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Thread: Talk to the Team: Dragon Schools: New Schools

  1. #61
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    Default Re: Talk to the Team: Dragon Schools: New Schools



    Talonmaster
    – Dragon Warrior/Mage. Weaving the energy of the Prime into their attacks, Talonmasters could turn the air itself into a weapon. Talonmasters were the first dragons to experiment in utilizing the other Realms of energy, starting with the Realm of Fire. While their school of study was initially accepted, the rise of biped mages made it quite unpopular. There was also scholarly thought at the time that the Prime was a finite resource, and altering Prime to another element should be frowned upon. While not outright banned, the techniques of the Talonmasters became more curiosities and hobbies than schools of study; indeed, some of their techniques were available to dragons, such as Ice Strike, and still are, such as Drain Strike. Talonmasters of old, however, were a force to behold – capable of wielding frost, fire, primal, and storm in a glorious dance of energy.

    -Requires-
    Completed “Old Path, New Talons” questline, which itself requires a level 100 Conqueror.


    -Stats-
    Armor – 6
    Dexterity – 10
    Focus – 6
    Health – 30
    Power – 6
    Strength - 9


    -Skills-
    Dragon Breath – 9
    Evasion – 10
    Magic Evasion – 7
    Storm – 8
    Tooth and Claw – 10


    -Spells-
    Talonmasters have access to all Primal and Storm spells, except the following: Soothing Winds, Healing Cloud, Lightning Reflexes, Primal Beam


    -Shared Abilities-
    Bite [Unchanged]
    Tail Whip [Unchanged]
    Determination [Unchanged]
    Staggering Howl [Unchanged]
    Refreshing Breeze [Unchanged]
    Claw Mastery [Unchanged]
    Menacing Presence [Unchanged]


    -New Abilities-

    Parry* - Gives a chance to parry with a claw weapon equipped. [Level: 40]

    Dexterity Bonus* - 10 Dexterity +20 per level [Level 21; 81]

    Burning Claw – Cleaves both the target and the Prime in the air, hitting once with claw and once with flame.
    [Level: 5, 15, 25, 35, 45, 55, 65, 75, 85, 95; Animation: Claw Strike (with fire attack?)]
    When used:
    Extra Damage: 5-10 flame [+5-5 per level]
    Recycle: 0:30
    Range: 0

    Ice Strike* – Strikes with a frigid claw, leaving lingering ice on the target that slows movement speed and evasion, but protects from fire.
    [Level: 11, 31, 51, 71, 91; Animation: Claw Strike; Stinging Cold on target]
    When Used
    Converts damage to ice
    Delay: 15
    Recycle: 0:30
    Range: 0
    Target Effect: Frosty
    --
    Frosty Effect: 80% Base speed [-5% per level]
    +20 Fire Resist [+20 per level]
    -20 Evasion [-20 per level]
    Duration: 0:15
    [Text: “Stay Frosty!” – Optional. >.>; ]
    [Dev Note: The flame resist granted from this ability could be greatly increased to encourage a bit more skillful playing, as there are flame-attacks that the Talonmaster can use or otherwise has access to. Misuse of Ice Strike could be the difference between a short fight and a long one. Optionally, this idea could be expanded – that each of the attacks leaves a buff that protects against a certain type of damage, meaning that a very careful rotation would be necessary for maximum damage. This may introduce barriers to group play, though.]

    Crack of Thunder* – Creates a blast of Storm that damages and stuns all enemies around you. (AE stun, storm skill)
    [Level: 48; Animation: Clap of Thunder]
    When used: Damage: 37-52
    Attack Type: Storm
    Casting Delay: 15
    Recycle: 1:00
    Range: Self Only
    Skill: Storm
    Area: 10
    Targeted Effect: Stun (4 second duration)


    Primal Protection – Forms a barrier of Prime around you and those close to you, absorbing some elemental damage directed at you.
    [Level: 80; Animation: Primal Roar]
    When Used
    Delay: 20
    Recycle: 0:30
    Area: 15
    Range: Self only
    Target Effect: Primal Protection
    --
    Primal Protection Effect: Reduces incoming Fire damage by 20%
    Reduces incoming Ice damage by 20%
    Reduces incoming Energy damage by 20%
    Reduces incoming Primal damage by 20%
    Duration: 2:00:00
    Requirements: Current School Level Minimum (80)
    [Dev Note: Takes up a gift slot.]

    Shield of Earth* – (Reduces damage from each hit by a small amount. Set number of uses. Hoard.)
    [Level: 2, 12, 22, 32, 42, 52 62, 72, 82, 92; Animation: Spiked Scales]
    When Used
    Delay: 20
    Recycle: 2:00
    Range: Self only
    Hoard Cost: 10 [+10 per level]
    Target Effect: Shield of Earth
    --
    Shield of Earth Effect: Converts 100% of damage to hoard reduction
    Reduces 1 hoard point per damage
    Reduces up to 10 damage per hit [+5 per level]
    Minimum cost: 1
    Removed after 10 hits taken [+5 per level]
    [Lore Text: “Look around you. Everything you see is Prime. It may have been shaped into other elements by the gods, but it is still at its core Prime. Pull the Prime in the earth, and the earth shall move with it. It is this fundamental understanding we take so for granted in our lairshaping today, but in our ancestors’ time we found as spiritual as worship of Drulkar.” –Nyestra Helian, “On the Nature of Prime”]

    Enhanced Primal Bolt* – A singular strike of raw Primal energy.
    [Level: 8, 18, 28, 38, 48, 58, 68,78, 88, 98; Animation: Prime Bolt]
    When used:
    Damage: 30-40 [+15-17 per level]
    Attack Type: Primal
    Delay: 30
    Recycle: 1:00
    Range: 30
    Skill: Primal

    Flurry of Elements – Unleashes a barrage of elemental attacks through a deadly dance of claws and primal magic.
    [Level: 7, 47, 87; Animation: Ravage +plus an elemental effect?]
    When used
    Delay: 20
    Recycle: 1:00
    Range: 0
    Extra damage: 50-60 flame
    Extra damage: 50-60 ice
    Extra damage: 50-60 energy
    [Extra damage: 50-60 storm] [Flurry II]
    [Extra damage: 50-60 primal] [Flurry III]
    Hoard Cost: 60 [+60 at II, and +120 at III. Because reasons.]
    [Dev Note: I felt that multiple Extra Damage hits were the best way to make this ability, but I don’t know if this will actually work, since I only ever see one Extra Damage and damage kickers do not stack. The goal as you might guess is to have one hit of most damage types in this attack and for this attack to replace ravage, so if you know a better way of doing this, feel free to take a monkey wrench to this. In addition: the damage might be too low compared to ravage as I do not know how well the damage will scale, but that is something for balance testing]

    Stance of Wind - 5% chance on ranged attack to mez (Fear) a target [Level: 100; Animation: X stance (I don’t know what colors are available for these, so pick whichever makes the most sense.)]
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  2. #62
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    Default Re: Talk to the Team: Dragon Schools: New Schools



    Champion
    – Warrior/Healer hybrid. The preeminent warrior of the ritualist castes of old, Champions embody the laws – and the fire – of Drulkar. While not capable of the same miracles as a Judicator of Flame, Champions nonetheless rely on their connection to the God of Fire for many of their abilities, capable of cauterizing wounds and causing them in equal measure. Much like the ritualists they were sworn to protect, the Champion fell out of favor with their fellow dragons following the end of the Age of the Gods when Drulkar departed for the Realm of Fire, leaving his increasingly secular children behind. The teachings of Drulkar still remain, as does the Code of the Champion, a codex on the styles of fighting and the laws they are intended to uphold. Unfortunately, this tablet was shattered long ago, and it may be impossible to recover all the pieces…


    -Requirements-
    Completed “One Dragon’s Trash is Another Dragon’s Hoard” questline, which itself requires a level 100 Conqueror.


    -Stats-
    Armor – 7
    Dexterity – 8
    Focus – 8
    Health – 35
    Power – 9
    Strength – 9


    -Skills-
    Dragon Breath – 9
    Evasion – 9
    Magic Evasion – 9
    Primal – 9
    Tooth and Claw – 10


    -Spells-
    Champions have access to all Primal and storm Spells except the following: Soothing Winds, Electrify, Lightning Reflexes, Poisoned Miasma, Storm Blast, Primal Beam, Tempest, Blast, Drulkar’s Wrath


    -Shared Abilities-
    Bite [Unchanged]
    Tail Whip [Unchanged]
    Determination [Unchanged]
    Staggering Howl [Unchanged]
    Refreshing Breeze [Unchanged]
    Claw Mastery [Unchanged]
    Menacing Presence [Unchanged]


    -New Abilities-

    Cauterize* – Sears wounds shut, but leaves tender flesh behind, risking even greater damage.
    [Level: 8, 28, 48, 68, 88; Animation: Engulf]
    When Used
    Heals: 29-33 [+60-60 per level]
    Delay: 10
    Recycle: 1:30
    Range: 30
    Skill: Dragon Breath
    Target Effect: Seared Wounds
    --
    Seared Wounds Effect:
    -50 armor [-75 armor per level]
    Duration: 0:20
    Cannot Be Dispelled

    Inspiring Presence – Inspires yourself and those around you with great resolve, increasing and regenerating health. (Group health increase, +pulsing HoT)
    [Level: 3, 43, 83; Animation: Refreshing Breeze]
    When Used
    Delay 20
    Recycle: 5:00
    Range: Self Only
    Target Effect: Inspiring Presence
    --
    Inspiring Presence Effect:
    Area: 15
    Target Effect: Draconic Inspiration
    Duration: 2:00
    Frequency: 0:30
    --
    Draconic Inspiration Effect:
    +100 Health [+200 per level]
    Heals: 3%
    Duration: 0:30
    Frequency: 0:10
    [Dev Note: I don’t know if it is possible to add both a heal and a buff on the same effect, especially if that buff has a frequency. If it is not, this would require a third target effect, and that should be doable, if unwieldy.]


    Soulflame Strike – Batters your enemies with a powerful claw strike, wreathed in flame.
    [Level: 5, 15, 25, 35, 45, 55, 65, 75, 85, 95; Animation: Claw Strike (but with fire?)]
    When used
    Recycle: 0:15
    Range: 0
    +5 damage [+5 per level]
    +10 attack skill (chance to hit)
    Converts damage to flame
    +5 damage [+5 per level] in Red Stance or Protector Stance
    [Dev Note: If Red or Protector stance on the same ability doesn’t work, or Red stance has to disappear for the new stances, make it just Protector stance.]


    Sheathe of Flame – Bathes you in flame, damaging all who stand too close. (Short duration AE pulsing fire damage.)
    [Level: 18, 38, 58, 78, 98; Animation: Immolate]
    When Used
    Delay 20
    Recycle: 1:00
    Range: Self Only
    Skill: Dragon Breath
    Target Effect: Sheathe of Flame
    --
    Sheathe of Flame Effect:
    Area: 15
    Target Effect: Licked by Flame
    Duration: 0:30
    Frequency: 0:10
    --
    Licked by Flame Effect:
    Extra Damage: 12-15 flame [+12-13 per level]
    Duration: 0:10
    Frequency: 0:05

    Judgment* – Passes the judgment of Drulkar in the form of a critical blow.
    [Level: 2, 22, 42, 62, 82; Animation: Silver Strike; Alternate idea: Rearing up and then the Flame Spear effect on the target. Would look really good if timing’s right.]
    When Used
    Recycle: 3:00
    Range: 0
    Delay: 20
    150% damage adjustment [+25% per level]
    Maximum Damage
    Automatically Hits
    In Blue or Protector Stance: Does 120% of normal damage
    [Dev Note: If Blue or Protector stance on the same ability doesn’t work, or Blue stance has to disappear for the new stances, make it just protector stance.]

    Conflagrate – Envelops your target in a holy flame of Drulkar, cauterizing the wounds it leaves behind. (strong direct damage, but leaves a HoT)
    [Level: 12, 32, 52, 72, 92; Animation: Sear]
    When Used
    Damage: 50-60 [+53-57 per level]
    Attack Type: Flame
    Delay: 30
    Recycle: 1:00
    Range: 30
    Skill: Dragon Breath
    Target Effect: Trial by Fire
    --
    Trial by Fire Effect
    Heals: 25-30 [+30-40 per level]
    Duration: 0:45
    Frequency: 0:15
    [Dev Notes: This ability heals most of the damage it does over time, and is intended to act as a finishing blow. Proper use can shorten fights, and improper use can lengthen them. Huzzah, skill!]

    Health Boost* - +20 health [+40 per level] [Level: 31, 91]


    Intervene* – Grants a chance to intercept incoming attacks against a target you protect. (Defend Other)
    [Level: 18; 38; 58; 78; 98]
    When Used
    Delay: 20
    Recycle: 1:00
    Range: 10
    Target Effect: Intervention
    --
    Intervention Effect
    10% chance to intercept attacks against target [+5% per level]
    Duration: 15:00

    Lash of Lava – Ravages your target with a series of flaming blows.
    [Level: 7, 47, 87; Animation: Ravage (but with flame claws?]
    When Used
    Delay: 20
    Recycle: 1:00
    Range: 0
    2 extra attacks [+1 per level]
    +10 attack skill (change to hit)
    Converts damage to flame
    Hoard Cost: 60 [+60 at II, and +120 at III. Because reasons.]

    Malganival’s Bulwark* – (increases armor by a significant amount, but reduces fly and speed to 0.)
    [Level: 50; Animation: Spiked Scales]
    When Used
    Delay: 20
    Recycle: 3:00 [Shares recycle with Reckless Rage and Scintillating Aura]
    Range: Self only
    Target Effect: Malganival’s Bulwark
    --
    Malganival’s Bulwark Effect:
    +500 armor
    Limits Speed to 0
    Limits Fly Speed to 0
    Limits Flight Height to 0
    Duration: 0:45
    Cannot Be Dispelled
    [Lore Text: “Harden yourself to harm. Infuse the Prime into your very being and stand your ground against all lesser creatures that would dare oppose you! And when their weapons break against your hide and when their hopes are dashed with them, set upon them with the fury of flame itself!” –Malganival Lunus]

    Stance of the Protector - 5% chance to heal 5% on incoming hit [Level: 100; Animation: X stance (I don’t know what colors are available for these, so pick whichever makes the most sense.)]
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  3. #63
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    Default Re: Talk to the Team: Dragon Schools: New Schools



    Judicator of Flame
    – Dragon Healer. Hermetic even during the Age of the Gods, these reclusive priests tended to live apart from common draconic society. This may have been a boon of Drulkar: while the mainstream priests of their days, the so-called Acolytes of Flame, were far better known and consulted, almost none of their writings survived the end of the God-Age. The Judicators persisted in secret. Judicators are capable of moments of foresight and are most commonly consulted for their prognostic ways, reading bubbles and ripples in lava pools to predict future events. Indeed, it is fortunate they survived, for without the knowledge of the Judicators, the Rites of Passage could not have been recreated. It is widely believed that Lantenal is a Judicator, but he has never admitted it openly…

    -Requirements-
    Completed “Hermetic Ramblings” questline, which itself requires a level 100 Conqueror.


    -Stats-
    Armor – 6
    Dexterity – 7
    Focus – 10
    Health – 29
    Power – 9
    Strength – 7


    -Skills-
    Dragon Breath – 10
    Evasion – 8
    Magic Evasion – 9
    Primal – 9
    Tooth and Claw – 8


    -Spells-
    Judicators can use all Primal and Storm spells except for the following: Arcane Refusal, Primal Beam, Gust, Barrage, Drulkar’s Wrath


    -Shared Abilities-
    Bite [Unchanged]
    Tail Whip [Unchanged]
    Snarl [Unchanged]
    Primal Roar [Unchanged]
    Staggering Howl [Unchanged]
    Refreshing Breeze [Unchanged]
    Allowance of Power [Unchanged]
    Menacing Presence [Unchanged]



    -New Abilities-

    Flaming Vortex – Breathes gouts of flame and stokes them into a vortex, burning everything in the targeted area. (AE flame damage)
    [Level: 14, 34, 54, 74, 94; Animation: I really can’t think of a good one for this one. If you can do recolors, you could turn blast into something orange-y. Another option would be to simply have this as a dragon’s breath attack, though divorced from the caster]
    When used:
    Damage: 20-30 [+35-37 per level]
    Attack Type: Flame
    Delay: 30
    Recycle: 1:30
    Range: 20
    Skill: Dragon Breath
    Area: 15

    Words of Fire* – Censures your target with words of living flame, dealing flame damage over time.
    [Level 5, 15, 25, 35, 45, 55, 65, 75, 85, 95; Animation: Immolate]
    When Used
    Attack Type: flame
    Delay: 30
    Recycle: 0:30
    Range: 30
    Skill: Dragon Breath
    Target Effect: Censured by Flame
    --
    Censured by Flame Effect:
    Extra Damage: 3-9 flame [+7-11 per level]
    Duration: 0:30
    Frequency: 0:10



    Breath of Life – (short ranged AE heal. Hoard)
    [Level: 7, 27, 47, 67, 87; Animation: I can’t find it now, but I saw a post mentioning unused breath animations. Either bubbles or stars would be good here.]
    When Used
    Heals: 109-123 [+60-60 per level]
    Delay: 10
    Recycle: 1:30
    Range: 12
    Skill: Dragon Breath
    Area: 12
    Hoard Cost: 200 [+200 per level]
    [Lore Text: “In the beginning, the world was darkness and Prime. Great Drulkar came to the Prime, but he could see no home for his children because of the darkness. And so Great Drulkar opened his maw and from it spilled the sun, giving light to the world. And in the light of the sun, his children were given life upon the Prime. –Fairytale Archives, “The Age of Creation”]


    Cauterize* – Sears wounds shut, but leaves tender flesh behind, risking even greater damage.
    [Level: 2, 12, 22, 32, 42, 52, 62, 72, 82, 92; Animation: Engulf]
    When Used
    Heals: 29-33 [+60-60 per level]
    Delay: 10
    Recycle: 1:30
    Range: 30
    Skill: Dragon Breath
    Target Effect: Seared Wounds
    --
    Seared Wounds Effect:
    -50 armor [-75 armor per level]
    Duration: 0:20
    Cannot Be Dispelled

    Warmth – Stokes the flame of Drulkar in the heart of your target, increasing ice resist, ice ward, strength, and power. (cold resistance and str/power buff.)
    [Level, 13, 33, 53, 73, 93; Animation: Group Flame Defense]
    When Used
    Delay: 10
    Recycle: 0:05
    Range: 30
    Skill: Dragon Breath
    Target Effect: Warm
    --
    Warm Effect:
    +27 Ice Ward [+30 per level]
    +47 Ice Resist [+35 per level]
    +13 Strength [+24 per level]
    +13 Power [+24 per level]
    Duration: 5:00
    [Dev Note: This does stack with both the promote line of spells as well as arcane refusal. The reason why arcane refusal cannot be used by this school is simply a matter of balance and to encourage grouping. If neither are reason is fulfilled by this, might as well allow it. Warmth and the later ability Verdict are part of the normal rotation of the Judicator; literally, they are ‘stoking the fire’ in themselves and their allies.]

    Prognosticate – Calls upon the oracle of Drulkar to predict incoming blows. Somewhat inaccurate.
    [Level 41; Animation: Foresight]
    When Used
    Delay: 20
    Recycle: 1:20
    Range: Self Only
    Target Effect: Prognostication
    --
    Prognostication Effect:
    Duration: 0:30
    Incoming: -60% chance to hit
    Removed after 3 uses

    Verdict – Brings down the verdict of Drulkar upon your target, reducing their flame ward, flame resist, strength, and power.
    [Level: 17, 37, 57, 77, 97; Animation: Sear]
    When Used
    Delay: 20
    Recycle: 0:05
    Range: 30
    Skill: Dragon Breath
    Target Effect: Judged in Flame
    --
    Judged in Flame Effect:
    -27 Flame Ward [-30 per level]
    -47 Flame Resist [-35 per level]
    -13 Strength [-24 per level]
    -13 Power [-24 per level]
    Duration: 1:00

    Wildfire – Increases run speed by the power of Drulkar. Warning: fire is hot.
    [Level: 49, 99; Animation: Immolate, or the fire from casting animations of fire spells.]
    When Used
    Delay: 20
    Recycle: 1:30
    Range: Self Only
    Target Effect: You’re On Fire!
    --
    You’re On Fire! Effect: [Text: “Boom Shakalakalaka!” – Optional. >.>;]
    +40 Speed [+20 per level]
    Extra Damage: 60-70 Flame [+20-20 per level]
    Duration: 0:20
    Frequency: 0:05

    Focus Bonus* - 10 Focus +20 per level [Level: 29, 89]

    Stance of Flame – (+100 Dragon Breath, 15% chance to cause Primal Dot [Drulkar’s Glare] on hit) [Level: 100; Animation: X stance (I don’t know what colors are available for these, so pick whichever makes the most sense.)]

    Primal dot should be something like…
    Drulkar’s Glare Effect:
    Extra Damage: 65-75 Primal (or Flame, either could work.)
    Duration: 0:15
    Frequency: 0:05
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  4. #64
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    Default Re: Talk to the Team: Dragon Schools: New Schools



    Primalist
    – Dragon Mage. Primalists are the longest running and most studied school of magic available to the dragons. Legend says it was on order of Drulkar himself that dragons learned to master the Prime. Whether or not this is true, dragons’ mastery of magic played a large role in the ascension of dragons to the world stage until the proliferation of biped magics and the coming of Ashlander brought the Age of Dragons to an end. Despite this, Primalists still continued to flourish and collected the majority of their scrolls and tablets at the Grand Academy of Draak. While it allowed for great advances to have such open sharing of resources, it proved to be fatal for the school: when Draak was lost, so were the grand majority of those advancements. Primalists took a support role to Conquerors in an emergency measure as the Aegis ran roughshod over the world, but as the battle has turned, Primalists have begun to push for their own school of study, having gone as far as divided study between body and mind can allow.

    -Requires-
    Completed “Primal Reawakening” questline, which itself requires a level 100 Conqueror.

    -Stats-
    Armor – 5
    Dexterity – 6
    Focus – 9
    Health – 27
    Power – 10
    Strength – 6


    -Skills-
    Dragon Breath – 9
    Evasion – 7
    Magic Evasion – 10
    Primal – 11
    Tooth and Claw – 7

    -Spells-
    Primalists can use all Storm and Primal spells except the following: Soothing Winds, Healing Cloud, Lightning Reflexes


    -Shared Abilities-
    Galewind [Unchanged]
    Snarl [Unchanged]
    Primal Roar [Unchanged]
    Staggering Howl [Unchanged]
    Allowance of Power [Unchanged]



    -New Abilities-
    Unleash Prime – Launches an exploding ball of pure primal energy at distant area.
    [Level 13, 33, 53, 73, 93; Animation: Energy Bomb (recolored blue if possible)]
    When used:
    Damage: 25-35 [+37-39 per level]
    Attack Type: Primal
    Delay: 30
    Recycle: 1:00
    Range: 20
    Skill: Primal
    Area: 15

    Primal Seal* – Calls upon the Prime to lock a target in place.
    [Level 3, 23, 43, 63, 83; Animation: Energy Strike]
    When Used
    Delay: 20
    Recycle: 1:00
    Range: 30
    Skill: Dragon Breath
    Target Effect: Primal Seal
    --
    Primal Seal Effect:
    Limit Speed to 0
    Limit Fly Speed to 0
    Limit Fly Height to 0
    Removed after 100 damage taken [+300 per level]
    Duration: 0:45

    Starfall – (heavy single target damage. Hoard)
    [Level: 7, 27, 47, 67, 87; Animation: Burning Sky]
    When used:
    Damage: 156-183 [+55-57 per level]
    Attack Type: Primal
    Delay: 30
    Recycle: 2:30
    Range: 30
    Skill: Primal
    Hoard Cost: 100 [+100 per level]
    [Lore Text: “A star fell from the heavens today. Even as far as I am from the impact, I could feel the tremor in the old restored lair. I left to visit the Academy; they were not as damaged as I feared. Already, they seek to modify their understanding and theorize new spells to do the same. Strange, though – I saw the small naka duskael heading towards the site. I hope it does not bode ill.” –Allathos’ Completed Journal, “Settling in the East”]

    Unbridled Roar – (AE Mez (fear) short range. Hoard)
    [Level 88; Animation: Enthralling Light]
    When Used
    Attack Type: Primal
    Delay: 20
    Recycle: 0:45
    Range: 20
    Area: 6
    Area: 8 [I’m not sure why, but Enthralling Light, which is similar to this ability, has two areas listed. I am keeping it the same here in case it is actually needed for such an ability to work.]
    Skill: Primal
    Hoard Cost: 2500
    Target Effect: Hesitant
    --
    Hesitant Effect:
    Prevents any actions
    Limits Speed to 0
    Removed after 1 hit taken
    Duration: 0:45
    [Lore Text: “Though only dragons are truly made of Prime, the gods that forged lesser creatures did so with energy that had once been Prime. Call upon your heritage, let it roar, and even the lesser creatures will feel your power in their very cores and the terror you should rightly inspire!” –Malganival Lunus, On the Eve of the Fall of Barasavus]

    Drulkar’s Grasp – Manifests the molten hand of Drulkar to squeeze a target and slow their advance.
    [Level: 5, 15, 25, 35, 45, 55, 65, 75, 85, 95; Animation: Fiery Strike]
    When Used
    Damage: 30-40 Flame [+15-17 per level]
    Delay: 20
    Recycle: 0:45
    Range: 30
    Skill: Primal
    Target Effect: Gripped by Flame
    --
    Gripped by Flame Effect:
    80% Base speed [-5% per level]
    Extra Damage: 3-9 flame [+7-11 per level]
    Duration: 0:20
    Frequency: 0:10

    Enhanced Primal Bolt* – A singular strike of raw Primal energy
    [Level: 2, 12, 22, 32, 42, 52, 62, 72, 82, 92; Animation: Prime Bolt]
    When used:
    Damage: 30-40 [+15-17 per level]
    Attack Type: Primal
    Delay: 30
    Recycle: 1:00
    Range: 30
    Skill: Primal


    Scintillating Aura – Pulsating colors caused by raw Prime contacting the air obscure vision around you. (Increases evasion/magic evasion, but at the cost of chance to hit)
    [Level 80; Animation: Safety]
    When Used
    Delay: 20
    Recycle: 3:00 [Shares recycle with Malganival’s Bulwark]
    Range: Self only
    Target Effect: Scintillating
    --
    Scintillating Effect:
    140% base Evasion
    140% base Magic Evasion
    -200 attack skill (chance to hit)
    Ranged Only Spells Only
    -200 attack skill (chance to hit)
    Duration: 0:45
    Cannot Be Dispelled

    Helian’s Ward* – A technique designed by Helian to protect someone close to her from biped weaponry.
    [Level 17, 37, 57, 77, 97; Animation: Melee Ward]
    When Used
    Delay: 10
    Recycle: 0:05
    Range: Self Only
    Skill: Primal
    Target Effect: Helian’s Ward
    --
    Helian’s Ward Effect:
    +11 Slash Ward [+30 per level]
    +11 Pierce Ward [+30 per level]
    +11 Crush Ward [+30 per level]
    Duration: 30:00

    Gold Burst – (stronger primal cast. See notes below. Hoard)
    [Level: 6, 36, 66, 96; Animation: Primal Cast]
    When Used
    Delay: 20
    Recycle: 1:00
    Range: 0
    Target Effect: Gold Burst
    --
    Gold Burst Effect:
    Ranged Only Spells Only
    2 extra attacks [+1 per level]
    Removed after 1 uses
    Requirements: Current Adventure Level Minimum (60)
    Hoard Cost: 200 [+100 at II, +200 at III, and +500 at IV. Because reasons.]
    [Lore Text: “The dragon showed me a devastating technique today. A golem had wandered too close, and he smote it with his Primal magic – he cast but one spell, and yet several struck the creature of stone. The Prime had emulated the spell! I must master this technique, regardless of cost.” –The Journal of Nazderon]
    [Additional Notes on Gold Burst: This ability should share the full CD with Primal Cast – in other words, use one, and they will both recycle back at the same time, which would ensure only Gold Burst gets used without having to remove or disable primal cast. It should also share a normal CD with True Spell. If this is not possible, this ability should be limited to a single level granting three extra spell hits, and should be usable with True Spell, but still on CD with Primal Cast. This would allow for multiple ‘bursts,’ making the play style of the Primalist a bit more shotgun-like and differentiated from naka mages.]

    Dispel Lesser Magic – Grants a chance to intercept magical damage directed at the target.
    [Level: 1, 31, 61, 91; Animation: Magic Defend Other]
    When Used
    Delay: 20
    Recycle: 1:00
    Range: 10
    Target Effect: Dispel Lesser Magic
    --
    Dispel Lesser Magic Effect
    15% chance to intercept attacks against target [+5% per level]
    Duration: 15:00

    Primal Burnout* – Significantly increases primal damage, but at the cost of the dragon’s health.
    [Level 46; Animation: Concentrate Blood]
    When Used
    Delay: 20
    Recycle: 5:00
    Range: Self Only
    Extra Damage: 1000-1000 primal (direct)
    Target Effect: Empowered
    --
    Empowered Effect:
    Range Only Spells Only
    Does 145% of normal damage
    Duration: 1:30

    Primal Reclamation – This spell drains the essence of the prime from a target and then uses the stolen energy to empower the dragon.
    [Level: 16; 36; 56; 76; 96; Animation: Unrelenting Winds]
    When Used
    Delay: 20
    Recycle: 3:00
    Range: Self only
    Target Effect: Primal Desiccation, Primal Enrichment
    --
    Primal Desiccation Effect:
    -33 Primal Ward [-30 per level]
    -57 Primal Resist [-37 per level]
    Duration: 1:45
    --
    Primal Enrichment Effect:
    +100 Power [+100 per level]
    Duration: 1:45

    Power Bonus* - 10 Power +20 per level [Level: 29, 89]

    True Spell* – Allows for a single, perfectly cast and completely empowered spell.
    [Level 50; Animation: Perfect Spell]
    When Used
    Delay: 20
    Recycle: 20
    Range: Self Only
    Target Effect: True Spell
    --
    True Spell Effect:
    Duration: 30
    Range only Spell only
    Automatically hits
    Maximum Damage
    Removed after 1 uses
    [True Spell Notes: See Gold Burst Notes. If it is necessary to have Gold Burst be a 3-only burst, then this spell should not be on CD with it, and it may be a balance issue to consider whether or not it should only work on one spell, or like Perfect Spell, for a duration.]


    Stance of Prime – +100 Primal, 10% chance to increase spell damage by 35% [Level: 100; Animation: X stance (I don’t know what colors are available for these, so pick whichever makes the most sense.)]
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  5. #65
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    Default Re: Talk to the Team: Dragon Schools: New Schools



    Cloudmender
    – Dragon Healer/Mage. Early in the Age of the Dragons, it was discovered that the air high in the sky was rich in a strange Primal energy that could be manipulated using Primal techniques, but did not correspond to their understanding of Prime. The dragons called this energy Storm, for it was most noticeable during lightning storms. Cloud-Dancers made use of the Storm, as did Windmenders, though for different purposes – while the Dancers utilized it for combat and communication, the Menders used it to heal wounds, as the Acolytes had lost much of their power with the exodus of the gods. While it was later discovered that Storm was Primal that had been infused with both nature and life energy due to their Realms and their gods crossing the Prime and that the ‘impure’ Primal energy was deemed not worth mastering, many of their techniques were passed down to the dragons of today – Menders responsible for Primal Breezes and Dancers for Gusts. Rumors persist, however, that fragments of these schools’ teachings were collected by the scholar, Helian, and that she attempted to piece together knowledge of the Storm – creating a new school of study called Cloudmenders. If this is true, she did not perfect it before her death, and may have taken it to her grave…


    -Requirements-
    Completed “Helian’s Legacy” questline, which itself requires a level 100 Conqueror.


    -Stats-
    Armor – 5
    Dexterity – 6
    Focus – 9
    Health – 27
    Power – 9
    Strength – 6


    -Skills-
    Dragon Breath – 9
    Evasion – 7
    Magic Evasion – 9
    Primal – 10
    Storm – 10
    Tooth and Claw – 7

    -Spells-
    Cloudmenders can use all Primal and Storm spell except the following: Primal Wave, Primal Beam


    -Shared Abilities-
    Galewind [Unchanged]
    Snarl [Unchanged]
    Primal Roar [Unchanged]
    Staggering Howl [Unchanged]
    Allowance of Power [Unchanged]



    -New Abilities-

    Tempestuous Healing* – A sudden storm infuses the target with life-giving energy.
    [Level: 5, 25, 45, 64, 85; Animation: Refreshing Breeze]
    When Used
    Delay: 30
    Recycle: 1:30
    Range: 30
    Skill: Storm
    Target Effect: Bolstering Winds
    --
    Bolstering Winds Effect
    Heals: 25-30 [+25-35 per level]
    Duration: 0:45
    Frequency: 0:15
    [Dev Note: This is a 3 tick heal that overwrites breezes and healing cloud. It does stack with Life-giving Rain and Refreshing Breeze. It functions similar to an instant heal but, of course, is not instant. For more info, check the notes on Healing Cloud in the spell section.]


    Entertaining Clouds – Whimsical glowing clouds distract a target from action.
    [Level; 15, 35, 55, 75, 95; Animation: Mage’s Maddening Trick]
    When Used
    Delay: 20
    Recycle: 0:45
    Range: 30
    Skill: Storm
    Target Effect: Entertained
    --
    Entertained Effect
    Prevents any actions
    Limits Speed to 0
    Limits Fly Speed to 0
    Removed after 1 hits taken
    Duration: 0:15 [+0:05 per level]
    [Optional Text: “Are you not?”]

    Rain of Acid* – An acidic rain falls upon victims in a small area and lingers. (AE damage with DoT component)
    [Level: 4, 24, 44, 64, 84; Animation: Corrosive Rain]
    When Used
    Extra Damage: 25-30 [+25-26]
    Attack Type: Storm
    Delay: 30
    Recycle: 1:30
    Range: 30
    Area: 6
    Skill: Storm
    Target Effect: Rain of Acid
    --
    Rain of Acid Effect:
    Extra Damage: 3-9 Storm [+7-11 per level]
    Duration: 0:30
    Frequency: 0:10

    Life-giving Rain – (AE refreshing Breeze, Hoard, conflicts with refreshing breeze)
    [Level 11, 31, 51, 71, 91; Animation: Blight Ward]
    When Used
    Delay: 30
    Recycle: 5:00
    Range: Self Only
    Area: 15
    Skill: Storm
    Hoard Cost: 125 (+325 per level)
    Target Effect: Rain of Life
    --
    Rain of Life Effect
    Heals: 155-165 [+45-55 per level]
    Duration: 0:35
    Frequency: 0:07
    [Lore Text: “Legend has it that Istara herself gifted the rain to Istaria, so that it might nourish the creatures Alyssa had given her. But we dragons know differently. The Storm is but Prime that wishes to see life renewed. Should we not respect the wishes of the Prime?” –Nyestra Helian, “Tablets of the Cloudmender”]

    Enhanced Storm Bolt* – A powerful storm spell special attack
    [Level: 2,12, 22, 32, 42, 52, 62, 72, 82, 92; Animation: Lightning Bolt]
    When used:
    Damage: 30-40 [+15-17 per level]
    Attack Type: Storm
    Delay: 30
    Recycle: 1:00
    Range: 30
    Skill: Storm

    Storm’s Fury* – Increases magical damage for the group for a short duration
    [Level: 50; Animation: Nature’s Fury]
    When Used
    Delay: 20
    Recycle: 1:45
    Range: Self Only
    Area: 15
    Target Effect: Storm’s Fury
    --
    Storm’s Fury Effect:
    Range Only Spells Only
    Does 112% of normal damage
    Duration: 1:00

    Cleansing Waters* – (detox self) [Level: 47; Animation: Purify]
    When Used
    Delay: 20
    Recycle: 0:45
    Range: Self Only
    Attempts to remove hostile effects
    Max removals: 1
    Dispell strength: Automatic
    [Lore Text: “Some of our Lunus-minded brothers have called us Waterbloods. Even my father has called me this to my face. I say to you, embrace this word. Make it your own. For water, too, is a valued resource. Do not these Primal bodies require water to live? Does not fluid water move around obstacles? And in time, water can carve away stone and make a path where one did not exist before.” –Nyestra Helian, “On the Rhetoric of Hate”]

    Grand Tempest – (single target DoT which pulses 3-4 for damage around the victim)
    [Level 20, 40, 60, 80, 100; Animation: Mystic Blaze with larger scale]
    When Used
    Delay 20
    Recycle: 2:00
    Range: Self Only
    Skill: Storm
    Hoard Cost: 200 [+200 per level]
    Target Effect: Eye of the Storm
    --
    Eye of the Storm Effect:
    Area: 15
    Target Effect: Wracked by Storm
    Duration: 0:30
    Frequency: 0:15
    --
    Wracked by Storm Effect:
    Extra Damage: 22-25 Storm [+22-23 per level]
    Duration: 0:10
    Frequency: 0:05
    [Lore Text: “Legend says that Drulkar, flying alone, grew lonely in his solitude. And so he created the wind to fly with him. The wind was his consort and we, his children, can still call upon her – if we dare reap the jealous whirlwind.” –Nyestra Helian, “Tablets of the Cloudmender”]


    Negation – (Strong targeted dispel. Hoard.)
    [Level: 14, 34, 54, 74, 94; Animation: Expulse]
    When Used
    Attack Type: Storm
    Delay: 20
    Recycle: 0:45
    Range: 30
    Skill: Storm
    Attempts to remove beneficial effects
    Max removals: 3
    Dispell strength: 180 [+200 per level]
    [Lore Text: “Long have we maintained that Realm magic is inferior to Prime, but in truth all energy that exists on the Prime does so for a reason. As stewards of the Prime, we must learn when we can allow them to mingle, and when we must unmake them.” –Nyestra Helian, “Tablets of the Cloudmender”]

    Thunder and Lightning – Blasts with the power of the Storm, stunning the target upon impact, and again a short time later.
    [Level: 17, 37, 57, 77, 97; Animation: Thundercloud]
    When Used
    Damage: 14-15 [+24-29 per level]
    Attack Type: Storm
    Delay: 20
    Recycle: 1:00
    Range: 30
    Skill: Storm
    Target Effect: Thunderstruck
    --
    Thunderstruck Effect
    Duration: 0:20
    Frequency: 0:19
    Target Effect: Echo
    --
    Echo Effect [Animation: Thunder]
    Prevents any actions
    Limits Speed to 0
    Limits Fly Speed to 0
    Duration: 0:05
    [Dev Note: I think this should stun, and then 19 seconds later, should stun again. If this only actually stuns once after 19 seconds, this needs to have a third effect or be otherwise modified.]

    Soulsunder – Storm damage becomes ethereal for the duration, but reduces power to 85%
    [Level: 79; Animation: Fusion Burn]
    When Used
    Delay: 20
    Recycle: 2:00
    Range: Self Only
    Area: 15
    Target Effect: Storm’s Fury
    --
    Storm’s Fury Effect:
    85% Base Power
    Range Only Spells Only
    Damage is Ethereal
    Duration: 0:30

    Redirection – Sparkling lights encourage an opponent to attack your ally instead of you. (Reverse defend other – chance for your ally to intercept attacks for a short duration)
    [Level 13, 33, 53, 73, 93; Animation: Fireflies]
    When Used
    Delay: 20
    Recycle: 3:00
    Range: 10
    Target Effect: Redirected Attacks
    --
    Redirected Attacks Effect
    15% chance to intercept attacks against caster [+5% per level]
    Duration: 1:00
    [Dev Note: Not sure if there is such a thing as ‘attacks against caster’ as there is against target. This ability may be beyond the tech that exists. If so, I recommend a targeted damage absorption based ability in its place.]


    Dance of the Storm – (stance) +100 Storm skill, 30% chance to reduce incoming spell damage by 10% [Level: 100; Animation: X stance (I don’t know what colors are available for these, so pick whichever makes the most sense.)]
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  6. #66
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    ~THE ULTIMATE DRAGON~


    If a dragon masters all vocations, and they likely will try, this is the ultimate dragon’s stats without armor, spells, ascension, or other buffs like hoard or stances.

    -Rating-
    158 (7 classes at 100)

    -Stats-
    Armor – 700
    Dexterity – 1000
    Focus – 1000
    Health – 3500
    Power – 1000
    Strength – 1000


    -Skills-
    Dragon Breath – 1000
    Evasion – 1000
    Magic Evasion – 1000
    Primal – 1100
    Tooth and Claw – 1100
    Storm – 1000

    -Mastered Abilities-
    [Myrmidon]
    Strength Boost* - 10 Strength +20 per level [Max: I]
    Whirling Dervish* – Area attack, melee, two hits, Hoard. [Max: I]
    Feeding Frenzy* – small damage AE attack that heals based on damage [Max: III]

    [Talonmaster]
    Parry* - Gives a chance to parry with a claw weapon equipped. [Max: I]
    Dexterity Bonus* - 10 Dexterity +20 per level [Max: I]
    Ice Strike* – Snares, lowers evasion, and does minor damage. Increases fire resistance. [Max: II]
    Crack of Thunder* – AE stun, storm skill [Max: I]
    Shield of Earth* – Reduces damage from each hit by a small amount. Set number of uses. Hoard. [Max: V]
    Enhanced Primal Bolt* – instant primal attack. Shared with Primalist. [Max: V; Shared with Primalist]

    [Champion]
    Judgment* – Critical Strike, more damage from blue or Protector stance [Max: III]
    Health Boost* - 20 health +40 per level [Max: I]
    Intervene* – Defend Other [Max: II]
    Malganival’s Bulwark* - Increases armor, but roots you in place [Max: I]

    [Judicator]
    Words of Fire* – Immolate [Max: V]
    Cauterize* – instant heal, but decreases target’s armor [Max: V; shared with Champion]
    Focus Bonus* - 10 Focus +20 per level [Max: I]

    [Primalist]
    Primal Seal* – root [Max: III]
    Helian’s Ward* – melee ward. [Max: II]
    Primal Burnout* – increases primal damage, but causes damage upon use [Max: I]
    Power Bonus* - 10 Power +20 per level [Max: I]
    True Spell* – Next spell hits and does max damage [Max: I]

    [Cloudmender]
    Tempestuous Healing* – 3 pulse heal, conflicts with breezes/healing cloud, but targetable. Overwrites both [Max: III]
    Rain of Acid* – AE damage with DoT component [Max: III]
    Enhanced Storm Bolt* – dur [Max: V]
    Storm’s Fury* – increases magical damage for the group for a short duration [Max: I]
    Cleansing Waters* – detox self [Max: I]



    Note on Masterable Abilities: Several of these are Max: I – they are abilities that only have one level. Though it may seem like a lot of abilities for dragons to have, keep in mind nearly all of the Max: I abilities will require 100 or near to it. Dragons will have to fully commit if they really want all of these.
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  7. #67
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    -New Spells and Spell Changes-

    First, I’d like to say a little bit on implementation of Storm Magic. I know that adding a new skill, damage type associated, and all things that entails will be a challenging task. Ideally, every mob would be updated to reflect the new damage type: addressed to have Storm resists, wards, and weaknesses. Spells might need to be made to counter it, so on and so forth. This would be tedious work, though it would be necessary to make Storm its own fully fledged magic.

    There is a lazier way to implement it however, if the developers wish to put off that work. As Storm is a mixture of Prime, Nature, and Life energy, but primarily nature-touched, it would be very easy to simply change all storm damage abilities into nature damage and use the nature resists/wards already in place for the monsters. The skill itself can and should still be implemented; this should be, I have to imagine, less work and less tedious work than changing every mob in the game to have the new resist.

    The following spells are listed in as complete a state as I can make them, just as the abilities listed above. The notable exception to this is that I have not included skill levels at which they would be available, as you can simply add a 0 onto the levels listed instead. I have added additional spell notes on several of these spells, as some of them are somewhat unique from what we currently have. In addition, though each of the classes have a list of what is or is not available to him, Usable By is still listed on the spell for the sake of completeness. Finally, there is also a small section on new and old techniques.

    [Shortened: Conqueror = CONQ, Myrmidon = MYRM, Talonmaster = TMSR, Champion = CHMP, Judicator = JUDI, Primalist = PRIM, Cloudmender = CLOU]


    -Storm Spells-

    Soothing Winds – A focused wind designed to infuse the target with healing energies
    [Level: 20, 40, 60, 80, 100; Animation: Breeze]
    When Used
    Heals: 6-7 [+10-10 per level]
    Delay: 40
    Recycle: Repeating
    Range: 30
    Skill: Storm
    Usable by JUDI, CLOU
    [Spell Note: The heal amount seems low, but it is balanced vs. the recycle of Primal Health. Essentially, you should be able to get 4-6 hits of this spell in between the recycle, depending on alacrity, so it is actually slightly stronger over time than Primal Health. Heal increase/potency might be too strong to apply to this spell, but that’s something to test for balance. In addition, the spell might need a Requires Adventure level (X), as it could more easily automate power-leveling for low levels.]

    Healing Cloud – A soothing cloud of healing primal energy washes over the target.
    [Level: 7; 27; 47; 67; 87; Animation: Spirit Ward]
    When Used
    Delay: 20
    Recycle: 0:20
    Range: 30
    Area: 15
    Skill: Storm
    Target Effect: Healing Cloud
    --
    Healing Cloud Effect:
    Heals: 8-10 [+15-15 per level]
    Duration: 0:15
    Frequency: 0:05
    Usable by CHMP, JUDI, CLOU
    [Note: This spell does not stack with the breeze line of spells, and in fact overwrites them. The purpose of this spell is to give dragon healers a healing-specific line (similar to biped health spells); the overwrite occurs because these are intended to be active heals and should not simply stack up HoT after HoT.]

    Storm Bolt – A bolt of concentrated storm strikes from the heavens.
    [Level: 1, 20, 40, 60, 80; Animation: Lightning Bolt]
    When Used
    Damage: 4-5 [+14-19 per level]
    Attack Type: Storm
    Delay: 35
    Recycle: Repeating
    Range: 30
    Skill: Storm
    Usable by CONQ, MYRM, TMSR, CHMP, JUDI, PRIM, CLOU

    Improved Storm Bolt – A more powerful version of the previous storm bolt.
    [Level: 10, 30, 50, 70, 90; Animation: Improved Lightning Bolt]
    When Used
    Damage: 11-15 [+14-19 per level]
    Attack Type: Storm
    Delay: 35
    Recycle: Repeating
    Range: 30
    Skill: Storm
    Usable by CONQ, MYRM, TMSR, CHMP, JUDI, PRIM, CLOU

    Electrify – Shocks the target with Storm, leaving them vulnerable to further Storm attacks.
    [Level: 2, 22, 42, 62, 82; Animation: If recolors are possible, Melee Flurry effect, but yellow.]
    When Used
    Damage: 8-10 [+20-30 per level]
    Attack Type: Storm
    Delay: 30
    Recycle: 0:30
    Range: 30
    Skill: Storm
    Target Effect: Electrified
    --
    Electrified Effect:
    -23 Storm Ward [-28 per level]
    -16 Storm Resist [-32 per level]
    Duration: 5:00
    Usable by TMSR, JUDI, PRIM, CLOU

    Gift of the Prime – Infuses the target with the power of the Prime itself, increasing spell damage.
    [Level 20, 40, 60, 80, 100; Animation: Raise Armor]
    When Used
    Delay: 20
    Recycle: 0:05
    Range: 30
    Target Effect: Gift of the Prime
    --
    Gift of the Prime Effect:
    Range Only Spells Only
    Does 102% of normal damage [+2% per level]
    Duration: 2:00:00
    Requirements: Current Adventure Level (20) [+20 per level]
    Usable by CONQ, TMSR, CHMP, JUDI, PRIM, CLOU

    Gift of Blood – Infuses the target with dragon’s blood, increasing physical damage.
    [Level 20, 40, 60, 80, 100; Animation: Raise Armor (recolored to red would be good)]
    When Used
    Delay: 20
    Recycle: 0:05
    Range: 30
    Target Effect: Gift of Blood
    --
    Gift of Blood Effect:
    Attacks Only
    Does 102% of normal damage [+2% per level]
    Duration: 2:00:00
    Requirements: Current Adventure Level (20) [+20 per level]
    Usable by CONQ, MYRM, TMSR, CHMP, JUDI, PRIM, CLOU

    Gift of the Myrmidon – Empowers the target with the spirit of the Myrmidon to strike for additional damage on occasion. (On non-standard hit, has a 25% chance to cause the next attack to do bonus damage)
    [Level 20, 40, 60, 80, 100; Animation: Raise Armor (Recolored red would be good)]
    When Used
    Delay: 20
    Recycle: 0:05
    Range: 30
    Target Effect: Gift of the Myrmidon
    --
    Gift of the Myrmidon Effect:
    [25% chance]: Extra Damage: 15-25 Bleed [+20-25 per level]
    Duration: 2:00:00
    Requirements: Current Adventure Level (20) [+20 per level]
    Usable by CONQ, MYRM, TMSR, CHMP, JUDI, PRIM, CLOU
    [Spell Note: I am not really sure I got this one right. The hypothetical Gift spells post is where I got these ideas from, but there isn’t a lot of in-game precedent for me to manipulate as I did for nearly all other abilities. The most confusing thing is the ‘non-standard’ clause, so I am not sure how to proceed. I went with a static 25% chance and a damage kicker, but I am not certain how this will activate.]

    Lightning Reflexes – Increase evasion for short duration
    [Level: 14, 34, 54, 74, 94; Animation: The energy casting state if that effect can be divorced from the casting animation.]
    When Used
    Delay: 20
    Recycle: 2:30
    Range: 30
    Target Effect: Enhanced Reflexes
    --
    Enhanced Reflexes Effect:
    +15 Evasion [+20 per level]
    Duration: 1:00
    Usable by JUDI, CLOU

    Poisoned Miasma – Poison gas chokes targets in a small area (for 3 ticks).
    [Level: 4, 24, 44, 64, 84; Animation: Withered State]
    When Used
    Delay: 20
    Recycle: 1:00
    Range: 30
    Area: 12
    Target Effect: Poison Gas
    --
    Poison Gas Effect:
    Extra Damage: 7-9 Storm [+10-14 per level]
    Duration: 0:30
    Frequency: 0:10
    Usable by TMSR, JUDI, PRIM, CLOU

    Storm Blast – Strikes with the power of the storm, and then again a short time later.
    [Level: 8, 28, 48, 68, 88; Animation: Thunder]
    When Used
    Damage: 10-12 [+20-25]
    Attack Type: Storm
    Delay: 20
    Recycle: 1:00
    Range: 30
    Skill: Storm
    Target Effect: Storm’s Echo
    --
    Storm’s Echo Effect:
    Extra Damage: 10-12 Storm [+20-25 per level]
    Duration: 0:20
    Frequency: 0:19
    Usable by CONQ, TMSR, JUDI, PRIM, CLOU
    [Spell note: I’m relatively sure that this will hit once, and then again 20ish seconds later. If this is not correct, please fix it.]




    -New Primal Spells-

    Primal Wave – Prime-based wave of fire washes over the target.
    [Level: 15, 35, 55, 75, 95; Animation: Improved Flame Wave]
    When Used
    Damage: 15-20 [+27-38 per level]
    Attack Type: Flame
    Delay: 30
    Recycle: 0:30
    Range: 30
    Skill: Primal
    Usable by TMSR, CHMP, JUDI, PRIM, CLOU


    Primal Beam – A beam of pure primal power envelops the target.
    [Level: 18, 38, 58, 78, 98; Animation: Energy Strike]
    When Used
    Damage: 50-57 [+43-51 per level]
    Attack Type: Primal
    Delay: 55
    Recycle: 1:30
    Range: 15
    Skill: Primal
    Usable by PRIM

    Primal Reconstruction – Rebuilds the body of a fallen ally, allowing them to rise and fight again.
    [Level: 10, 30, 50, 70, 90; Animation: Resurrection]
    When Used
    Restores dead character to 10% of maximum health [+20% per level]
    Delay: 50
    Recycle: 1:00
    Range: 30
    Usable by JUDI, CLOU




    -Storm Spell New Techs-

    Stormshield – Grants a 15% chance for a beneficial Storm spell to bestow a Stormshield, dealing small damage to attackers and reducing damage taken from one hit [Level: I-V; Applied to: Storm Healing/Buffs (see note)]
    Adds:
    15% chance: Stormshield
    --
    Stormshield Effect:
    Deals 1-2 damage to enemies that hit you [+2-2 per level]
    Attack Type: Storm
    Reduces up to 5 damage per hit [+5 per level]
    Removed after 1 hits taken
    [Note: This ability might be too powerful in combination with Soothing Winds. The reason the chance is so low is because I do want it to be on Soothing Winds, as it makes for a very unique healing style. If even with the low chance this is too powerful, the chance should be increased significantly and Soothing Winds should not be included in its tech-able options. This should stack with damage shields that exist already. If this is not possible, then just keep the reduced damage and lose the damage shield component.]


    Zap – Storm spells with this technique have a 50% chance to reduce the target’s evasion for a short time [Level: I-V; Applied to: Storm Damage spells]
    Adds:
    50% Chance: Zap
    --
    Zap Effect
    -50 Evasion [-100 per level]
    Duration: 0:30

    Invigorate – Grants a beneficial storm spell a 50% to grant increased evasion for a short time [Level: I-V; Applied to: Storm Healing/Buffs]
    Adds:
    50% Chance: Invigorated
    --
    Invigorated Effect
    +50 Evasion [+100 per level]
    Duration: 0:30

    Storm Damage – Modifies the maximum damage output of a Storm damage spell by [2, 4, 6, 8, 10] [Level: I-V; Applied to: Storm Damage spells]
    Adds:
    +2 damage to storm spells [+2 per level]

    Storm Range – Modifies the maximum ranged storm spell by [5, 10, 15, 20, 25] [Level: I-V; Applied to: Storm Damage spells]
    Adds:
    +5 range to storm spells [+5 per level]

    -Old Techs that Apply to Storm-
    Heal Increase
    Potency
    Heal Recycle
    Shocked
    Accuracy
    Cleanse
    Critical Damage
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  8. #68
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    -Item Changes-


    Current Claw Weapons
    These are unchanged in implementation, except the following are added to their usable list: Myrmidon, Talonmaster, Champion. This includes the epic claws.


    Spellclaw Weapon
    This is a new weapon with a drop-only formula. While it has levels 1-6, all of these levels should be made with T5 resources. They possess the following stats:
    Damage: 23-33
    Attack Type: Slash
    Range: Melee
    Delay: 27
    Range Only Spells Only
    Does 105% of normal damage [+1% per level]
    Usable By: Cloudmender, Primalist, Judicator, Talonmaster
    Requirements: Current Adventure Level (1) [+19 at II, +20 per level after that.]

    The goal of this weapon is to increase spell damage while limiting melee damage, thus making Gold Rage and similar techniques viable, but certainly not as strong as their melee-focused counterparts. Likewise, this should help make their magic noticeably stronger. If two different ‘does % damage’ effects do not stack with one another, this would need to increase power by a significant margin instead, but I’d prefer the % damage route, as it has no impact on crafting.


    Hybrid Claw Weapon
    Again, this is a drop-only formula and every item is made with T5 resources. It has 1-6 levels.
    Damage: 23-33 [+3-5 per level]
    Attack Type: Slash
    Range: Melee
    Delay: 27
    Range Only Spells Only
    Does 100% of normal damage [+1% per level]
    Usable By: Talonmaster, Champion
    Requirements: Current Adventure Level (1) [+19 at II, +20 per level after that.]

    The goal of this weapon is to help validate both play styles for the more hybrid-minded classes, while not being as good at either role than their melee or spell-based counterpart. I would have liked to include Conqueror on this list, but that would have required adding a bunch of these just as there are for normal claw weapons, so as to not cheat (23-33 damage at level 1 would be awesome, but no). There’s already enough to worry about, so adding more hybrid claw options for Conquerors can come later.

    T1-5 Scales
    These scales require no change, except to make them usable by the new Vocations.

    T6 Priceless Scales
    Separate but equal is a practically impossible doctrine to follow. This disparity is most notable in the repaired T6 scales, as bipeds only require adventure rating. As these changes finally allow for dragon adventure rating and as the repaired scales are for combat more than crafting, it only makes sense that the racial restrictions be removed in favor of a rating system leaving them equal to bipeds.



    Recommendation: A new epic claw based on either the hybrid or spell claw weapon would be highly useful as the current claws are a bit more melee-oriented and have the higher melee damage casters are not supposed to have.
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  9. #69
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    -Don’t Panic and Bring a Towel-

    I understand the reticence people have with change, especially change in things that they love. Change can be a terrifying and frightening thing. Like a dragon hatchling tapping against its shell, we always risk knocking on a larger world that we cannot possibly hope to fully understand from where we lay. And as the pieces of our understanding fall away and we poke our heads from our comfortable little homes, we are assailed by the cold, fresh air, both terrifying and exhilarating.

    My initial offerings were not nearly as fleshed out as these and offered a potential path forward. I was astounded at the responses; it was not a cry that the ideas were horrible, but that dragons needed time to reflect on the changes already presented and implemented. There is some logic in this. This game was originally named Horizons – it had its sights on a vast and distant horizon, but it stumbled because it did not look where it was going. It saw the great and beautiful mountains in this distance and failed to notice it was standing in quicksand.

    Despite this, I still believe in the concept of the horizon. But we cannot let ourselves fall victim to extremes. We cannot allow ourselves to focus only on the distant horizon, and we cannot stay mired in the mud, afraid to take another step. Fortunately, we have all the time we need.

    The Developer’s Desk recently posted that the remainder of the year will be spent on bug fixes and art assets. As such, it is highly unlikely that any of these ideas will be implemented or even considered. That does not mean we should forget about them, but rather discuss them now, before setting out for the distant mountains. Just developing these classes, their lore, and their spells and abilities, has taken me a month and this work is purely theoretical without any kind of actual programing.

    But I was more than happy to do it, because I have a stake in where dragons go from here, as do you. Do not be afraid to discuss and to put your heart into it, but do not let your passions turn into hate and do not let your criticisms be guided by fear. In the near thirteen years I have been a part of this game and this community, I have seen great ups and downs and I have plenty of reason to fear and distrust. But I still want to see this game, and its community, flourish. That is why I have continued to return here. That is why Resurgam is my forum and character mantra. We shall rise again.

    If you are reading this, you have nearly reached the end of this grand effort I have put forward. I wish to thank you for having taken the time to at least skim through it, as it has taken up quite a bit of my free time. I hope you have enjoyed it and I hope that you find at least something interesting you would someday like to see in game, even if the concepts presented in their current state are not what you would like.

    Above all, remember this: don’t panic. There’s a 99% chance that this will not be implemented unless we truly clamor for it. Even with all the work I did to make this as easy to implement as possible, there is still a huge amount of work that would still be necessary in the actual coding, especially now with departures that shall be missed. It will take a great deal of time before any of this, even piecemeal, will see the light of day. Drulkar only knows if there is a dawn awaiting us over the horizon.





    -Obligatory Biped Addendum-

    There are a lot of interesting things that I think I’ve done here. Some things, like healing repeater spells, damage absorption shields, and so on, might be seen as desirable to bipeds as well. They have had a grand monopoly on schools since the game’s release and it has made them extremely unique – not only to the dragon experience, but in comparison with many other games. Few come close the multiclassing abilities that Istaria has. There may be some concerns that we are moving into their territory and could dilute the difference between biped and dragon play experience.

    There are two things I wish to say on this subject. The first is apologia: The fact that these proposed schools are coming now, 12 years after release, is noteworthy but unlikely to change the paradigm that has existed for so long. Dragons will only attain access to them after having fully been immersed in the single-school experience, as they only unlock at 100, while bipeds have access to seven schools practically out of the door, with a grand total of 28 available, still eclipsing the proposed 7 for dragons, a full fourth of biped options. And for some dragons like myself, who have been continuously subscribed these twelve years, we have been immersed in this single school long enough. I am hopeful that the stances and the limited options will provide specialization that is flexible enough for everyone, but specialized enough to make each experience a bit more unique, both from what was, and from bipeds.

    The second thing I wish to say is that I fully believe in and support the idea of biped prestige schools. In having done research on the forums for this project, I noted that a lot of opinion on the Neo schools was muted primarily because they would fundamentally alter the play experience that exists for bipeds at current. People didn’t want to change in short. And there is a reason for it – a friend of mine who had only recently tried the game said that she enjoyed the biped play experience as it was. It is simple, yet challenging, with amazing depth and options. Like the old dragon adventurer school, people don’t want it to change. But that doesn’t mean they can’t have more things, new things, interesting things to grab their attention and bring them back. Much like the dragon prestige schools, I believe bipeds would be likely to benefit from and enjoy new schools with far stepper requirements to attain than those currently available, with truly unique play styles. There have been fantastic suggestions for these schools already, as well as the tech for resource mechanics that simply are not seen in game at current.

    But someone else is going to have to write those up, because I am pooped. ;p
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  10. #70

    Default Re: Talk to the Team: Dragon Schools: New Schools

    I'm okay with "modernizing," just please don't break my dragon! :) If I have to submit a request to be reclassed, that's fine, but I'm not so willing to part with 10+ years of my main character! If I want to roll a new hatchling to try things from the ground up, I will! But I don't want to lose my silly green dragon.

    After much learning (and re-learning, and refining, and re-fiddling) I've figured out how to make a spellcastery dragon work for me, without spamming melee abilities (*coughGoldRagecough*), and am able to kill things quite decently and not get killed in the process. I may not kill things as fast as that melee dragon over there, but my drain bolt keeps me alive long enough to get the job done and my breezes are powerful enough to make up the difference. I have refined the timing for using my debuffs/snarl and breaths deliberately so that I can avoid melee habits. I would like to be able to remain a viable caster, especially now that it has become possible to do so and my dragon feels "powerful enough" and very playable.

    Re-learning how to play my caster dragon may be a pain, but I'll do it, as long as the results are balanced and I don't feel like I'm paddling uphill through a mudslide to kill mobs or complete quests. Against normal mobs in a solo situation that ANY class should expect to succeed in, a castery dragon should be able to kill things and stay alive just as well as a melee-ish dragon or a healery dragon, even if they go about it in different ways.

    If Dragon Schools means my "mage" dragon becomes a plinky squishy who can't even heal herself, ow. Let's not make any particular path gimped. Balance in all things, please. The rites for Helian/Lunus adults could be tweaked to mainly lore based quests rather than any emphasis on class/combat choices (remove primal/TC buffs, refine the defense buffs?) so that no one has to feel their combat role is locked in with their RP role.

    I would expect, given the direction that most Primal damage spells have already taken (AoE! AoE! and another AoE! oops, pulled too many...), that the caster dragon would be a somewhat less armored AoE carpet bombing machine. ^_^; Can roast a lot of midsize mobs at once but may take more damage in return, less vulnerable to magic damage, etc., the usual "glass cannon." ...or maybe not glass, we are giant lizards after all. Obsidian then. Volcanic glass. Add some more spells that do more/different AoE (stuns/roots/slows/DoTs? Biped spell families do a LOT of different stuff; what is Primal magic known for? ...uh, well, dragons cast it...), maybe a couple more single target spells, maybe a different kind of defensive/damage shield if Spiked Scales gets pitched into the melee class.

    Perhaps a melee sort of dragon would have stronger inherent armor bonus and/or more health but are only at their most devastating vs a single target, as is now. (DPS warrior or Tank warrior? XD) Tougher against physical damage, weaker vs magical damage.... can't really think of a ton to add here, dragons already have a lot of melee buttons to push that do a lot of damage. (My little castery claws can still Gold Rage at 1k to 1.2k per hit! Most things just die). This would not change things much as they stand now, just some window dressing and a few more buttons to make up the lack of spells? (Still learning to play melee dragon effectively; he's only lvl 44 now!)

    A healery dragon? If there is any. Dunno about their offense, but they should at least be good enough at healing that their breezes are an actual desirable group ability and they can sit in a puddle of mobs and heal away without being sliced to ribbons (Breeze spells alone can't contend with a lot of high level mob or boss damage, as currently stands; not even with Primal Health thrown in).

    Otherwise, give caster dragons the bigger aoe/group heals, and the melee dragons the single target heals? *ponders*

    Currently, most melee dragons just melee, and throw spells in here and there only if there's a lack of buttons to push (at least that I've seen in combat logs). It seems most caster dragons cast, but will also throw melee attacks in emergencies (ohshootgoldrage!) or when spells are on cooldown. What abilities would be taken from a caster class dragon? What spells would be taken from a warrior class dragon? Will a warrior class dragon be able to scribe primal spells at all? Heals? Damage? Will a caster class dragon be able to use T&C weapon claws? Armor Scales? Strength Scales? Or will that whole crafting arrangement have to change for "sword" claws and "stave" claws with particular class requirements? This could get complicated. There are no cloth scales.

    As a caster, my breaths (lightning/ice) are part of my debuffs, instead of GR/SS. Acid/Drulkar's Displeasure becomes my DoT instead of Bite (most of the time) or Rending kit. Balances for these between classes? What new things will I be able to do when half of what I currently do suddenly belongs to some other class?

    ...ahem. Anyway. Thinking out loud.

    But I must emphasize, very strongly, once again: If Dragon Schools means having to reroll, nothanx. :)

  11. #71
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    Quote Originally Posted by Talitha View Post
    I'm okay with "modernizing," just please don't break my dragon! :) If I have to submit a request to be reclassed, that's fine, but I'm not so willing to part with 10+ years of my main character!
    The goal with this particular suggestion is to make sure that you don't have to be reclassed via ticket, and more importantly, that you aren't losing almost anything from your current school. The accuracy of your attacks will go down a little, your health will go up to compensate, and you will lose a little damage from your stronger abilities.

    Reclassing via ticket was proposed elsewhere because there is no easy way for them to remove quested abilities, which are only tweaked in this proposal, something they have shown capable of doing.

    Ideally, none of this should break your dragon. The main DAdv class is largely untouched, and I even suggested above that it be unaltered during testing of the new schools.

    Quote Originally Posted by Talitha View Post
    Re-learning how to play my caster dragon may be a pain, but I'll do it, as long as the results are balanced and I don't feel like I'm paddling uphill through a mudslide to kill mobs or complete quests.
    The proposed system would create one 'main' mage class, the Primalist, and the two 'hybrid' mage classes, Talonmaster and Cloudmender.

    Primalist builds upon what is currently missing in our spell-casting ability: supreme single-target damage (through new abilities like Starfall and Gold Burst) and battle-altering abilities, such as mezes and snares. It retains access to all of the spells you have now, as well as a few new spells.

    Cloudmender uses heals to supplement its damage, but lacks single target and Gold Burst. It is also more reliant on the new magic, since its stance increases storm damage and not primal. In addition, much of its damage is DoTs - so you'll need the healing to survive when soloing while the DoTs eat away at mobs.

    Talonmaster is the most melee/spell hybrid of them all. You can play it either full mage if you want, making full use of its Stance of Wind and its access to most spells old and new, or you can play with its melee-focused elemental damage. If you go full mage, you'll probably want to max out Cloudmender and Primalist as well.

    Quote Originally Posted by Talitha View Post
    Will a caster class dragon be able to use T&C weapon claws?
    No. See the proposed item changes above. Full mages (Primalist, Judicator, Cloudmender) are unable to use claws that have a higher damage. They get a new weapon that, if it works properly, will increase their spell damage instead to compensate. Still needs to be balanced, though.

    Quote Originally Posted by Talitha View Post
    But I must emphasize, very strongly, once again: If Dragon Schools means having to reroll, nothanx. :)
    I completely agree. This system should allow for dragons to simply add on top to what currently exists without having to break or marginalize the veterans. In reality, veterans will benefit most from this proposal, as they are the ones who have the high level dragons ready to actually start the quests and unlock the schools for use.
    Last edited by Kaerisk; June 6th, 2015 at 04:49 AM.
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  12. #72

    Default Re: Talk to the Team: Dragon Schools: New Schools

    As long as i dont havevto remake my dragon im happy oh and some also play only one character and if you lose it you lose intrest in the game There are players like that. And im one of them. If you wanna do something new Ad on to dragons. Or give quests. Or you could have it that current ancients and vets dont have to sacrfice anything and you can build on the new players and if the vers want to change there current dragon also called Evolving do a quest that wont change them and just add more abilitys with a choice on what clas the want to be. As long as they dont have to start new this can be easy acheaved. Example.. new players and new alts get the new content and new things.. What you have planned for them while current vets could do the quests given by a npc that they can become a better dragon then what they are.. (lunus and helien respectfully related to there fraction of course.) and build on there characters without changing alot from them. and if the vet dosent want to thats also fine and they dont have to be involved with it. Thats what i think you should do.
    When the time to eat a knight is to Roast them till there ready as COOKED spam...
    What can i say? im a Classic dragon looking for a free easy meal?
    Or facing my family... Isent always a Wise decision..


  13. #73
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    I think its should be added on the current system, it should be available to all players, no need to force change like other said some people are very attached to there dragon. Instead of new content it should add on and be easy to implement.

  14. #74
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    Quote Originally Posted by ArchDemon View Post
    ...if the vers want to change there current dragon also called Evolving do a quest that wont change them and just add more abilitys...
    I'm going to have to press B on this one. While adding more quests and abilities could potentially do everything I've outlined, there's one major thing it cannot do, and that's change. You would have to be locked into a particular path, something many have expressed great dislike with, because the tech to remove quested abilities easily simply does not exist. It has to be done manually, which is both time consuming and also permanent.

    Dragons would not be required to do these schools or these quests either. The goal is to add content that we can choose to partake in and further advance our characters.


    Quote Originally Posted by ZyrimShadowheart View Post
    I think its should be added on the current system, it should be available to all players, no need to force change like other said some people are very attached to there dragon. Instead of new content it should add on and be easy to implement.
    Agreed. I've done everything in my power to make this as easy to implement as possible, and it adds on top of what we possess rather than forces any changes. This option is quite vet-friendly, but available to all after the quests are done - which is how it has always been for dragons.
    Maekrux Vythulhar, the Blue Phoenix
    "Resurgam!"

  15. #75

    Default Re: Talk to the Team: Dragon Schools: New Schools

    the one thing id like to see is models of dragon armor like biped players have.. Maybe as a reward like a loyalty token. 1 for each kind :D with randomness aside i agrees im too attached to my dragon to change i dont see my dragon as a character but as who i am. weird? yes.. but attached? yes.
    When the time to eat a knight is to Roast them till there ready as COOKED spam...
    What can i say? im a Classic dragon looking for a free easy meal?
    Or facing my family... Isent always a Wise decision..


  16. #76
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    Quote Originally Posted by ArchDemon View Post
    the one thing id like to see is models of dragon armor like biped players have.. Maybe as a reward like a loyalty token. 1 for each kind :D with randomness aside i agrees im too attached to my dragon to change i dont see my dragon as a character but as who i am. weird? yes.. but attached? yes.
    Dragons need to be unique to bipeds maybe something similar but very much different will be better.

  17. #77

    Default Re: Talk to the Team: Dragon Schools: New Schools

    I realize that this thread is half a year dead, and that the original thread that spawned it is nearly two years old, but I just read them for the first time today.

    I just wanted to ask, was any decision ever made to go forward with such changes? Would be worth coming back, if Dragon schools got a comprehensive re-working to make them more replayable.

  18. #78
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    Default Re: Talk to the Team: Dragon Schools: New Schools

    Quote Originally Posted by Shur View Post
    I just wanted to ask, was any decision ever made to go forward with such changes? Would be worth coming back, if Dragon schools got a comprehensive re-working to make them more replayable.
    As far as I know, nothing was chosen to go forward with because of the amount of disagreement over what should happen.

  19. #79

    Default Re: Talk to the Team: Dragon Schools: New Schools

    Some changes did happen, they nerfed Gold Rage and added 1 new attack called Claw Attack. They also added improved t6 dragon scales, which are really nice. Although the long standing objectives as far as dev's were concerned were achieved (nerfing gold rage), no new classes got added. Imho the changes wound up being detrimental, but YMMV. Most have adapted.

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    Default Re: Talk to the Team: Dragon Schools: New Schools

    True, I was thinking entire class additions/revamps.

    Not to start the entire gold rage argument again, but I just want to add that, alongside the GR nerf, the damage on some attacks were upped - Bite comes to mind - and others were made AoEs; Tail Whip and Galewind. Timers were also linked between some abilities. (I can't remember which exactly tho)

    ( Btw the ability you're thinking of is Claw Strike, not Attack. :) )

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