Custom Spells

Got some?
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Tyler
Posts: 4365

Custom Spells

Post#1 » Wed Sep 02, 2009 9:22 pm

I am making this thread so everyone can brainstorm what classes need improvements in terms of spells. Post away - no flames :)

Fixes so far
  • Storm Blade - duration to 3 tics, 150 range
  • Song of the Storm - see above
  • Voice of the Vampire : 150 range now, -10 resist mod but 50% mana increase
  • Epics 2.0 : If you had a 40% mod before, it is now 80% focus
  • Monk 2.0 now procs draught of fire if you click it with high proc rate mod
  • Monk 1.0 now procs Epic Power if clicked with high proc rate mod!*

Caster focii will be next on my list but as i said, use this thread for brainstorming etc.



*need reload
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Jeido
Posts: 1265

Re: Custom Spells

Post#2 » Wed Sep 02, 2009 10:26 pm

Clerics;


Ancient: Hallowed Light -- this is the clerics big heal. it has a 3.8 second cast time, and heals for 4150 by default. With foci this heal goes up to about 8k non crit, 16k crit and it has a 775 mana cost. Once players reach SSRA gear level then the heal becomes less effective.

Recommendations:

Tier 1: 5000HP, 890 cost

Tier 2: 6000HP, 1k cost

**To go along with this, I'd also request changing the cleric ToV BP foci to an effect which decreases the mana cost of this new heal, rather than AHL.**

Complete Healing -- Perhaps the upgrade could be called Improved Complete healing or something of that effect. As AHL, I also recommend this being available to players on the ToV level. Right now CH does a 7500 HP heal -- 9500ish with foci. Tanks have too much HP and it is nowhere near a complete heal -- it is more like a 50% heal nowadays unless it crits. I would recommend boosting it to a 10 or 12k heal and boosting the mana cost accordingly (instead of 400 mana make it cost 500 or 550).

Recommendations:

Tier 1: 8800HP, 460 cost

Tier 2: 10000HP, 520 cost

Pious Remedy -- This is the quick heal clerics get. It has a 1.8 sec cast time, 495 mana cost, and heals for 2k. I recommend doubling both the cast time as well as the mana cost to make it effective. 2k, even as a crit, does nothing for anyone in SSRA or later. If you double it, I would recommend making it on the ToV level. Alternatively, you could boost it to 3k and make it available in ssra and then 4k for ToV. I think the alternative would be best tbh. Even in ssra this heal did nothing for Jeido.

Recommendations:

Tier 1: 3k heal, 745 cost

Tier 2: 4k heal, 990 cost

Pious Elixir -- This HoT needs a boost -- it heals for 1170 HP every 6 seconds. With foci it can last up to a minute (almost), so even if it lasts a full minute it only heals for 11700. Perhaps in ssra you could make it heal for 1500, then in ToV 1800 or 1900 per tick.

Recommendations:

Tier 1: 1500/tick, 1170 cost

Tier 2: 1800/tick, 1460 cost

Word of Vivification -- Group heal for clerics. It heals 3800, cures minor poisons/diseases. It is pretty much ok, but it still doesn't top off DPS like it used to. If a DPS is below 60% it will not heal them fully. I recommend a boost up to 4500 with a high poison/disease/curse counter than it currently has. Mana cost would need to be scaled accordingly. I would guess a change from 1357 to 1500 would be appropriate for a 700 heal boost, but im not sure.

Recommendations:

Tier 1: Fine

Tier 2: 4500 heal, 25 poison/disease counter, 18 curse. 1600 mana cost

HP buffs, etc:

Conviction, Hand of Conviction: They badly need a boost in how much they raise HP hehe. 2k HP isn't what it used to be :) Maybe on the ssra level it'll boost HP by 2700, then ToV 3400?

Recommendations:

Tier 1: 2700HP

Tier 2: 3400HP
Last edited by Jeido on Thu Sep 03, 2009 5:13 pm, edited 3 times in total.
Jeido, Founder of Evolution

Jeido
Posts: 1265

Re: Custom Spells

Post#3 » Wed Sep 02, 2009 10:36 pm

Shaman;

Spirit of Panther: a group version of this spell would be very much appreciated! Other group spells are usually more mana efficient than casting the single version on more than 3 players, so perhaps give a group version a 1375 mana cost if you do this.

Lingering Sloth: Having an upgrade to this would be great, and i would recommend it being available somewhere on the ToV level, but definitely early ToV if so. The spell itself is a buff and it has a chance to proc a slow on the mob attacking whoever you cast the buff on. The slow % is 20% i believe, giving it a boost to 35% would be great.

Recommendations:

Tier 1: 27%

Tier 2: 35%

Ancient: Wilslik's Mending: This is a shaman's big heal and it heals for up to 2716 by default. I recommend an upgraded heal that does 3500 or 4000 once on the ToV level so that shamans can still be semi-reliable healers. It is very difficult for shamans to heal 20k+ tanks when they non crits do under 6k, and crits themselves only do 11k.

Recommendations:

Tier 1: 3300

Tier 2: 3800

Spiritual Serenity: I would say that an upgrade to this spell (it is a HoT) should heal closer to Pious Elixir for clerics. It currently heals 820 hp/tick, perhaps make the upgrade 1170.

Recommendations:

Tier 1: 1170/tick

Tier 2: 1470/tick

Canni spells: Ok well it's no secret that canni is terrible for shamans now with the amount of mana we get with no spell upgrades. Our best canni decreases HP by 900 and increases mana by 470. I would recommend a boosted canni on both the SSRA and ToV level.

Recommendations:

Tier 1: 1150hp/590 mana

Tier 2: 1400hp/720 mana

Crippling Spasm: Mobs have much higher STR etc in ssra/tov than they did in seb and zones prior to seb. I think an upgraded spell in both tiers is fair to ask. Currently it debuffs dex/str/agi by 100 and AC by 38.

Recommendations:

Tier 1: 150 for those 3 stats, 55 AC

Tier 2: 200 for those 3 stats, 80 AC

Buffs, etc.:

Hastes and dmg increasers are fine, but stat increasers should be upgradeable I believe as well as HP increasers.

Spirit/Talisman of Fortitude

Spirit/Talisman of Sense

Spirit/Talisman of Wunshi

Those are all shaman buffs that I feel should be boosted with later tiers.
Last edited by Jeido on Fri Sep 04, 2009 7:06 pm, edited 2 times in total.
Jeido, Founder of Evolution

Jeido
Posts: 1265

Re: Custom Spells

Post#4 » Wed Sep 02, 2009 10:39 pm

Now for how these spells are acquired. First thing that needs to be considered is that you need to make srue the spell scriber will exclude the custom spells you create.

What I recommend is a type of quest to get it. Perhaps 1groupable, perhaps they would require raid drops or maybe even a mix of the two depending on how good the spells are. Maybe for each tier the boss could drop a stone that can be used to upgrade to an extremely powerful spell for that tier, one specifically for each class.

The other option of course is to just make them drop, but I really think questing is the way to go. This would avoid many rots due to guilds not having certain classes, etc.
Jeido, Founder of Evolution

User avatar
Kiowa
Posts: 131

Re: Custom Spells

Post#5 » Wed Sep 02, 2009 10:43 pm

with fights getting harder and longer i would suggest giving warriors a defensive that is longer then 3mins...maybe 5mins max?


Jeido wrote:Spirit of Panther: a group version of this spell would be very much appreciated! Other group spells are usually more mana efficient than casting the single version on more than 3 players, so perhaps give a group version a 1375 mana cost if you do this.


doesnt the ToV legs for shaman have this effect?

Jeido
Posts: 1265

Re: Custom Spells

Post#6 » Wed Sep 02, 2009 10:46 pm

Rangers:

Ancient: North Wind -- This is a rangers biggest nuke atm, doing 1072 dmg. Tbh, on the ST level it is not even worth using. You'd actually lose dmg (or gain very minimal) due to procs etc.

Recommendations:

Tier 1: 1400

Tier 2: 1700

Hearth Embers -- Lesser nuke doing 842 dmg

Recommendations:

Tier 1: 1140

Tier 2: 1340

Frost Wind -- Lesser nuke doing 956 damage.

Recommendations:

Tier 1: 1250

Tier 2: 1550

Sylvan Water -- Our heal, it does pretty much nothing nowadays even with aa hehe. It heals 1165 by default.

Recommendations:

Tier 1: 1400
Tier 2: 1700

Strength of the Hunter -- ATK/HP buff. Right now increases atk by 75 and HP by 155. SSRA level maybe give it 90 ATK, 190 HP. ToV 105 ATK and 225 HP.

Howl of the Predator -- ATK/Double ATK buff. Increases atk by 90 and double atk by 3% (stacks with str).

Recommendations:

Tier 1: 110 ATK 5% double atk (or even change it to crits?)

Tier 2: 130 ATK 7% double atk (crits?)

Guard of Earth:

Recommendations:

Tier 1: 15 DS, 60 AC

Tier 2: 18DS, 75AC
Last edited by Jeido on Wed Sep 02, 2009 11:06 pm, edited 1 time in total.
Jeido, Founder of Evolution

Jeido
Posts: 1265

Re: Custom Spells

Post#7 » Wed Sep 02, 2009 10:47 pm

Kiowa wrote:with fights getting harder and longer i would suggest giving warriors a defensive that is longer then 3mins...maybe 5mins max?


Jeido wrote:Spirit of Panther: a group version of this spell would be very much appreciated! Other group spells are usually more mana efficient than casting the single version on more than 3 players, so perhaps give a group version a 1375 mana cost if you do this.


doesnt the ToV legs for shaman have this effect?



Theirs no group panther in EQ atm. It's single, which is nice, but TBH I'd use the mana for group if it was available. Too annoying to buff 4-5 people sometimes ><
Jeido, Founder of Evolution

User avatar
Tyler
Posts: 4365

Re: Custom Spells

Post#8 » Thu Sep 03, 2009 4:01 pm

Some good ideas, currently i have done about roughly 35 new spells. The Cleric ones that Jeido suggested are in (more or less ;)). Most are extension of common lines like Improved Dodge V-VIII tho, so i don't have to release new spell files all the time.

Goal is to not release a new spell file every week. So keep the ideas coming!

Still not sure how they will be put in tho - i think we will make it quests etc. Let's see!

I have a problem with Panther, that spell is kinda bugged. Not sure if i can fix it to a group version.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

User avatar
Kiowa
Posts: 131

Re: Custom Spells

Post#9 » Thu Sep 03, 2009 4:27 pm

lucy has group panther on it.

Talisman of the Panther

Slot Description
5: Add Proc: Panther Maw rate mod 400

Mana: 1187 Skill: Alteration
Casting Time: 7.5 Recast Time: 5.625
Fizzle Time: 1.5 Location: Any
Time of Day: Any AE Range: 100
Fizzle Adj: 87 Deletable: No
Interruptable: Yes Short Buff Box: No
Target Type: Group v2 Spell Type: Beneficial
Category: Atk Buff Source: Live 08/17

Classes: SHM/71
Duration: 5 ticks
Items with spell: Spell: Talisman of the Panther

Cast on you: You begin to snarl as your features become feline.
Cast on other: Someone growls with the spirit of the panther.
Wears off: The spirit of the panther departs.
Game Description: Fills your group with the power of the panther, granting their melee attacks a chance to cause extra damage.

User avatar
Tyler
Posts: 4365

Re: Custom Spells

Post#10 » Thu Sep 03, 2009 7:29 pm

Yea i know ;) But that doesn't help!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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