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View Full Version : What our mythical could have been (and still could happen)


Aule
02-18-2008, 06:03 PM
<p>I'd like to see</p><p>Impetus - Groupwide, add 5% base hostile spell damage</p><blockquote><p>Something for everyone, more for hybrids.  Important to note that it needs to be base damage not just a spell damage like boost.</p><p>(I usually have at least 2-3 conc slots devoted to this, have had all 5 devoted to it in some situations.)</p><blockquote><p>Alternately, add some other beneficial effect like -10% passive hate gain, proc for -1 hate position, or 20s buff of -40% hate gain.  I prefer the hostile spell damage so as to result in higher desirability of receiving the buff.</p></blockquote></blockquote><p >Right click targetted, lasts until cancelled, near immediate reuse</p><blockquote><p >Needs to be allowable raid wide not just in group and not just fighter, leaving it group only reduces desirability vs. expanding it.  Buff needs to be of sufficient benefit result in appeal of coercer.  Some options include</p><blockquote><p >- 15% flat mana use reduction, 15% boost to something based on class subtype</p><blockquote><p >Fighter: Taunts amount and taunts deal like amount of mental damage</p><p >Scout: CA damage, alternately reuse</p><p >Priest: ALL healing spells, not class specific only</p><p >Mage: Spell dam, alternately reuse</p><p > </p><p >(Basically what coercive healing really should have been instead of the crap it is now.)</p></blockquote><p >- 50% of mana spent is taken away from the coercer's power pool instead of the target's</p><p >- divert's stun/stifle/root/snare effects to apply to the Coercer instead of the target, who is immune.  Coercer may not avoid through hostile spell immunity, etc.</p><p >- target and Coercer share single mana pool comprised of the total of both of them.  Mana spent on non-% based effects is halved and divided equally.  % based reductions apply only to the person spending it / gaining it.  This leaves sprinting only depletes own pool, mana flow only restoring to self, etc.  Items that restore xxx amount of mana would apply half the gain to each pool.</p></blockquote></blockquote><p >Mana flow - ok well if we really do have to have this as an effect, at least fix it to restore 10% instead of 60% or change Volatile magic to not have a mana requirement.</p><p > </p><p >Perpetuality affects the group - discussed sufficiently in prior posts.  Would prefer something that doesn't require specific AA lines, Guardian and Swashie mythical's already violate this precept though.</p><p > </p><p >Proc - 9%/12%</p><blockquote><p >Needs to have damage component to be in line with other mythical rewards.</p><p >Sub-component 10-20s duration group buff, select from</p><blockquote><p >Immune hostile spell (single charge)</p><p >Immune non-damaging hostile spell (condition effects only)</p><p >Immune damaging hostile spell</p><p >High general reuse modifier, not limited to hostile/beneficial</p><p >Something else useful</p></blockquote></blockquote><p >And while I wouldn't mind seeing the conc slot removal for charm, that's really of primary use to the non-raiding coercer, so would be more appropriate to have included as part of the Fabled reward since the usefulness on a Raid is so close to zero as to be indistinguishable.</p>