Alright, Pol inspired me. From listening to people, I hear consistently that shamans could use some tweaking. The following are some suggestions (skill/spell names just suggestions):
1) Potion idea (started on other thread)
2) Hurricane- I actually posted this a few years ago and Tynian "said" he really liked it, but it never went anywhere. Anyway, my idea was that hurricane when cast either knocked down the opponent, or pushed them out of the current room. This would make the spell more interesting, more useful and more dicey (area spells can often lead to trouble).
3) Attune- Can we make this spell useful? I suggested previously that perhaps when cast the spell could increase a shaman's whozone into contigious zones (since shamans dont have detect invis, TS or alarm). Another idea could be that when someone enters an area or when you look or do whoz you get a message like "something is amiss in the area". I mean you in theory are more attune to what is going on around you right?
4) Hide/Disguise Soul/out of body - This idea could have a few ways of working. 1) when using this skill/spell a shaman can cross over alarms because they have hidden their soul enough as to confuse the alarm; or 2) when cast the shaman shows up on the who list, but not on whozone, because they have weakened their presence in the area. Perhaps there is a downside to doing this... maybe -ac or -hit because they are concentrating on the skill.
5) Draw from Nature- Allow a shaman to draw off the energy of nature and his surroundings making his spells hit harder, but perhaps lowering physical damage and/or -ac/-hit, etc.
6) Phosphate- why cant it work inside? Maybe not last as long? I mean its like a pink cloud, would seem to work inside (I mean stone is natural too).
7) Hex/Voodoo/curse- Havent really thought this through. I mean it would make sense that a medicine man could curse someone, however maybe we dont want it to be like the traditional no recall curse... maybe a high level spell that blinds/deafens/weakens in one shot with high mana cost? Maybe impact the ability of a foe to regen mana/hps (or even temporary bleed during combat)? Some type of curse seems like it could be something to think about.
8) Disturb Magic- (combat) Disturb the magic in the air and opponents ability to cast. Perhaps this increases the chance of opponent spell failure or increase mana cost during combat?).
9) Soul Read (ok crap name)- Spell/ability to obtain information regarding an opponent and/or magical properties. For example, you can tell roughly how many hps/mana someone has, or the type of eq they are wearing (like if they are wearing damage, da, svs, and maybe some indicator of how much).
10) Death- A shaman can kill someone instantaneously with no mana.
(just wanted to see if you were paying attention).
Ok, I can come up with more, but wanted to start the discussion.
Nic


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but anyway, Cloak of protection at level 30 shaman is about 60hp, which was alright back when the average damage on a player was lower and so was their hp, but now it's barely worth casting. Absorb is really easy to break and exclude costs a ton of mana and can't be learnt to a high success level to begin with so while they're decent spells they're more of an annoyance for enemies than anything else really, especially in this era where spell damage is almost non-existent. The d/a cap* is another reason for it too. Clerics get both major protection spells and mages can LOCATE the potions and Limited potions with protection alignment and sanc spells. Or maybe if cloak of protection were just up-graded to something like 100hp at 30 shaman that would be better too.
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