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Discussion in 'UHall' started by Disturbed UDL, Dec 12, 2010.
Who thinks Necromancy should get some new spells?
Absolutely.I would like to see Chivalry,Necro,and Spellweaving get more added to their spellbooks.
I have a few for chivalry.
* Blinding Light: Reduces hit chance of your target by 5-15% depending upon your skill in Chivalry + Karma rating. Success chance and percentage reduction is checked against the targets spell resist. This would be an AoE spell effective four tiles by four tiles.
*Holy Aura: This spell would act somewhat like the "gift of renewal" but could heal your whole party(up to 5 including yourself). Poison and Mortal Strike would negate the beneficial effect of this spell.This spell would also have a 4x4 tile radius and the paladin must stay in place as long as the spell is in effect.
*Greater Consecrate Weapon: This spell is much like the Mystics Enchant spell. Unlike the enchant spell,the paladins spell would grant her weapon with a predetermined percentage of hit area that will do elemental damage to the targets weakest resist. Side benefit-this would cause a mob to target you instead of a mage that you may be partied with.
*Mitigation: The paladin would be able to use this spell if one in your party was near death. You would cast this spell and target a party member and all the damage that the fellow party member would take would be received by you instead. This would be a sort of "reverse blood oath".
Rideable undead gorillas with banana cannons attached to their heads.
Victoria always has great ideas for UO, that was why I asked.
First of all, Curse Weapon and Concecrate Weapon would need timers added to the buff/debuff bar.
I'd also like the option to make a party with instanced corpses for loot, as I've tried to suggest to the team over the last year and a half (especially for a cool idea like paladin area spells, which would likely require party). That way we can do all the cool party stuff and not have to drop it before we kill the boss.
I think Necromancy should get additional undead creation spells.
-Summon Zombie: 1 control slot
-Summon Skeleton: 1 control slot
-Summon Skeletal Knight: 2 control slots
-Summon Lich: 3 control slots
-Summon Lich Lord: 4 control slots
-Summon Ancient Lich: 5 control slots
-Summon Skeletal Dragon: 5 control slots
All of these would be controlled like tamer pets are currently.
I also think Magery summons should be revamped slightly and upped in power. Either that or reduce Summon Daemon control slots to 2 so they actually become worthwhile again.
Summon familiar needs a huge buff. Can a vampire bat that requires 120/120 necro/ss even come close to a similar summon for mystics, RC?
Lets take a look at Rising Colossus, requires 120/120 myst/focus to be at its maximum, 5-slot badass tank versus a useless summon that seriously needs some loving...should be summon changeling or something more powerful!
If they added a significant cure pot timer necros wouldn't need anything.
I think all the spells are fine as they are honestly. I agree some of the spells are underpowered in comparrison to other disciplines of magic. But that is where character creation is key in picking the skills for that specific one. The devs SEEM to be doing something about trying to balance PvP somewhat, adding spells to Necro or Chiv would do nothing imo but slow that process down. I mean do you REALLY want to see a sampire rolling around with a skelle drag that they can control? Talk about one badass deal there.
On a selfish note: NO, because one of the characters I am trying out now is a Necro/Mage/Tamer with 60 Spellweave - I have TOOOOO many macros and little boxes on the screen as it is
And Bushido too.
I have to say, i'm pretty macrod out playing a mage/mystic/necro weaver
please no more spells!
Bushido needs an ability with the same effect as Consecrate Weapon, so that Chivalry isn't mandatory for every melee.
Make it a stance. Sampires with Chiv will ignore it to keep using Evasion, but those without Chiv will get to hit for more than 3 damage.
A few more ideas.
*Bushido/Ninjitsu~ At 100 real skill,the character would be able to equip any melee weapon (no bows) as if it were skilled in that weapon.(Passive ability)
*Magery~ Allow mages that are 110-120 in real skill to be able to transform into some of what they can summon.This spell would add a spell damage bonus of no more than 10% to a specific element. You want your fire spells to have a little more pop to them? Transform into a fire elemental. This will come at a price though,as your cold resist will be dropped to almost nothing.
I saw a very old screenshot of a spell called "Darkness" from some beta somewhere. Looked pretty cool!
I think it was to be necro spell that creates a dark area (night sight doesn't help) for all but the caster and his allies.
Torment Single Target ~Basic Effect~ Minus 5 points to each elemental resist Causes 'Blindness' (5% Reduction to Hit Chance/Defence Chance) Causes a weaker form of 'Strangle' Causes a 'lesser poison' to be on the target
Possible additional Effects
Bonus 5-7 reduction to each elemental resist
'Greater Blindness' with a chance to reduce hit/defence chance by an additional 5-10%
''Blunted" reduces the Str/Dex/Int of the target by 5-10 points
Edit:The targets spell resist would negate or limit the effectivness and duration of this spell
Yes god please!
That would kinda make all melee weapon skills useless wouldn't it? Unless it was the extremely rare case of a warrior template without Bushido.
Unless that spell is like 80 mana or takes 5 pumps... its really overpowered.
I mean really, something that can potentially drop someones resists 12 points across the board, dropping their HC by up to 15% would be more than enough, but add to that TWO forms of Damage over time, and a potential 10 point stat drain?
Thats kind of absurd.
Retribution: Chivalry passive. Any time a member of your party dies You get a bonus to 5% swing speed, 10% damage, and 3 health and stamina regeneration.
Duration depends on Chivalry and Karma. Bonuses stack per party member death, with caps based on chiv and karma. Max would be 5 dead party member bonus, (120 chiv max karma for +25% ssi, +50% damage, and 15 stam and health regen) for 1 minute duration, each bonus stage having its own timer.
Bulwark: Passive for Chivalry. For each piece of heavy armor (Metal, Bone, Wood, Stone) the player has equipped they gain defense chance, based on armor type (heavier armor better bonus) Chiv level, and Karma.
At 120 Chivalry and max Karma the bonus would be 5% per piece for a total of 35% with a full set of plate armor and a heater shield equipped.
Miasma: Necromancy. For the duration of the effect any target near the necromancer is choked with poisonous fumes, doing poison damage (scaled to necro/ss), with a chance to poison (scaled by the casters poisoning skill). Necromancer suffers -10 Stamina regeneration and -5 mana regeneration. Miasma works like a necromancy form, you cast to turn it on, and cast again to turn it off. If the necromancer runs out of mana the misama dissipates.
The longer the Necromancer stays immobile the greater the effect and range of the spell. For every 10 seconds standing still the range of the effect widens, the damage increases 5% and the poison inflicted increases a level. When the caster moves the miasma is reset to the lowest stage.
Additional effect: Miasma heals rather than damages any unread created via necromancy.
Miasma is removed if the target is targeted by Cleansing Wings, or Essence of Wind.
Master of Death: Necromancy passive. The power of the undead you create is scaled up from the creatures base relative to your Necromancy, Spirit Speak, and Negative Karma.
Spell resist would negate some of the spells power through duration reduction or resisting it altogether. Orange petals would negate strangle and the lesser poison. Remove curse and purge magic would remove all the ill effects completely.
No,not at all. This ability would place a "hidden" UBWS on any weapon the samurai equiped.120 in swords and at least 100 bushido and equip a dagger? Voila! You now have 120 fencing.
I kinda hoped this would turn out to be a useful thread, but it's pretty clearly turning into "spam stupid ideas with no regard for balance".
Guess you haven't fought a Mystic yet huh?
Cool. so would your idea of a useful thread have been for people to post saying "yes, add spells!' or "no, don't add them." Then the devs go and add spells or don't add them based on what people said and if they did they come up with things that are balanced? Yeah, that makes sense.
This coming from someone with no ideas but to bring WoW into UO with stances?
Not too mention a lot of the Necromancy spells are completely useless...just do what they did with Mysticism and Magery...copy the magery spells and just give them different names i would be happy with that...but magery having 64 and all the other caster classes having less than half is just not right...that's how you can tell time was spent in UO, actual thought went into the game now they just throw **** together to get people to buy another expansion...
HEY! Next Booster! Voodoo! 10 spells!
It's all about the next expansion or booster...
OMG! I'm wet!
Thx for that
I want a nightsight for dexxers.
Yup Chiv should get more buff spells
and The rest of the ideas are great too
eh, just carry a torch ;P
I went and got my D&D players handbook and saw some druid spells that would be cool as necromancy.
Antilife shell - 10 tile radius field hedges out living creatures
Obscuring Mist - Fog surrounds you. (Would be cool to be able to create fog that you could obscure an area)
Soften Earth and Stone - Turns stone to clay and takes mystic out of stone form
Unhallow - Designates location as unholy
Id like some more spells for necromancy yes. And Id really like a few more transformation spells such as Skeleton Form (+5 physical resist, -10 fire resist, immune to bleeding effect)
Would be great for rp.
Like the nightsite for paladins I think something as simple as create food also should be in their book.
There was a hint to the karma effect. Could have a limitation of skills usefullness if leaning the wrong way to much. I do like the ideal of a Karma flip to spell str/duration. So player could play an anti-paladin or a black arts academic. Or the SE Ronin of the samuri gone bad
Take how the tactics skill nerf effected many templates trying to shortcut skill/templates. I like the natural UBWS for sword/fence/mace. Could have the skill level of Arms Lore reduces by small percent LMC of special moves. And a player with Sword skill could use a fence/mace weapon at their Arms Lore skill level (note there is no PS for Arms Lore). With Imbue all UBWS today is one those easy grab viewed loot for unraveling like mage armor, channel, FC, nightsite and slayer. To aviod abuse Arms Lore will have discorded lowering effect to the level of any weapon skill (sword/fence/mace). 100 Arms Lore good for a crafter with most not needing special move LMC and cross weapon wielding effects. If not Arms Lore then maybe Item ID for crafted item bonuses. Just stone the Arms Lore from the mule.
I would love to see magery/polymorph changed a bit. I'm glad they removed the timer, but how about making whatever monster you polymorph into cause you to be a "friend" to that monster? (kinda like the orc mask does with the orcs). Example, you polymorph into an ettin and ettins do not attack. All other monsters still aggro, but ettins do not. AND put in some new monsters to morph into based on REAL magery skill (maybe depend on eval and med too). Example, at real skill 120 magery, 120 eval, and 120 med - can morph into a dragon and is "friend" to dragons. Of course, any aggressive action toward your "friends" (including taming attempt) un-morphs you with a cool-down timer attached. You do NOT gain the abilities of that monster, just a "friendship" status.
Similar for transforming in Necromancy. A transformed "lich" should be friended to all liches.
In other words, if you look like a monster, those monsters should not attack you.
(WOW - wish I had the full costume set now...that could be cool)