Subtlekni
04-06-2005, 10:36 PM
Under our current gaming system, we have a feature called Heroic Opportunities. These HO's allow different classes to combine in a group enviroment to produce devestating results. The reinforce the need for class diversity, since in a single group without all archetypes being represented you miss out on a vast swath of HO combinations. This is great for a group setting, but some classes have started to question their precieved usefullness on raid events. While I think that their precieved lack of usefullness on raids is possibly overstated, I have a suggestion to add utility. This addition of utility would not be a replacement for the utility they all ready bring, but rather an expansion and flavorful addition to what is there. Crusaders charge- The basics of this final ability would be in the form of 3 RAID HO specific abilities. All 3 abilities would be granted at lvl 50, and share the same 1 hour reuse timer. IE, you need 3 crusaders to succesfully complete this epic HO. Call of the charge - Epic Opportunitiy starter. An Epic Opportunity EO uses a seperate (slightly larger) HO widget, and is totally independent to any other HO that might be in progress or completion. Call of the charge costs 100 power, does not require a hit to start, and shares a 1 hour reuse timer with the other lvl 50 EO abilities. Join the charge - Advances the EO. While any lvl 50 crusader in the raid could use call of the charge, they would not be able to advance the EO since join the charge would share the same reuse timer. Join the charge costs 100 power, deals a normal attack with a +20 to hit, and on a succesful hit, advances the EO. Important note - Join the charge could be be used by multiple crusaders to advance the EO multiple times. Unlike a standard HO, and EO would start out with the Call of the charge icon, then Join the charge would appear on the first JtC hit, and JtC X2 would appear on a 2nd. Each succesful JtC delivered by a crusader on the raid would advance the multiplier further, but each crusader would only get one chance to cast Join the Charge. Charge - The EO finisher. This EO ability costs 100 power, and does not require a hit to land. Rare effect- Thunderous charge- Raid target is STIFFLED for 15 secs. Raid target target takes 3000 crushing damage from the charge. Raid target is disoriented and takes double damage from all successful spells for 30 secs. Uncommon effect- Staggering charge- Raid target is stiffled for 10 secs. Raid target takes 2000 crushing damage from the charge. Raid target is disoriented and takes 175% damage from all successful spells for the next 20 secs. Common effect- Crusaders charge- Raid target is stiffled for 5 secs. Raid target takes 1000 crushing damage from the charge. Raid target is disoriented and takes 150% damage from all successful spells for the next 10 secs. Obviously this might have to be tweaked a bit as far as the actual effects, but I like the idea of ghostly armor clad knighs on horseback crashing into the mob from the side. The more crusaders that advance the EO, the larger the chance for an uncommon or rare effect. Brawlers beating- Brawlers feint - EO starter Join the brawl - Advance the EO. Requires succesful hit. (I lack a good idea for a name here) - Finish the EO. Rare effect- 1000 blows - Raid target is status changed (knock down) - 5000 crushing damage - Raid target is bruised and takes double melee damage from all succesful attacks for 30 secs. Slowed for 30 secs. etc. Does this sound: 1. Intersting 2. Any where close to balanced? 3. Fun. Please feel free to comment, flame, or otherwise offer suggestions or improvements.