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Unread 06-16-2007, 08:02 PM   #31
Lornick

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mamasan wrote:
I would give the community a couple servers they could set up the way they want. Addons and mods would be possible, given the quality is good. I miss the flavor of Neverwinter Nights servers, something for everyone be it RPer or powerleveler.
That's a cool idea, but SOE would definately have to do some quality control checks and just pick the top couple entries each month to implement.  I'd play on that server for sure to see how it turned out.
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Unread 06-16-2007, 09:55 PM   #32
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[moved]

Oops that was supposed to go in the marketing thread heh

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Unread 06-16-2007, 10:08 PM   #33
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I'd delete the forums then remake them where all post were locked and posts could only be made by devs except in certain non-gameplay discussing areas such as NGD, Fan Art, Sigs, Lore Boards...boards like that.  Then i would have those boards heavily moderated so they HAD to stay on topic. Any flame war about gameplay would be immediately deleted.  OH and there would also be test forums only accessible by EQ2 testers, Test Updates would still be available to the public but only those actually testing it get to talk about it.  I'd be a very unpopular dev bwahahahaha.
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Unread 06-16-2007, 11:36 PM   #34
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Sashtan@Mistmoore wrote:
I'd delete the forums then remake them where all post were locked and posts could only be made by devs except in certain non-gameplay discussing areas such as NGD, Fan Art, Sigs, Lore Boards...boards like that.  Then i would have those boards heavily moderated so they HAD to stay on topic. Any flame war about gameplay would be immediately deleted.  OH and there would also be test forums only accessible by EQ2 testers, Test Updates would still be available to the public but only those actually testing it get to talk about it.  I'd be a very unpopular dev bwahahahaha.
An odd choice from someone who apparently likes to post on these forums...
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Unread 06-17-2007, 12:42 AM   #35
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Wheee!

How about;

BERZERKER - Over-Reaction:  Self-buff, high recurrent power cost.  The berzerker gains a 3% chance with every hostile attack received to have all recast timers on abilities that cause damage to be dropped for 30 seconds.   

ILLUSIONIST - Whizzfazzle's Mask of Confusion:  Single target buff, 1 minute duration, 3 minute recast.  The illusionist causes a dazzling mask to appear over an ally's face, reducing a mob's attack, defence and casting capabilities by 25% with a 4% chance that the Mask will cause the mob to simply freeze from confusion.  The illusionist is rooted for the duration of the spell.

TEMPLAR - Divine Light:  Single target buff, high recurrent power cost.  The target is surrounded by a divine glow and has a 10% chance with every damage spell or attack landed vs. undead to liquify the mob, sending it back to the hell it came from.  

INQUISITOR - Fateful Choice:  Instant Rez, 30 minute recast.  The inquisitor gains the power to transfer a fighter or healer's death to another character, with a full heal and no rez sickness.

FURY - The Perfect Storm:  Group DoT, 45 second duration, 3 minute recast.  The fury summons a savage storm to attack a grouped encounter, causing 800-900 hps damage per tick, plus slow the target encounter by 60% with a 5% chance per tick to slip and fall in the driving rains.

WARDEN - Leaf Guard:  Group HoT, 1 minute duration, 5 minute recast.  The warden summons a spinning wall of leaves around the group which converts a percentage of damage done to the wall into a group heal.  The amount healed decreases from 100-20% with every hit of the wall across the duration of the spell.  The warden pays a recurring power cost. 

SWASHBUCKLER - Hoster's Light Fingers:  AOE effect, 45 minute recast.  The swashy performs a dazzling series of spins and flips, stunning a grouped encounter for 30 seconds and loots a random item from the mob's loot table, which is then lotto'd by the swashy's group.

TROUBADOR - Standing Ovation:  AOE effect, 10 second duration, 7 minute recast.  The troubador performs a powerful song stunning a grouped encounter, and causing them to transfer 25% of their power pool to the troubador's group (with a 2% chance for the word troubadour to be spelt correctly in any in-game messages for 10 minutes duration!).  

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Unread 06-17-2007, 03:40 AM   #36
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GUARDIAN - Shield Wall:  1 minute duration, 10 minute recast, requires a kite or tower shield.  The guardian slams their shield into the ground, causing it to quadruple in size.  The shield absorbs 100% of all physical damage, but the guardian is rooted and cannot melee.  Can be toggled off.

MONK - Monkey Magic:  1 minute/30 second duration, 5 minute recast.  The monk summons mystical replicas of their equipped weapoons which they are able to wield with their feet while still fighting with their hands, in effect gaining two extra attacks for the duration of the spell.    

WIZARD - Heart of Ice:  DD, 15 minute recast.  The wizard causes a target's heart to freeze solid inflicting 7000k damage with a 4% chance of causing instant death. 

NECROMANCER - Poltergeist:  DoT, 1 minute duration, 5 minute recast.  The necro summons up an awful spirit which throws rocks, boulders, etc at a target causing 1000k dmg per tick, with a 15% chance per tick to fear target for 20 seconds.

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Unread 06-17-2007, 03:58 AM   #37
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Lornick wrote:
Sashtan@Mistmoore wrote:
I'd delete the forums then remake them where all post were locked and posts could only be made by devs except in certain non-gameplay discussing areas such as NGD, Fan Art, Sigs, Lore Boards...boards like that.  Then i would have those boards heavily moderated so they HAD to stay on topic. Any flame war about gameplay would be immediately deleted.  OH and there would also be test forums only accessible by EQ2 testers, Test Updates would still be available to the public but only those actually testing it get to talk about it.  I'd be a very unpopular dev bwahahahaha.
An odd choice from someone who apparently likes to post on these forums...
its a love hate relationship LOL
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Unread 06-17-2007, 01:15 PM   #38
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Lornick wrote:
Guardian- An AE combat art that increases threat for the guardian by 500 every second, for 15 seconds.

Berserker- A self buff that makes the bezerker immune to physical attacks for 12 seconds, but loses 1000 hate per second, and can not auto attack or use combat arts while it is active. Roots the bezerker for the duration.

Paladin-  Raid wide heal for 1000 HP per member of the raid, with a 2 minute duration non regenerating ward for another 1000, 15 minute recast.

Shadowknight- Raid wide buff that will proc off any melee or spell attack that gives a small lifetap. 10% chance to proc, ~100 damage/healing per proc.

Monk- 

Bruiser-

Templar-

Inquisitor-  1 second casting, 3 second recast group heal for 600 HP, but uses ~500 power per cast (would be the most in-effecient heal in the game).

Fury- Singele target spell dealing equal amounts of heat and cold damage over time to the target, and healing the targets target for a portion of that amount.

Warden- Single target (not able to be cast on the warden), in group only buff that is a guarenteed stoneskin on the next incoming attack. Increases the wardens hate position by 24. 5 minute recast.

Mystic- 

Defiler- Sacrifices the defilers own life for that of a fallen target. The target is revived at full HP and power, no rez sickness, and the defiler is hit for 200% max HP.

Wizard- Sinlge target spell that deals 7,000 - 12,000 damage, and reduces hate to the wizard by double the amount. 5 minute recast.

Warlock- Encounter wide spell that deals 700 - 1,200 damage per second for 5 seconds to the encounter, and reduces hate to the warlock for double that amount. 5 minute recast

Illusionist- Freezes time for the illusionists group/raid, and all mobs with any hate toward the illusionist. Lasts 10 seconds, any spells cast during this time will not take effect until the duration is over.

Coercer- Raid wide buff that will trigger off any spell or melee attack that triggers a small power drain. 10% chance to proc, ~100 power drained and returned to the caster/attacker per proc (make power drains useful!).

Conjurer- 

Necromancer- Summons a single imobile undead being that taunts the target encounter increasing its thread position by 24, has 10,000,000 HP, and a duration of 8 seconds. This will basically distract the encounter for 8 seconds, at the end of that duration the necromancer will automatically be at the top of the hate list.

Assassin-

Ranger- Singel target ranged DoT that deals ~1000 damage per second, for 8 seconds.

Swashbuckler- 

Brigand- 

Troubador- Temporary group buff that increases crit chance by 15% and casting speed by 15% on spells only.

Dirge- Temporary group buff that increases crit chance by 15% and casting speed by 15% on combat arts only.

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Unread 06-17-2007, 08:17 PM   #39
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Lornick wrote:
Rhymez wrote:
Illusionist - Light of Keen The Illusionist creates a powerful Light that distracts all mobs around the Illusionists party also a significant amount of damage is dealt to all mobs
That's a cool list of ideas Rhymez.  My question is what exactly does "distract all mobs" mean?  I'm assuming it's a control effect of some type.  mez? fear? stun? daze? silence? or did you have something new and unique in mind?  Good stuff though.  What duration/recast would you put on those abilities? Was kinda thinking about let them start fighting vs each other while under the effect what Enchanters really miss is a spell that makes 2+ mobs fighting vs each other so would be charm like stunning and stifling is nice but i find that kinda boring i would love to see something like this in the game Gardener in EH does have this already why shouldnt an Echanter dont have it ?
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Unread 06-17-2007, 09:29 PM   #40
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Glamourpuss wrote:

GUARDIAN - Shield Wall:  1 minute duration, 10 minute recast, requires a kite or tower shield.  The guardian slams their shield into the ground, causing it to quadruple in size.  The shield absorbs 100% of all physical damage, but the guardian is rooted and cannot melee.  Can be toggled off.

MONK - Monkey Magic:  1 minute/30 second duration, 5 minute recast.  The monk summons mystical replicas of their equipped weapoons which they are able to wield with their feet while still fighting with their hands, in effect gaining two extra attacks for the duration of the spell.    

WIZARD - Heart of Ice:  DD, 15 minute recast.  The wizard causes a target's heart to freeze solid inflicting 7000k damage with a 4% chance of causing instant death. 

NECROMANCER - Poltergeist:  DoT, 1 minute duration, 5 minute recast.  The necro summons up an awful spirit which throws rocks, boulders, etc at a target causing 1000k dmg per tick, with a 15% chance per tick to fear target for 20 seconds.

Those are some nice ideas Glamourpuss.  One thing though... You do realize that 7000k damage = 7,000,000 damage right?  The "k" stand for "kilo" which is a prefix for 1,000.  Like kilogram = 1,000 grams.  Pretty sure you meant 7k damage =p  Good stuff though, I think that monk one is really creative.
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Unread 06-18-2007, 06:53 AM   #41
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Lornick wrote:
Glamourpuss wrote:

GUARDIAN - Shield Wall:  1 minute duration, 10 minute recast, requires a kite or tower shield.  The guardian slams their shield into the ground, causing it to quadruple in size.  The shield absorbs 100% of all physical damage, but the guardian is rooted and cannot melee.  Can be toggled off.

MONK - Monkey Magic:  1 minute/30 second duration, 5 minute recast.  The monk summons mystical replicas of their equipped weapoons which they are able to wield with their feet while still fighting with their hands, in effect gaining two extra attacks for the duration of the spell.    

WIZARD - Heart of Ice:  DD, 15 minute recast.  The wizard causes a target's heart to freeze solid inflicting 7000k damage with a 4% chance of causing instant death. 

NECROMANCER - Poltergeist:  DoT, 1 minute duration, 5 minute recast.  The necro summons up an awful spirit which throws rocks, boulders, etc at a target causing 1000k dmg per tick, with a 15% chance per tick to fear target for 20 seconds.

Those are some nice ideas Glamourpuss.  One thing though... You do realize that 7000k damage = 7,000,000 damage right?  The "k" stand for "kilo" which is a prefix for 1,000.  Like kilogram = 1,000 grams.  Pretty sure you meant 7k damage =p  Good stuff though, I think that monk one is really creative.
Oops!  Hehehe, I did mean 7k.  I was worried people would think the Monkey Magic one was silly.  Glad you liked it SMILEY 
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Unread 07-18-2007, 07:52 AM   #42
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well since there is such a nice format here ill just edit that one lol

Paladin- divine path- frontal aoe deals 3k with 500-600 every second for 5 seconds stuns targets in range for 3 seconds heals group members for 300 every second for 10 seconds(3k heal in total)

Monk- Army of the Hidden fist - summons little mini monks that look the same as you only the size of the brownies in Lesser faydark lol does mederate damage 

Bruiser- flying fist - knocks target back 15 meters, after 3 seconds caster gets ported to the target next hit is doubled

Templar- running prayer- raw heal for 10k that you can cast on the move

Fury- Ring of ice(hehe)- same thing as ring of fire but it snares for 60% and does half the damage in ice...

Warlock- netherworld draft- summons a vvv pet that mimics your moves on your target at 15% damage no conc slot...(can deal any type of damage IE you get a nightblood punk...deals crushing or something rather than poison and what not)

Illusionist- 

Coercer- scare- fears target for 10 seconds stuns target for 5 seconds on termination

Conjurer- Epic pet - ultimate dps pet Cool looking please please necros are geting cool pets (look wise) a drake in flames? <-- love this one too much to change lol

Necromancer-????- a buff on main pet that increased dps/attack speed/spell crit and melee crit by 50% last 20 seconds pet dies on termination..no pet can be summoned for 10 seconds

Assassin- boot knife- auto casts when caster parries... deals about 5x as much the lunge reversal 1 conc slot =) (as it is only parry)

Ranger- repair bow - bow is repaired to 50% (15 minute recast)

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Unread 07-18-2007, 11:29 AM   #43
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I really like whats being done here.  I can't be specific, as I'm not experience enough to create a whole spell.  But with the Troubador being the least played class, I'd really enjoy seeing them turned into a "Power Healer" if that make sense.  Basically they could have single target spells that replenished Power instead of Health.
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Unread 07-18-2007, 02:06 PM   #44
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Great thread. I just want to say that any new spells should be something really unique not another dot or dd you have to cast every 10 secs.
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Unread 07-18-2007, 02:53 PM   #45
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Brawler - The deflection skill now counts as mitigation vs. unavoidable physical attacks. It adds +12% mitigation with max skill vs. an AE attack of the same level as the character. Increasing the skill over your normal maximum slightly increases the mitigation gained.
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Unread 07-20-2007, 03:09 AM   #46
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ive played a illusionist since launch, i dont know much about the specifics of most other classes, except what they can do in refrence to my class.

 so my idea is only for enchanters.

 my origional idea before i read the posts before mine was just to give both enchanter classes a rune spell, like in eq1

 but the idea of giving coercers a dire charm would do them better i would think.

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Unread 07-20-2007, 11:05 AM   #47
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coercer - anything......its better than what they have now

assassin - teliport to th rear of the mob and invis

SK - taunts that hold agro without having to put aa into them

coercer - anything......its better than what they have now

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Unread 07-20-2007, 11:15 AM   #48
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Mr. Dawkins wrote:

coercer - anything......its better than what they have now

assassin - teliport to th rear of the mob and invis

SK - taunts that hold agro without having to put aa into them

coercer - anything......its better than what they have now

Use ore than the taunts. Aggro will come easier to the sk if they do. SMILEY
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Unread 07-25-2007, 08:49 PM   #49
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The game does not need more spells/combat arts, it needs more charachter and immersion, by which is mostly due to weak/stiff/overused animations.

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