skills
I like the idea of ghouls or zombies that heals themselfs self through eating
Necromancer could have command undead (simmilar to paladins conversion but works only undead)the skill could also heal undead or harm undead that are refusing to enlist (bosses..)
As for replacement skill for the elf, multiple attack with sword (paladin Zeal)
Summon wines -simmilar to druids
Web-slows enemies
Summon ent (thrasher)-tank allie
Summon dryad -cast attract on enemies, making them attack eachother
Charm, lesser -(attract )-causes enemies to attack the cursed one
charm,greater- (conversion)-
Necromancer could have command undead (simmilar to paladins conversion but works only undead)the skill could also heal undead or harm undead that are refusing to enlist (bosses..)
As for replacement skill for the elf, multiple attack with sword (paladin Zeal)
Summon wines -simmilar to druids
Web-slows enemies
Summon ent (thrasher)-tank allie
Summon dryad -cast attract on enemies, making them attack eachother
Charm, lesser -(attract )-causes enemies to attack the cursed one
charm,greater- (conversion)-
Last edited by Grappo on Tue Mar 02, 2004 9:28 pm, edited 1 time in total.
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- Paladin
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Re: [THOC] Skills
good morning
my suggestion is not for a new skill but for a "enhancement" of a current one:
raise skelletons (or whatever u raise atm):
let the summons change with the skill-lvl
for example:
lvl1 - 5: normal skelletons which get more visible pieces of armor the higher the lvl
6-10: the akt5 skelletons with increasing lvl of charge/bash etc
11-15: ghouls with more lifeleech per lvl
16-20+: some big fat ugly buddy (find some ) with ll, charge/bash and maybe a small poison-aura that harmsnearby enemies
greetings gandi
my suggestion is not for a new skill but for a "enhancement" of a current one:
raise skelletons (or whatever u raise atm):
let the summons change with the skill-lvl
for example:
lvl1 - 5: normal skelletons which get more visible pieces of armor the higher the lvl
6-10: the akt5 skelletons with increasing lvl of charge/bash etc
11-15: ghouls with more lifeleech per lvl
16-20+: some big fat ugly buddy (find some ) with ll, charge/bash and maybe a small poison-aura that harmsnearby enemies
greetings gandi
life´s too short. . .
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Re: [THOC] Skills
I don't believe I can actually change the animation as the skill level increases. You will just have to do with different summon spells that have different animations. The skill changes, on the other hand, can be done. Its a matter of setting the skill level calculations properly.
Now, if you think the summoned pet should have certain skills, go ahead and list how you see it working best. Just remember, that I would like a basis as to why the pet would have that skill (ie a skeleton would not have a life leech, but a specter could have it)
At this point I will also consider adding one more spell to each class. But I will implement it until I have a skill I can add for each class, as each class must have an equal amount of skills.
I look forward to hearing suggestions.
Now, if you think the summoned pet should have certain skills, go ahead and list how you see it working best. Just remember, that I would like a basis as to why the pet would have that skill (ie a skeleton would not have a life leech, but a specter could have it)
At this point I will also consider adding one more spell to each class. But I will implement it until I have a skill I can add for each class, as each class must have an equal amount of skills.
I look forward to hearing suggestions.
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- Paladin
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Re: [THOC] Skills
ok, here is my suggestion (very rough one though):
stay with skelletons & give them more visible pieces of armoer per lvl
AS says skelletons can have shields, so give them a shield at ~slvl5, starting with 3% block, increasing the block per slvl
as skills i would use (also starting at~slvl5)
Bash
Stun
Concentrate
Berserk
explanations: as the necro starts summonig, he knows very little of how this works, but as he trains his skill increase. so first his skells attack stronger, learn to stun their enemies and finally manage to do magical damage
i dont know if this all is possible, i have no clue about mod-making, thats simple the way i would like it
stay with skelletons & give them more visible pieces of armoer per lvl
AS says skelletons can have shields, so give them a shield at ~slvl5, starting with 3% block, increasing the block per slvl
as skills i would use (also starting at~slvl5)
Bash
Stun
Concentrate
Berserk
explanations: as the necro starts summonig, he knows very little of how this works, but as he trains his skill increase. so first his skells attack stronger, learn to stun their enemies and finally manage to do magical damage
i dont know if this all is possible, i have no clue about mod-making, thats simple the way i would like it
life´s too short. . .
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Re: [THOC] Skills
New Spell/Skill Ideas For Each Class:
Witch - Snowball - Lvl 6 - Witch conjures ball of cold and hurls it at enemy
Wizard - Stalagmite - Lvl 3 - Conjure a stalagmite to block your enemy
Monk - Turn Undead - Lvl 3 - Make the undead turn from you
Warrior - Knock Nova - Lvl 3 - Knockback all enemies around you
Elf - Cleave - Lvl 3 - Do extra damage with your sword, damaging sword in the process
Ninja - Poison Dart - Lvl 18 - Spit a small, poisoned dart at your enemy.
Necromancer - Corpse Gas - Lvl 18 - Noxious Gas is released from a corpse
Witch - Snowball - Lvl 6 - Witch conjures ball of cold and hurls it at enemy
Wizard - Stalagmite - Lvl 3 - Conjure a stalagmite to block your enemy
Monk - Turn Undead - Lvl 3 - Make the undead turn from you
Warrior - Knock Nova - Lvl 3 - Knockback all enemies around you
Elf - Cleave - Lvl 3 - Do extra damage with your sword, damaging sword in the process
Ninja - Poison Dart - Lvl 18 - Spit a small, poisoned dart at your enemy.
Necromancer - Corpse Gas - Lvl 18 - Noxious Gas is released from a corpse
Last edited by Darque on Wed Mar 10, 2004 8:42 am, edited 3 times in total.
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Re: [THOC] Skills
the necro-skill sounds very similar to "poison explosion"
maybe u can explain the difference
greetings
maybe u can explain the difference
greetings
life´s too short. . .
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Re: [THOC] Skills
:DOH:
You are right
Unless someone can give me ideas to make it a better spell?
EDIT:
Thinking about this dilemma, I have thought of another spell to use:
Ghoul Touch - Upon a successful melee hit, the target creature is cursed: his flesh starts to rot and emits a horrific stench. This stench will nauseate those near him, slowing them down and reducing their attack rating and damage.
You are right
Unless someone can give me ideas to make it a better spell?
EDIT:
Thinking about this dilemma, I have thought of another spell to use:
Ghoul Touch - Upon a successful melee hit, the target creature is cursed: his flesh starts to rot and emits a horrific stench. This stench will nauseate those near him, slowing them down and reducing their attack rating and damage.
Last edited by Darque on Wed Mar 17, 2004 4:32 am, edited 1 time in total.
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Re: [THOC] Skills
Well, you always can clone the Hydra skill, change the pet graphic of the Hydra for a Skeleton archer (that gets raised from the ground), change the missile graphic for an arrow and change the damage to physical or explosive arrows =P.
the skeleton archer will not move, but at least is another skeleton added to the army, you could make them less powerful but allow players raise more of them at a time thus allowing the necromancer to use strategy a bit (and not get a cheesy build=P)
you can make the damage/duration/number of skeletons archer summoned be based on different summons/skills (as example Damage based on skeleton mastery, while duration is based on skeleton mages and the number on skeleton warriors)
the skeleton archer will not move, but at least is another skeleton added to the army, you could make them less powerful but allow players raise more of them at a time thus allowing the necromancer to use strategy a bit (and not get a cheesy build=P)
you can make the damage/duration/number of skeletons archer summoned be based on different summons/skills (as example Damage based on skeleton mastery, while duration is based on skeleton mages and the number on skeleton warriors)
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Re: [THOC] Skills
i was thinking for the ninja poison dart maybe you could make the dart explode into a gas cloud hurting all around and make the cloud radius bigger per level along with more damage and faster poison effects per level... and have the animation maybe the ninja does a backflip or something as he throws the dart
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Re: [THOC] Skills
I like the idea of adding a poison cloud explosion. Not sure about using the back flip though....
Oh, and welcome to the Keep
Oh, and welcome to the Keep
Last edited by Darque on Wed Apr 07, 2004 6:23 am, edited 1 time in total.
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Re: [THOC] Skills
del plx
Last edited by Sklifan on Mon Oct 25, 2010 6:17 pm, edited 6 times in total.
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I have decided that the THOC necros will not have golems, as I don't really see a golem as a necro-type skill. Thanks for the suggestion though...keep them coming!
[Edit]
[Edit]
I am still working on figuring out the synergies between skills that I will use. As for the skill icons...I am planning on developing a whole new, colorful set.[Edit1]
The hurricane from Witch is too short, it should get 2-3 sec/lvl from cyclone (imho).
And the war-cry's from Warrior should get more duration from eachother.
[Edit2]
It would be nice if skills would get "their" old pictures, hurricane->picture of hurricane and so on..
Last edited by Darque on Fri Jul 16, 2004 11:00 pm, edited 1 time in total.
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Re: [THOC] Skills
del plx
Last edited by Sklifan on Mon Oct 25, 2010 6:16 pm, edited 4 times in total.
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Re: [THOC] Skills
del plx
Last edited by Sklifan on Mon Oct 25, 2010 6:15 pm, edited 1 time in total.
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Necro + zeal-like skills
Hey there!
Mod's great, I'm playing mostly the Ninja and Necromancer. Unfortunately, the Necro didn't really change much - or perhaps I just don't get the perspective. I mean, I'm summoning skellies like before, no golem (which I perfectly understand), and no curses. Should I take the dagger, and leech every single attacker? Otherwise, I have an idea for a higher skill level, which is still necro-like: something like death knight. Around level 24, 30, or 40 (it was a great surprise to see a level 40 skill, but it's a good idea) the Necromancer could summon an armored skeleton from the original D2 Act 4. This might change as he levels up the skill, from using a single sword to using a spell and a sword or something (skeleton mages with armor are not looking very useful in my opinion, but they might do as well). However, I guess there might be only 1 or 2 of these creatures at most, to keep the game balanced, and they should get stronger as the skill level goes up. (Skel mastery may add to their abilities, too.) This might as well work with some huge undead creature as well - like unravelers with new animations and skills or something. Dunno how it's done, it is just an idea.
I didn't try to summon anything other than skeletons, so I dunno how useful a dark swarm, a ghoul, and a specter could be, but their damage values seem to be a bit... low. I believe they're well-balanced, but they seem to be very much alike, so one (or two) of them may be changed to something more useful. Of course, if someone uses them, please point out why they are great (I've read ghoul life regen, if this works in beta6, it should be shown in the skill description, since I didn't know it at all).
Also, the problem with the fighter classes (except for the paladin/monk) is that you have to go to every single monster and hit them, one by one. On longer terms, it kills your mouse, and it kills your brains as well. Well, it killed mine at least... ) Could there be a zeal-like skill (hit multiple enemies near you) for all the warriror classes? Just think about the movie Gladiator, when at the beginning the bad guy (Phoenix) fights people around him as a training - most fighters should be able to do that. However, it could be a level 12-18-24 skill or something, with fewer bonuses than zeal - it would still be considerable that way. Working it with the ninja's charge up skills is another issue - maybe the multi-hit could end with a finishing move or something (however, I guess creating demi-gods is not the point of the mod ) ).
So... these are my suggestions for skills, for now. I'd like to know what you think about 'em!
Mod's great, I'm playing mostly the Ninja and Necromancer. Unfortunately, the Necro didn't really change much - or perhaps I just don't get the perspective. I mean, I'm summoning skellies like before, no golem (which I perfectly understand), and no curses. Should I take the dagger, and leech every single attacker? Otherwise, I have an idea for a higher skill level, which is still necro-like: something like death knight. Around level 24, 30, or 40 (it was a great surprise to see a level 40 skill, but it's a good idea) the Necromancer could summon an armored skeleton from the original D2 Act 4. This might change as he levels up the skill, from using a single sword to using a spell and a sword or something (skeleton mages with armor are not looking very useful in my opinion, but they might do as well). However, I guess there might be only 1 or 2 of these creatures at most, to keep the game balanced, and they should get stronger as the skill level goes up. (Skel mastery may add to their abilities, too.) This might as well work with some huge undead creature as well - like unravelers with new animations and skills or something. Dunno how it's done, it is just an idea.
I didn't try to summon anything other than skeletons, so I dunno how useful a dark swarm, a ghoul, and a specter could be, but their damage values seem to be a bit... low. I believe they're well-balanced, but they seem to be very much alike, so one (or two) of them may be changed to something more useful. Of course, if someone uses them, please point out why they are great (I've read ghoul life regen, if this works in beta6, it should be shown in the skill description, since I didn't know it at all).
Also, the problem with the fighter classes (except for the paladin/monk) is that you have to go to every single monster and hit them, one by one. On longer terms, it kills your mouse, and it kills your brains as well. Well, it killed mine at least... ) Could there be a zeal-like skill (hit multiple enemies near you) for all the warriror classes? Just think about the movie Gladiator, when at the beginning the bad guy (Phoenix) fights people around him as a training - most fighters should be able to do that. However, it could be a level 12-18-24 skill or something, with fewer bonuses than zeal - it would still be considerable that way. Working it with the ninja's charge up skills is another issue - maybe the multi-hit could end with a finishing move or something (however, I guess creating demi-gods is not the point of the mod ) ).
So... these are my suggestions for skills, for now. I'd like to know what you think about 'em!
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Re: [THOC] Skills
WITCH
Skill Name: Summon Doom Knight:
Level 60 Req.
10 min dmg 25 max dmg level modifier.
75 all res.
20 life Level Modifier
_______________________________________________________
Skill name: Last Hope
Tyrael stands there like a Decoy, but does Sanctuary Level 20.
________________________________________________________
Skill Name: Summon Neo-Orog
Summons a Neo Orog
Lvl 1 = 1 Neo Orog - Lvl 5 = 5 Neo Orogs
5-20 Damage Level modifier.
25 Life level Modifier
50 all res.
________________________________________________________
WIZARD:
Add back Fire bolt, Fire ball, And Meteor.
__________________________________________________________
I hope you like em so far
Skill Name: Summon Doom Knight:
Level 60 Req.
10 min dmg 25 max dmg level modifier.
75 all res.
20 life Level Modifier
_______________________________________________________
Skill name: Last Hope
Tyrael stands there like a Decoy, but does Sanctuary Level 20.
________________________________________________________
Skill Name: Summon Neo-Orog
Summons a Neo Orog
Lvl 1 = 1 Neo Orog - Lvl 5 = 5 Neo Orogs
5-20 Damage Level modifier.
25 Life level Modifier
50 all res.
________________________________________________________
WIZARD:
Add back Fire bolt, Fire ball, And Meteor.
__________________________________________________________
I hope you like em so far
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Until I get the current skill list fully uploaded to web site...here is a list:
Code: Select all
Elf
Archery Skills:
Magic Arrow
Fire Arrow
Multiple Shot
Cold Arrow
Exploding Arrow
Guided Arrow
Ice Arrow
Strafe
Immolation Arrow
Freezing Arrow
Passive and Magic skills:
Sword Mastery
Bow Mastery
Lunge
Slow missiles
Fade
Pierce
Conjuration and Enchant skills:
Raven
Inner sight
Summon Spirit Wolf
Resist Cold
Resist Fire
Resist Lightning
Cleave
Enchant Lightning
Enchant Cold
Summon grizzly
Enchant Fire
Ninja:
Traps:
Leap
Dodge
Blade sentinel
Avoid
Karimijitsu
Blade Fury
Evade
Whirlwind
Shadow Disciplines:
Ninja weapon mastery
Throwing mastery
Weapon block
Darkness
Poison Dart
Venom
Martial Arts:
Tiger Strike
Dragon talon
Fists of Fire
Dragon Claw
Cobra Strike
Claws of thunder
Dragon tail
Blades of ice
Dragon Flight
Phoenix strike
Sapo Strike
Necromancer:
Leach Spells:
Canabalize
Life Drain
Soul theft
Regeneration
Life tap
Ghoul Touch
Leech nova
Poison and Bone skills:
Skull Bomb
Bone Armor
Corpse Explosion
Dagger mastery
Bone wall
Bone spear
Poison dagger
Terror
Dark Sacrifice
Bone prison
Bone Spirit
Summoning Spells:
Frozen Armor
Raise skeleton
Skeleton Mastery
Carrion Swarm
Raise skeletal mage
Summon wraith
Grim Ward
Summon Ghoul
Revive
Warrior:
Combat Skills:
Bash
Knock Nova
Stun
Charge
Double Swing
Double Throw
Vengeance
Frenzy
Berserk
Sweep
Combat masteries:
Axe mastery
Sword Mastery
Mace mastery
Throwing Mastery
Polearm Mastery
Spear Mastery
Bow mastery
Warcries and Auras:
Might
Defiance
Thorns
Blessed aim
Vigor
Battle Cry
Battle orders
Battle Command
War cry
Monk:
Combat skills:
Staff mastery
Dodge
Increase Stamina
Avoid
Burst of speed
Increased Speed
Iron Skin
Fist of the heavens
Natural Resistance
Psychic Powers:
Prayer
Sacrifice
Psychic Hammer
Turn undead
Holy bolt
Zeal
Cleansing
Blessed Hammer
Conversion
Meditation
Mind Blast
Salvation
Redemption
Martial Arts powers:
Tiger strike
Dragon talon
Cobra Strike
Concentrate
Holy shield
Witch:
Curse Spells:
Amplify Damage
Dim Vision
Weaken
Iron Maiden
Cause Disease
Confuse
Attract
Decrepify
Conjuration Skills:
Magic Bolt
Create zombie
summon spirit
Find potion
Oak sage
Hold Monster
Summon specter
Guidance from beyond
Spirit of barbs
Summon demon
Call for help
Elemental Spells:
Firestorm
Snowball
Cyclone armor
Twister
Tornado
Thunder storm
Hurricane
Blizzard
Wizard:
Conjure:
Vines
Summon Goblin
Spike
Decoy
Summon orc
Clone
Summon Troll
Enchant/Alter:
Magic Missile
Stun
Polymorph
Cleansing
Darkness
Teleport
Terror
Energy Shield
Charm Monster
Decrepify
Prismatic Sphere
Blade Shield
Elemental:
Fire bolt
Ice Blast
Stone Skin
Lightning
Fire Ball
Chain Lightning
Fire Wall
Blizzard
Non Player Specific:
Fire Mastery
Cold Mastery
Lightning Mastery
Poison Mastery
Conjuration Mastery
Death Mastery
Magic Mastery
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Re: [THOC] Skills
Some ideas for Elf sword skills
_________________________
Quick Strike:
Increase attack speed by 10%
Dammage increased 10%
5% of Piercing armour
upgrades when skil is increased for sword of course
_________________________
Sword Dance:
If possible the Elf basicly does a Whirlwind but more elegently, if not then ahve her do Multpile-stirkes likes stafe
_________________________
Aura of Swords:
Basicly Thorns with another name
_________________________
Singing Sword:
Launches bolts of elven lighting from Sword "Only Swords"
1st level
Dammage: 50-200
Chance of Lighting Damage: 25%
Chance of Cold Damage: 25%
Chance of Fire Damage: 25%
Required Level: 20
__________________________
Cleave
Thrusts sword into enemy armour but degrades weapon
Damage bonus: 5%
Chacne of Armour Penetration: 45%
Chance of Losing Durbilty: 50%
_________________________
Swipe:
Lowering Attack Speed and increasing Dammage
Damage Bonus: 10%
_________________________
Blade Shield:
Same as Assasin's Blade Shield
__________________________
Blade Dance:
Basicly a whirlwind or multiple stirke but this time has the effect of cleave to make it scarier
Damage bonus: 20%
Chacne of Armour Penetration: 55%
Chance of Losing Durbilty: 60%
Level Required: 40
___________________________
Bitting Blade:
Multiple Stirkes on ONE enemy
____________________________
Spirit of the Blades:
Basicly Spirit of Wolverine but instead of a glowing ball with tentcles how aobut a flaoting sword!
____________________________
Swipe:
Attacks enemy but makes them flinch so they cant retalaite at you
_________________________
Quick Strike:
Increase attack speed by 10%
Dammage increased 10%
5% of Piercing armour
upgrades when skil is increased for sword of course
_________________________
Sword Dance:
If possible the Elf basicly does a Whirlwind but more elegently, if not then ahve her do Multpile-stirkes likes stafe
_________________________
Aura of Swords:
Basicly Thorns with another name
_________________________
Singing Sword:
Launches bolts of elven lighting from Sword "Only Swords"
1st level
Dammage: 50-200
Chance of Lighting Damage: 25%
Chance of Cold Damage: 25%
Chance of Fire Damage: 25%
Required Level: 20
__________________________
Cleave
Thrusts sword into enemy armour but degrades weapon
Damage bonus: 5%
Chacne of Armour Penetration: 45%
Chance of Losing Durbilty: 50%
_________________________
Swipe:
Lowering Attack Speed and increasing Dammage
Damage Bonus: 10%
_________________________
Blade Shield:
Same as Assasin's Blade Shield
__________________________
Blade Dance:
Basicly a whirlwind or multiple stirke but this time has the effect of cleave to make it scarier
Damage bonus: 20%
Chacne of Armour Penetration: 55%
Chance of Losing Durbilty: 60%
Level Required: 40
___________________________
Bitting Blade:
Multiple Stirkes on ONE enemy
____________________________
Spirit of the Blades:
Basicly Spirit of Wolverine but instead of a glowing ball with tentcles how aobut a flaoting sword!
____________________________
Swipe:
Attacks enemy but makes them flinch so they cant retalaite at you
Last edited by AngelSaphire on Thu Mar 31, 2005 8:33 am, edited 4 times in total.
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Re: [THOC] Skills
I would like to see something like this for the elve sword skill :
Sword Dance - lvl 30 ( or higher ?)
Summon dancing cimitars (those act 2 floating swords) that can only attack the same target as the elve (it mimics a flurry of blows). The floating swords disappear as soon as the ennemy die, if they are killed or if the timer run out.
2 cimitars at level 1, +1 every 3 levels, timer = 10 s.
Level 1 - 7 : Sumonned cimitars have a base physical damage level, a base life, defense and AR that increase with their level.
Level 8 - 15 : Summoned cimitars keep their strength (it still grow with each level) and now also inherit properties of the sword the elve is using ie.
level 8, + attack rating is passed ;
level 9, +min/max is passed ;
lvl 10, fast attack is passed ;
lvl 11, elemental damage is passed ;
lvl 12, + % damage is passed ;
lvl 13, open wound, knockback and blind target are passed ;
lvl 14, chances to cast are passed ;
lvl 15, crushing blow is passed
Level 16 and onwards : Timer goes up 2 sec per level and the swords don't disappear anymore when you kill your target, only when the timer is out or the sword is killed. (Think of it as the ultimate sword mastery : a rushing furry of blades cutting throught enemy lines without pausing).
Last Level : No more timer, the sword stay with you as long as it's alive (it's life and defense being enhanced by every point put in the skill, it should have enough to last for a good time).
Again, think of this skill as a way to implement multi-attacks in an original way no more zeal, zeal, zeal, but a multi armed attack of some sort.
Sword Dance - lvl 30 ( or higher ?)
Summon dancing cimitars (those act 2 floating swords) that can only attack the same target as the elve (it mimics a flurry of blows). The floating swords disappear as soon as the ennemy die, if they are killed or if the timer run out.
2 cimitars at level 1, +1 every 3 levels, timer = 10 s.
Level 1 - 7 : Sumonned cimitars have a base physical damage level, a base life, defense and AR that increase with their level.
Level 8 - 15 : Summoned cimitars keep their strength (it still grow with each level) and now also inherit properties of the sword the elve is using ie.
level 8, + attack rating is passed ;
level 9, +min/max is passed ;
lvl 10, fast attack is passed ;
lvl 11, elemental damage is passed ;
lvl 12, + % damage is passed ;
lvl 13, open wound, knockback and blind target are passed ;
lvl 14, chances to cast are passed ;
lvl 15, crushing blow is passed
Level 16 and onwards : Timer goes up 2 sec per level and the swords don't disappear anymore when you kill your target, only when the timer is out or the sword is killed. (Think of it as the ultimate sword mastery : a rushing furry of blades cutting throught enemy lines without pausing).
Last Level : No more timer, the sword stay with you as long as it's alive (it's life and defense being enhanced by every point put in the skill, it should have enough to last for a good time).
Again, think of this skill as a way to implement multi-attacks in an original way no more zeal, zeal, zeal, but a multi armed attack of some sort.
Last edited by star_tine on Wed Apr 06, 2005 5:08 pm, edited 1 time in total.
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- Posts: 11
- Joined: Fri Apr 15, 2005 6:56 am
- Location: Home
great skill choice for classes (congrats on that)
specialy on karumijutsu xD
real nice anims and a nice skill!
but P-L-E-A-S-E
give energy shield to the witch as well or some other variation...
like Spirit Orb or something... cos they r really weak even with all those tanker-summons they can take damage... and lots!
oh and teleport too.... after all... whats a witch without teleport?
and about the synergies...
make all fire spells power each other
in the wizard for example... blizzard doesn't get anything from ice blast...
when blizzard is more like a rain of ice blasts!
specialy on karumijutsu xD
real nice anims and a nice skill!
but P-L-E-A-S-E
give energy shield to the witch as well or some other variation...
like Spirit Orb or something... cos they r really weak even with all those tanker-summons they can take damage... and lots!
oh and teleport too.... after all... whats a witch without teleport?
and about the synergies...
make all fire spells power each other
in the wizard for example... blizzard doesn't get anything from ice blast...
when blizzard is more like a rain of ice blasts!
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- Arch-Angel
- Posts: 1052
- Joined: Fri Aug 01, 2003 9:04 am
- Location: Poplar Grove, IL
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- Arch-Angel
- Posts: 1052
- Joined: Fri Aug 01, 2003 9:04 am
- Location: Poplar Grove, IL
Re: [THOC] Skills
Due to user comments regarding witch skills, I have updated 2 skills for the witch. I have removed Spirit of Barbs and Heart of Wolverine Skill and replaced them with the following:
Summon Familiar
Summons a familiar in the form of a cat that follows the witch. The familiar allows the party to regenerate mana at a faster rate.
Protection of the Goddess
A prayer to the Goddess that will deflect damage taken by the witch.
Screenshot
Summon Familiar
Summons a familiar in the form of a cat that follows the witch. The familiar allows the party to regenerate mana at a faster rate.
Protection of the Goddess
A prayer to the Goddess that will deflect damage taken by the witch.
Screenshot