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Thread: shaman idea

  1. #1

    Default shaman idea

    ok so first off let me say i think the casting classes are evenish, so i think we would need to tweak the other classes if this idea was implemented. That can mean adding different skills to mage/cleric or weakening the current status of shaman

    But i was just thinking it would be interesting if shamans could duplicate the image of a certain range of races or type of mob.

    When the shaman cast the spell, when you enter the room he appears to be a mob. For instance, a centaur from WM. When any PCs enter the room it look like there are two female centaurs in the room. The PC would retain the aura of their alignment, and if you looked at it, you would see the set the shaman is wearing, but the description would stay as the duplicated mobs description. Traveling would end the spell, as you would need deep concentration to hold the spell. Perhaps you use mana continuously while you use the spell. As the spell level raises, the more mobs you can replicate based on the lvl of the mob as well.


    Just a random idea,
    Mugen

  2. #2
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    I think that's a really cool idea.... c doppleganger centaur, maybe?
    -=SuicideMage=-

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    cool idea.

    would this work on mobs too? like if an aggro mob came in, could they be tricked? (non-ye shall die mobs I mean)

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    Maybe on the same rate of success on mobs as hide has?
    -=SuicideMage=-

  5. #5

    Default great idea

    id love to see this, and would like to see how many shamans start playing after this =P

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    Default Dopplegang


    C dopplegang Mugen

    this should result only result in a change to what other characters see as your name entering exiting a room, or with look, who or whozone, perhaps there'd be 2 Mugens showing. It would be nice if the description matched too, if you were to look mugen, (look 2.mugen). one thing that shouldn't change is the equipment, as well as the aura. (hey, whats that evil character doing wearing all that antievil equipment?)

    I like it, been thinking about the same thing. I'm only 3 years behind you...

    -

  7. #7

    Default

    sounds more like an illusion spell that a mage would have, or a navy seal. cool though.

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    mages have enough Kylor!

  9. #9

    Default

    agreed. so do shamans though, and clerics. Thugs need skills so maybe we can call it camouflage and give it to thugs.

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    Default

    ugh shaman needs more skills that don't suck

  11. #11

    Default

    RIFT

    that is all

  12. #12
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    Default more for shamans

    ok, what do shaman have that does any good?

    rift, absorb, cloak, exclude, naturalize... but these really don't do much good for the low-medium level characters....and personally I think that rift is TOO good. (IMO) having the one superspell doesn't really balance the limited variety of useful spells in the class.

    Optimally, i think that all mages/clerics/shaman spells should have (and do for the most part) complementary and or antagonistic spells from the other classes. dark/silence is countered nicely by naturalize, invis by phosphate and ts, etc. but what is the counter for rift? heal? if that were true, then the casting cost would be comparable...but i'm getting off subject here.

    regarding dopplegang: the counters should be TS at least, and dispel magic... and although i've made my suggestions for new thug skills, i disagree that dopplegang fits with the idea of that class--if it were to be appropriate to any of the thief classes, it would be the defunct assassin class.

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    Default

    So, are you suggesting that in exchange for a toned down rift, we give shamans other spells?

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    I suppose I am, although I hadn't really intended to. really, rift shouldn't cause more damage that a heal by a comparable cleric. I've noted that shaman are also sorely shorted by the natural setting limitation, especially when there are outdoor wooded areas that pop the restriction line "This place is too artificial." Shamans should also have at least one area effect spell to deal with multiple aggros too. and, as I have stated above, I like the dopplegang idea.

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  15. Default

    shaman have 3 area effects spells hailstorm and thunderclap and hurricane

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    yet still nothing for the low, or even mid level shaman...

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  17. #17

    Default Whistler

    youve turned this thread which started as a good idea into a complaint thread.

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    Sorry Otak, wasn't my intention. I was trying to support the idea, I really like dopplegang. I was simply trying to point out that shamans could use this to diversify their spell portfolio.

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  19. #19

    Default

    I suppose I would also support this idea as something -usefull- that shamans could have that actually affects in game play IF there were something that countered it, and TS is the best choice by far since a cleric is a shamans bane. This should be in exchange for toning rift down to where it can only do 100-110 dmg which lines it up with heal. Another cool thing that this could do is this: If you dopplegang a death knight, other death knights don't agro you (or whatever specific mob you mimic) That would give it a nice in game purpose and make shamans more playable. Of course anyone with TS sees this so if the death knight has TS then it fails. and making shamans more playable does justify bringing rift down to par with heal I think...

  20. Default

    i think shamans have all the spells they need and the only thing that needs to improve is exclude and natty being able to get better than just good and fair.
    Last edited by dustyn; May 28th, 2010 at 10:13 AM.

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