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![]() stamina required for melee
abilities for melee, taunt working 100% of the time for most common enemies rogue poisons being cheaper and 28 min buffs instead of one shot deals pal/sk getting block on top of dodge/parry/riposte rangers getting access to huge 20+ slot container quivers through class only quests, arrows stackable to 100 rangers getting more DoTs sooner. drones at 22, crud at 39. immolate at 30, etc. or their own line such as poisoned arrows. use rogues poisons old one-shot coding for this bandage while sitting. 70% hp base, able to work way up to 100% through skill or levels. as well as more types of bandages. more healing, able to cure minor annoyances, or even a heal over time other classes getting their forms of mana regen: priest only (cleric, druid, shaman) getting their own self armor spells with mana regen mages armor spells adding 1 per tier or maybe give mages the ability to summon items for mana regen, breezy orb, bottle of clarity, etc wizards getting breeze at like 29, clarity at 49, clarity 2 at 55ish wizards harvest being a short cast, no stun, but mana over time or maybe change the way meditation works. +1 mana per tick for every 12 points is brutal when 9 points nevermind im not doing the math wizards getting -resists/lures on all their spells. like -10cr on their level 1 nuke, -100cr on ice comet, etc necromancer(or all class) DoTs casting almost instantly but have a 10 second cooldown druids(and maybe shaman) getting access to regen abilities sooner and have them much cheaper casting, can also add regen to the skin line +1 per tier shaman get compressed buffs. bear = hp/str/sta, cat = agi/dex/cha, wolf = movement speed, maybe a small disease dd change up healing a bit druids get strong heals over time with a short duration that stacks with their other regen shaman get long heals over time but not much power clerics get a rune over time instead of heals over time. like x shielding every y seconds for z duration all without losing the generic healing lines (minor, lesser, etc) change up all summonable gear mages/necros/priests can summon more pet weapons with various dd elements. mages summoning fire/ice dd swords/maces, necros summoning poison/disease dd daggers/swords, cleric/pal undead dd hammer, druid summoned dd sword pet armor that starts as cloth and goes up to plate at 49. ac/hp/resists. +2 resist all does not sound like much for cloth but there are like 16 equipment slots. +6 resist all per piece for the plate tier would help pets out in fights necros can get their decayed armor line, wont be as strong as mages but still there | ||
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