:hello2: Hello admins, regulars and newbies - i would like to talk to you all about the new artifacts and abilities which are being used on server 1.
The reason for this is the amount of questions i am asked each day about these new toys,many players simply dont know what they are or what the benefits of using these spheres are [one person actually thought they might die if they stepped into my damage sphere!] and i myself dont know what this new hazy blue medic skill is so im starting this topic to help educate all. :study:
I can only tell you all about the WM artifact and i havent had that for very long so i request the help of any WMs, AMs and Medics to fill this topic with information for all to absorb.
Damage sphere - What it is.
Ok il begin with what i know about the damage sphere. For those who dont know, those bright red dome thingys you see randomly placed in the arenas, or surrounding a group of your friends is a damage sphere . This damage sphere can be activated/placed only by a weapon master and the reason they dont last very long is because it eats our adren for breakfast :pale: , seriously it uses more than a globe or triple so dont expect them to last forever! also this artifact cannot be dropped.
Damage sphere - what it does.
What this damage sphere will do for a player is give them a significant boost to their attack power [ Double Damage ] as long as the player remains within the sphere or as long as the sphere still stands which is all dependant on the weapon master who provided the sphere having a constant supply of adren or kills.
Also the weapon master who provides a sphere for players to use will recieve Experience points for each player in the sphere so if theres a sphere we urge you to make use of it please it benefits us all. This is not the only benefit of the sphere, the best part is the player who provides the dome for others does not need to stay in it - they are free to go fight or do whatever they wish still empowered by its magic.
Fellow WMs feel free to tell me if i missed anything, AMs in possesion of the remote weapon max ability please tell us about it and any medics that can tell us about the healing abilities i would really appreciate the help. :thumbleft:
I hope this information has helped u guys out, Now step in my sphere and let us dispatch these foul creatures [ seekers im lookin in ur direction ] back to the darkness from whence they came [wraiths desk drawer perhaps?] mwahahaaa
New Abilities/Artifacts.
nope i think you summed it up pretty good, although i can add a few more specifics such as the DD sphere takes literally 20 adren a second to run it (thats what terra was talking about by eating adren lol) so just like she said, it wont last for all that long unless the WM has energy weapons and or larger quickly spawning adren pills/kegs. I have also noticed that it not only supply's DD for which ever players stand in it, but also to which ever "monster pets" stand it in, and the WM's benefit off of these pets as well. and as far as how much XP wm get off of it, well its 1xp for every person who stands inside the sphere excluding our selfs per second. so if i run the sphere, and 2 others stand in it, ill get 2xp a second for running it and having them utilize it. but unfortunaly like we both said, the sphere uses so much adren (20 a second) that it is damn near impossible without adren kegs to keep it up any longer than 15-30 seconds. (I have 500 adren, and with energy +3 weaps, and with adren pills its a challenge to keep it going some times) so all in all i think its a pretty balanced thing, and its certainly fun to drop it for a group of friends and watch them go to down with Double Damage lol.
I'm going to try to make it as colorful as Terra's post :P
AM's artifacts n' changes.
AMs are changed the most with the new artifacts. First off:
Medic's Artifacts:
Healing Sphere: It is exactly the same thing as the old healing sphere. It just looks a bit different.
Life Blast: The FX is looks awesome!! And some of you may noticed that there's a four second delay from casting another one of these. This will prevent players from spam blasting all over the place ;)
I Hope this helps.
AM's artifacts n' changes.
AMs are changed the most with the new artifacts. First off:
- New Globe of Invulnerability: This serves the exact same purpose as the older globe. The only difference is that the globe will emit the Berserk special effect. This will alarm players that they are invulnerable (since many AMs often forget to place their globe XD )
I'm not sure if this artifact will eventually replace the old globe, but for now the AMs spawn with two globes. - Double Damage Modifier: As some of you may notice, it is gone. From what I hear, it is removed do to the countless complaints of this thing. So to correct this issue, it's gone.
- Elemental Maker: This acts like the Fiendish Relic. It'll generate weapons on a narrow scope of magic, and it produces magic twice as fast as the MWM (it still consumes 100 adren to generate magic). I may not have the full list memorized, but I'll provide some magics the Elemental maker generates:
-Regular
-Immolation
-Force
-Knockback
-Poison
-Freezing
-Energy
-Rejuvenating Waters
-Flight
This list may be inaccurate. Please correct me if something is amiss. - Remote Maxer: This ought to be the greatest new AM artifact developed!!! With this artifact, the AM may max any weapon to friendly players' weapon they are currently holding without them dropping their weapon!! All the AM have to do is find a friendly player with a nonmaxed weapon. Get 150 adren, place their cross hair on the friendly target, & the friendly target will have a maxed weapon! The advantages to this is:
-The AM doesn't have to worry about the player running off or dieing with their weapon in their hands.
-The player doesn't have to worry about the AM accidentally applying the MWM or the +1 on it
-The players don't have to worry about swapping guns & a different player happen to get in the way (picking up one of the guns).
-The AM can max untossable weapons (they can max draining weapons or any other negatives)!!
-The AM can max the players weapons despite the fact that the player is carrying two of the same weapon!
-The AM can max weapons despite that the AM can't toss their weapon (ie: if the AM is carrying two weaps or a +1 weap, they don't have to drop their weapons to max the players)
Medic's Artifacts:
Healing Sphere: It is exactly the same thing as the old healing sphere. It just looks a bit different.
Life Blast: The FX is looks awesome!! And some of you may noticed that there's a four second delay from casting another one of these. This will prevent players from spam blasting all over the place ;)
I Hope this helps.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- Pro but Noob
- Posts: 133
- Joined: Sun Aug 24, 2008 11:00 pm
isn't it 40 adren per second?
edit - I've had it a while and it always ran out after 2.5 seconds with 100 adrenaline, don't use it much anymore so I don't really know..
edit - I've had it a while and it always ran out after 2.5 seconds with 100 adrenaline, don't use it much anymore so I don't really know..
Last edited by InflatableHero on Fri Nov 21, 2008 4:23 pm, edited 1 time in total.
no...not unless it changed from last night lolInflatableHero wrote:isn't it 40 adren per second?
Thanks boss :thumbright: very colorful :color: and informative :book: . There are things in there i didnt know so were helping ppl already, Mission accomplished!
I think many of us are wondering what Immolation is and i personally was wondering about the chain lightning modifier?
I think many of us are wondering what Immolation is and i personally was wondering about the chain lightning modifier?

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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
@D2Boss
Couple small notes:
-New Globe currently spawns the "Berserk Combo" effect, but this will almost undoubtedly change.
-Double Magic Modifier is currently disabled due to a bug. Hopefully we can bring it back.
-Elemental Weapon Maker does not [intentionally] create normal weapons. It also creates Petrification and Earth weapons.
Also, the Damage Sphere will be changing so you have to remain inside of it to gain the benefit.
@Terra
Immolation is the same as Rage. Eventually Rage will be going away entirely. The main reason Immolation is on there currently is to try and test some small visual effects.
Chain Lightning is a special modifier that can only apply to the Lightning Gun. It currently does not work as intended. The intended functionality is that when you shoot a target it has a chance to shoot out a number of secondary lightning bolts hitting a variable number of nearby creatures for additional damage.
I guess I should add:
Most of the new stuff is still in a testing and tweaking phase (although the major points are more or less working), so changes to specifics of functionality can and do happen.
Couple small notes:
-New Globe currently spawns the "Berserk Combo" effect, but this will almost undoubtedly change.
-Double Magic Modifier is currently disabled due to a bug. Hopefully we can bring it back.
-Elemental Weapon Maker does not [intentionally] create normal weapons. It also creates Petrification and Earth weapons.
Also, the Damage Sphere will be changing so you have to remain inside of it to gain the benefit.
@Terra
Immolation is the same as Rage. Eventually Rage will be going away entirely. The main reason Immolation is on there currently is to try and test some small visual effects.
Chain Lightning is a special modifier that can only apply to the Lightning Gun. It currently does not work as intended. The intended functionality is that when you shoot a target it has a chance to shoot out a number of secondary lightning bolts hitting a variable number of nearby creatures for additional damage.
I guess I should add:
Most of the new stuff is still in a testing and tweaking phase (although the major points are more or less working), so changes to specifics of functionality can and do happen.
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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
Knockback has its virtues. I like using it to knock back monsters in specific circumstances like when the low levels are gone and my hiding spot has been breached. I have even kept a triple alive for entire waves with a link knockback+6. Plus despite the knock back effect it does the same damage as petrification and freezing.nightmorph wrote:Is this necessary? Knockback is one of the worst weapons in the game; it throws the enemy out of your aim, and out of anyone else's aim.-Knockback
The AM's remote maxing is great. Thanks to Adrenachrome for remote maxing my vorpal shock last night. This was new to me; I didn't realize it was possible without tossing the weapon.
As for the medic's healing enhancements, one of them appears to flood the map's floor in a rejuvenating waters fashion. It's a bit too bright and garish especially for such a large surface.
hopefully not...lol, well I take that back to an extent. I wouldn't mind seeing the double magic modifier back as long as some weapons were excluded this time around. for instance i am totally cool with people running it on there energy guns, water guns, etc...basicly any gun that may need it but still keeps the game still balanced. what i absolutely HATE is when i see people running around with weapons like the vorpal +22. IMO it completely ruins the game to the point where it becomes semi pointless to anyone who doesn't have one. I was in a game a few weeks back, and there were 3 people that i know of that were running around with vorp 22's, and no joke, i literally could barely get a kill on wave 15! everything was dead it was as if everything was almost dead before it was alive lol. IMO its just completely unbalanced and unfair to be able to give 1 class the option to make a weapon in which nearly every 1 in 4 shots is an instakill weapon and you shoot about 3 shots a second lol...it totally unbalances things. you may as well just add an instagib rifle at stock rate of fire at that point because its not much different at all.WailofSuicide wrote:-Double Magic Modifier is currently disabled due to a bug. Hopefully we can bring it back.
so i was thinking about it, and imo there are really only 2 ideas if the double magic modifier is brought back, either make it a drop pick up item in which it gives the opportunity to other classes to be able to acquire it, and make such over powered weapons (which really doesn't fix the problem, but at least its more balanced) but it would likely mean easier and easier waves. or to exclude the extremely powerful weapons from the double magic modifier (such as the vorp) and only have it be used on weapons which can benefit from it, and also keep the game balanced.
but thats just my 2 cents on it