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Cleric Class Discussion


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#1 Eternyte

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Posted 21 February 2004 - 09:23 AM

Posted by Pandilex.

To further improve the balance of classes in Nightmist, I'd like everyone who visits this forum to post, sensibly, what changes they believe should be made to clerics. How are they overpowered? How are they underpowered?

I'd like information in great detail, and I'd also like to know how you think they weigh up against the other classes. Which other classes are more powerful? Why?

I need to know how I should change the class to improve it further. To make it easier, I'm asking everyone who has played or played againsit a cleric to post their opinions.


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To structure this thread better, I would like people to use bullet points to state each piece of information clearly.

If you agree or disagree with another person, simply state that you disagree with [this statement] because ____

If you don't stick to this I will delete your posts, regardless of their contents, because I need to be able to read the information easily, and it makes it much easier when I can see clearly which suggestions are favoured by the majority.

Edited by Eternyte, 21 February 2004 - 09:23 AM.

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#2 Nexus

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Posted 25 February 2004 - 02:01 AM

it only a thought but i think a cleric should be able to learn a spell to damage normal monsters(it dosent have to be very strong)

#3 Arsenal

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Posted 25 February 2004 - 04:11 AM

agreed. an attacking spell for clerics so they're able to attack normal monsters would be much appreciated by all clerics. this not only increases the possiblities of a cleric but the potential to become just that much better in the game in competing to be the number 1 player.
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#4 S3it0*

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Posted 25 February 2004 - 04:26 AM

i agre and disagree, i do think it would be nice if there was a cleric monster attacking spell (maybe making the moster undead lol), however if they did have a monster attacking spell i would become more of a mage than a cleric seeing as clerics are only supposed to heal, not kill :S just my two cents

#5 green_mantis

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Posted 29 February 2004 - 06:59 AM

true clerics are supposed to heal; but what if an initiate could choose a domain or something so they would be specialized in something other than just healing

for instance:a cleric goes to the cleric's guild for the first time and they are asked to choose a domain: healing, fire, water, earth, air, or necromancy
the cleric decides he wants to be able to attack but still have healing powers so he/she chooses the fire domain. the cleric now will have access to minor attacking spells but will still gain the lower level cleric spells and all the healing spells. however because the cleric chose to have attacking spells they would heal for only half what they would normally heal for
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#6 green_mantis

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Posted 29 February 2004 - 10:32 AM

i have another idea related to my last post it is in the suggestion forum
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#7 Zapatak

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Posted 01 March 2004 - 03:12 AM

yea, steve, then all the other classes are gonna have to be able to chose what they wantt to do, people will start complaining "Why don't mages have that?" or pallys. I just don't think that would work out right, not your idea anyway, me, i'm brainless so i have no ideas :)
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#8 alone

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Posted 01 March 2004 - 01:19 PM

Use the edit function, it saves time and saves space.

On the topic though. I think Wrath of Gods should be a monster attack spell as it was to start with (I believe for a shsort period you could use it to attack monsters).
It wouldn't be too strong, and if people actually use /nokill there will be no problem.
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#9 Evergrey

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Posted 29 April 2004 - 12:37 PM

Maybe a lil post about how arch dwarves heals for almost as much as arch elves... seems a tad off. there should be more of a difference
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#10 Arsenal

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Posted 31 May 2004 - 05:02 AM

Actually, Arch elves with the stats needed maxed heal for around 10-20 more than a dwarf. So therefore, Elves are better for all around healing. So dont say how Dwarves heal for as much as Elves when they dont.
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