Page 5 of 7

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 1:19 am
by DW_WailofSuicide
LeroyJonkins wrote:lol, although when there are many players left this would be sucky easy, just how many times have you been unable to kill the mini because you are the last man? I don't think this should be an ability, but maybe something should be done about minibosses, you can sit for 30 minutes trying to kill a lvl 300-ish mini....
You can always kill yourself.

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 1:57 am
by Seven_of_69
<blush> TBH the only reason I can pull that off is by having a globe, lots of adren, an energy weapon, and firing redeemers sparingly to replenish adren when the energy weapon itself fails to do so. A vorpal also helps. Ghost and ultima help too. I've ghosted on wave 15 on Akbal thinking ok it's over but my ultima blew up enough monsters to replenish enough adren to keep me going until the end of the wave. :faroah:

BTW much like how energy weapons recover less adren as monster level goes up, vamp recovers less health. Without a globe, monsters damage me faster than I can damage them.

Back on topic, I don't think WMs need to do any more damage then they already do.

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 6:23 am
by Jon!
WailofSuicide wrote:
You can always kill yourself.
not if the last one is being stubborn :P (TERRA!)

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 1:59 pm
by bigws
well the mini boss isnt what i had in mind at the time i was more talking about the many times its been me and franky as the last 2 left on akbal or kotam and there was nothing i could do as an adren master to stay alive....it could be extremely usefull if somone could decrease the level of the monsters so that everyone had a chance to stay alive...something else i just thought of is a skill that instead of pushing monsters away it pulls them but that could be a deadly misclick

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 4:32 pm
by DW_Ant
bigws wrote:....it could be extremely usefull if somone could decrease the level of the monsters so that everyone had a chance to stay alive...
I prefer to make things impossible when the monster lvl is super high. It provides a reason that low levels are important, and you'll need teamwork to keep them alive.

Whenever it comes to this situation, your best chance of survival is to hide or pull out the piercing and vorpals.

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 9:08 pm
by DW_WailofSuicide
DW_Ant wrote:
bigws wrote:....it could be extremely usefull if somone could decrease the level of the monsters so that everyone had a chance to stay alive...
pull out the piercing
Exactly. I think it's really interesting that people don't seem to respect the Piercing weapon that much. I know when I do testing with characters even in the 100 level range ... Piercing does multiple times the amount of damage other weapons (including Vorpal) can do. I think it's because so many maps just totally spoil players that all these low levels can constantly stay alive and people never realize how potent Piercing really is.

Re: New classes skills ideas

Posted: Tue Jun 23, 2009 9:42 pm
by Seven_of_69
I agree with Ant. While I prefer a vorpal in the "impossibly high level monsters" scenario because it gives you a chance of "instant" killing a monster and thus regaining some adren, a piercing gun is second best and IMO your only chance (other than a super weapon which gives only temporary kills anyway).

Re: New classes skills ideas

Posted: Sun Jul 05, 2009 3:48 am
by MOOKE
Can you make it possible for medics to toss monster artifacts they dont use?

Re: New classes skills ideas

Posted: Sun Jul 05, 2009 4:27 am
by DW_Ant
MOOKE wrote:Can you make it possible for medics to toss monster artifacts they dont use?
Wail is already on this ;D
WailofSuicide wrote:Making a post here for now, wiki will be updated shortly.

Next update is going to include a couple of new commands that I am outlining here for reference purposes.



ThrowSlot - Identical to "TossArtifact" provided for nomenclature / command syntax consistency reasons. If your currently selected item/skill/artifact can be dropped, it will be.
ClearSlot - Destroy your currently selected item/skill/artifact. Provided because some items can't be dropped, but destroying these items using the throw command is mistake-prone.
InfoSlot - Identical to SlotInfo, provided for command syntax consistency
SlotInfo - Opens a window with information on your currently selected item/skill/artifact. This probably won't be working for everything right off the bat but the goal is anything new should have this accessible, which should improve things as far as any new items that are added (which is really the main reason to use it anyway, so...).

WeaponInfo - Opens a window with information on your currently selected weapon. Again won't be working for everything right off the bat but ideally should provide players with information on any weapon type from within the game.

Maybe some more later.

Re: New classes skills ideas

Posted: Wed Jul 08, 2009 12:14 pm
by Corky
how about some shield regeneration