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Since Druids Can Spell Stack
#1
Posted 28 October 2004 - 09:01 PM
#2
Posted 28 October 2004 - 09:01 PM
edit: Yeah thats fair!...not...whats more powerful?alot of armor on a druid or a pally with divine/holy/champs lmao
edit:2 Stop bitching about druids.They sucked so hard on this game up until a year or so ago lol
Edited by Exor, 28 October 2004 - 09:05 PM.
#3
Posted 28 October 2004 - 09:15 PM
just then maybe they will be able to hit for something and be feared ?haha or not
edit: Yeah thats fair!...not...whats more powerful?alot of armor on a druid or a pally with divine/holy/champs lmao
edit:2 Stop bitching about druids.They sucked so hard on this game up until a year or so ago lol
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pallys = hardest class to train
they are still good but they are screwed and used about as often as mages were before update
+ the dex spells dont work well really
in reality holy speed = about +2 dex mod spell maybe
Edited by Rappy_Ninja, 28 October 2004 - 09:17 PM.
#4
Posted 28 October 2004 - 09:24 PM
#5
Posted 28 October 2004 - 09:25 PM
pallys = 5k per stamina stam regain 3
clerics = 8-9k per stam stam regain 4
fighters = 4k per stam and 4 stamina regain
druids = like 6k per stam
mages = ez training now
pacis = rofl uber ez you cant even be pked!
thieves = more ez to train
all are easier to train then pallys and are far more rewarding ? cept maybe fighters
I never think "crap! a master pally in that team I better not pk him
but I do stop to think ehh a mage I better be careful
Edited by Rappy_Ninja, 28 October 2004 - 09:26 PM.
#6
Posted 28 October 2004 - 09:26 PM
Paladins do not have armour spells, they have stat-boosting spells... allowing them to stack spells will totally unbalance the game. Think about it, my own Paladin, Crane, will be running around with 28 or 29 Strength and Dexterity. No!
Paladins are best trained by themselves rather than in a group, in my opinion - they are perhaps the most self-sufficient class in the game.
Main crits:
Crane
Europa
Don't kill the
#7
Posted 28 October 2004 - 09:30 PM
maybe not all 3 stat spellsDruids can stack their armour spells because, unlike Mages, the spells are fairly different relative to each other... that is, Druids have Thornshield (a barrier of thorns), Stoneform (changing their skin to be like stone) and Gaea's Blessing (a blessing from a deity). Mage's 4 armour spells involve manipulating mana around the Mage's aura, so you can't really stack them (and you can't now).
Paladins do not have armour spells, they have stat-boosting spells... allowing them to stack spells will totally unbalance the game. Think about it, my own Paladin, Crane, will be running around with 28 or 29 Strength and Dexterity. No!
Paladins are best trained by themselves rather than in a group, in my opinion - they are perhaps the most self-sufficient class in the game.
but maybe add a new spell with +10 ac +3 str and dex and maybe make it a boss drop ? sort of a improved divine prayer
or being able to cast 2 spells at a time like champs / holy speed
atm pallies are plain pathetic
hard to train
suck in partys
they dont get anything unique
triplex/1v1 is ALL they are good for
it seems being able to cast say 2 spells or adding hte o ne I listed above would balance them out
or give htem more hp... a better weapon... just ANYTHING
Edited by Rappy_Ninja, 28 October 2004 - 09:31 PM.
#8
Posted 28 October 2004 - 09:37 PM
P.S. Holy Speed seems unique enough for Paladins to me.
Main crits:
Crane
Europa
Don't kill the
#9
Posted 28 October 2004 - 09:38 PM
not when the + dex only functions as about +1-2 dex and it says it does +6 ?Paladins act best as party leaders if you are to have them in a party. And really, they can use the best weapons already (apart from the Halberd). Paladins are hard because they have a poor hit rate, which is made up for their armour and ther Dexterity boosting and heal spells. Try training off the undead monsters during the low-levels.
P.S. Holy Speed seems unique enough for Paladins to me.
#10
Posted 28 October 2004 - 09:43 PM
Main crits:
Crane
Europa
Don't kill the
#11
Posted 28 October 2004 - 09:46 PM
no what I mean wasIt does +6 for Crane. It is probably dependant on a stat or your current level or something.
it says it does +6 dex
but the +6 dex only works as about +2 for what it actually does
edit: I know my pally stuff I am the pally master
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Edited by Rappy_Ninja, 28 October 2004 - 09:47 PM.
#12
Posted 28 October 2004 - 09:58 PM
![:P](http://www.nightmist-online.co.uk/forum/public/style_emoticons/default/unsure.gif)
#13
Posted 28 October 2004 - 10:00 PM
Main crits:
Crane
Europa
Don't kill the
#14
Posted 29 October 2004 - 07:30 AM
#15
Posted 29 October 2004 - 07:35 AM
#16
Posted 29 October 2004 - 09:50 AM
ive noticed even when pallys have got top equipts going (not rares) they seem to be very weak hittin/dodgin/healing
#17
Posted 29 October 2004 - 12:22 PM
#18
Posted 29 October 2004 - 01:15 PM
Maybe this, coupled with some other mods, paladins can kill things like all the other classes can.. lol..
btw, this belongs in the PALADIN THREAD
#19
Posted 29 October 2004 - 01:50 PM
#20
Posted 29 October 2004 - 02:02 PM
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#21
Posted 29 October 2004 - 02:31 PM
I actually agree with SOME paladin spells being stacked.
"Maybe they're supposed to run wild until they find someone just as wild to run with."
#22
Posted 29 October 2004 - 03:05 PM
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#23
Posted 29 October 2004 - 03:36 PM
To speak no slander, no, nor listen to it,
To honour his own word as if his god's,
To lead sweet lives in purest chastity,
To love one maiden only [...]
And worship her by years of noble deeds...
-credo of the Knights of the Round Table (Alfred, Lord Tennyson, The Idylls of the King)
Fine, make Paladins strong; make them the strongest class but make them abide by the rules lest they become common fighters.
(By no means am I saying that the Knights of the Round Table and Nightmistian Paladins the same but I am saying that the Paladin-brotherhood in Nightmist require rules in order to keep their power in check. The less powerful a Paladin, the less rules they will abide by and vice versa.)
![Posted Image](http://img.photobucket.com/albums/v506/Rithron/loveirony.gif)
#24
Posted 29 October 2004 - 04:04 PM
+ seeing as other classes have been getting updates I think its only fair that pallys then fighters outta get a update and be balanced
#25
Posted 29 October 2004 - 04:07 PM
whoop de do anything can almost round zerkers equipedlol pallys suck end of story, btw rappy, they do have a "new weapon" /library sovereign sword, because they are a crossbreed of fighter/cleric, they can equip almost same exact weapons as a fighter (besides halberd), so they have a new weapon, and with eiko with champs/enhance i almost rounded old intensity =p
I mean the bottem line is seeing as mages came back from the grave and are overpowered I think pallies should get something to compete with druids/mages and since they are loads harder to train outta be most rewarding
#26
Posted 29 October 2004 - 05:22 PM
A pally can heal..so I don't really see a huge problem there, they are very good 1v1, and don't even try to argue against that cause you've said so a billion times. So increasing their 1v1 skill isn't going to help them as a class.---which is all that spell stacking would help them with imo, but whatever, if you want that kind of solution, it won't bother me. It won't help most pallys either though.
Druids are not that great at bosses and such and eventually start to leech out mana. They are pretty crappy to train between levels 18 and 25. The only really good reason to have them with trips is their nourish; that is basically just because of how much harder thirst and hunger hit now. Other than nourish it'd be a lot better to take a ranger or pally---as an additional healer or more damage to the boss/monsters.
Eitherway, I don't see how spell stacking will help pallys become more useful in parties. I think if you want to actually improve them and make more people want to play them, you'll have to make them hit monsters more often.
Saying pallys are the hardest class to train is ridiculous. They heal for more than elf clerics to level 18, and they might still get more mana than clerics (I know they used to get 352mp at arch). They are not nearly as difficult as a mage, druid, or fighter. They have pretty steady easy training by healing or hitting--so they can train anywhere. Clerics are very very easy after level 18 as long as you've got other crits to help them out by taking hits and healing so they save stam for training. Low level rangers blow, but become fairly easy after rapid fire. Thieves become annoying once you take them out of the swamps because their damage per round is usually the lowest out of any class, but they are the fastest to get to level 26...aside from maybe zerks...who are easy all the way through as far as I've seen. (I've only trained 4 or 6 zerks to expert+ though I suppose).
Anyway, I don't see difficulty to train as a good reason to make a class overly-powerful.
-Proverbs 4:7
#27
Posted 29 October 2004 - 05:53 PM
#28
Posted 29 October 2004 - 06:08 PM
They need to hit monsters for more damage, or they need a spell that allows them to heal for something like 80 (like a Consecrated Embrace type of spell--not stackable, but castable on any crit--so they could cast it on fighting crits in their party to make them hit undead for more---I guess you could make it stack with CE if you wanted, but I think it'd make clerics and pallys end up doing WAY too much heal damage).
As for the exp chart done by Rappy, he trained the pally in rax without any spells.
He trained the cleric with holy might and CE---I think in zeum, but may have been in rax also.
Wouldn't tell me if the other classes had enhance when he checked their exp gains per use of stam.
He wouldn't tell me where he took them, I think probably the desert or he just guessed at what the exp was.
I'm also pretty sure that the crits had different types of equips, stats, and obviously different spells on them. I don't think the exp chart of stam use he made is accurate at all, simply highly skewed.
Eitherway, stacking spells wouldn't make pallys train faster or more useful at bosses, which is the point I've been trying to stress. Make pallys useful instead of simply making them a little better in a 1v1 or 3v3 (which they would still have weaknesses in and run mana faster). Make them hit for more or have spells they can cast on party members so that they make sense to use. Possibly take away the RF spell in PvP---that'd make pallys highly wanted. I wouldn't say taking RF away on monsters would be good, but making it so that RF doesn't help if you are attacking a player (have it wear off or something, for your actions not being righteous).
-Proverbs 4:7
#29
Posted 29 October 2004 - 07:15 PM
#30
Posted 31 October 2004 - 09:47 PM
Add both of these then people would stop saying zerks are overpowered and will start flaming palliesAs for people too lazy to read my whole post, I didn't say pallys don't need to be improved. I said that stacking spells wouldn't help them very much. It would just make them a little bit stronger in 1v1s and 3v3s, which they don't even need.
They need to hit monsters for more damage, or they need a spell that allows them to heal for something like 80 (like a Consecrated Embrace type of spell--not stackable, but castable on any crit--so they could cast it on fighting crits in their party to make them hit undead for more---I guess you could make it stack with CE if you wanted, but I think it'd make clerics and pallys end up doing WAY too much heal damage).
As for the exp chart done by Rappy, he trained the pally in rax without any spells.
He trained the cleric with holy might and CE---I think in zeum, but may have been in rax also.
Wouldn't tell me if the other classes had enhance when he checked their exp gains per use of stam.
He wouldn't tell me where he took them, I think probably the desert or he just guessed at what the exp was.
I'm also pretty sure that the crits had different types of equips, stats, and obviously different spells on them. I don't think the exp chart of stam use he made is accurate at all, simply highly skewed.
Eitherway, stacking spells wouldn't make pallys train faster or more useful at bosses, which is the point I've been trying to stress. Make pallys useful instead of simply making them a little better in a 1v1 or 3v3 (which they would still have weaknesses in and run mana faster). Make them hit for more or have spells they can cast on party members so that they make sense to use. Possibly take away the RF spell in PvP---that'd make pallys highly wanted. I wouldn't say taking RF away on monsters would be good, but making it so that RF doesn't help if you are attacking a player (have it wear off or something, for your actions not being righteous).
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