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Thread: Finally some shaman ideas

  1. #1
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    Default Finally some shaman ideas

    Alright, Pol inspired me. From listening to people, I hear consistently that shamans could use some tweaking. The following are some suggestions (skill/spell names just suggestions):

    1) Potion idea (started on other thread)

    2) Hurricane- I actually posted this a few years ago and Tynian "said" he really liked it, but it never went anywhere. Anyway, my idea was that hurricane when cast either knocked down the opponent, or pushed them out of the current room. This would make the spell more interesting, more useful and more dicey (area spells can often lead to trouble).

    3) Attune- Can we make this spell useful? I suggested previously that perhaps when cast the spell could increase a shaman's whozone into contigious zones (since shamans dont have detect invis, TS or alarm). Another idea could be that when someone enters an area or when you look or do whoz you get a message like "something is amiss in the area". I mean you in theory are more attune to what is going on around you right?

    4) Hide/Disguise Soul/out of body - This idea could have a few ways of working. 1) when using this skill/spell a shaman can cross over alarms because they have hidden their soul enough as to confuse the alarm; or 2) when cast the shaman shows up on the who list, but not on whozone, because they have weakened their presence in the area. Perhaps there is a downside to doing this... maybe -ac or -hit because they are concentrating on the skill.

    5) Draw from Nature- Allow a shaman to draw off the energy of nature and his surroundings making his spells hit harder, but perhaps lowering physical damage and/or -ac/-hit, etc.

    6) Phosphate- why cant it work inside? Maybe not last as long? I mean its like a pink cloud, would seem to work inside (I mean stone is natural too).

    7) Hex/Voodoo/curse- Havent really thought this through. I mean it would make sense that a medicine man could curse someone, however maybe we dont want it to be like the traditional no recall curse... maybe a high level spell that blinds/deafens/weakens in one shot with high mana cost? Maybe impact the ability of a foe to regen mana/hps (or even temporary bleed during combat)? Some type of curse seems like it could be something to think about.

    8) Disturb Magic- (combat) Disturb the magic in the air and opponents ability to cast. Perhaps this increases the chance of opponent spell failure or increase mana cost during combat?).

    9) Soul Read (ok crap name)- Spell/ability to obtain information regarding an opponent and/or magical properties. For example, you can tell roughly how many hps/mana someone has, or the type of eq they are wearing (like if they are wearing damage, da, svs, and maybe some indicator of how much).

    10) Death- A shaman can kill someone instantaneously with no mana.

    (just wanted to see if you were paying attention).

    Ok, I can come up with more, but wanted to start the discussion.

    Nic

  2. #2
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    Default

    I like #10, 1, 2, 5.

    #6 I've always wondered that too.

    3, 4 and 9 - I feel might be crossing into other classes areas. I feel this also might tip the balance scale of the classes as well.

    7 - I like this idea alot. Perhaps, a curse that does damage over time. For instance, it could be cast, and it might do 60 damage with an initial hit, but then will do 20 damage over the next 15 seconds. That'd be cool. Alot of options for a hex/curse idea.

    8 - I like this idea alot too. Perhaps voodoo'ish, it would cause the casters it was cast upon to expend more mana to cast their spells.

    Once again though, I'm in favor of #10.

    To my lovely old school shamans out there...GOOOOOOOOOOO PINK! Pink the vortex, pink the NC, pink the SC, pink everywhere!! To those shamans who hate phosphate - doom on you, you shouldn't even be shaman!
    Change alone is eternal, perpetual, immortal.

  3. #3

    Default

    Quote Originally Posted by Nicademus
    2) Hurricane- I actually posted this a few years ago and Tynian "said" he really liked it, but it never went anywhere. Anyway, my idea was that hurricane when cast either knocked down the opponent, or pushed them out of the current room. This would make the spell more interesting, more useful and more dicey (area spells can often lead to trouble).
    interesting idea, would y get rid of it throwing stuff from the victims inventory?

    3) Attune- Can we make this spell useful? I suggested previously that perhaps when cast the spell could increase a shaman's whozone into contigious zones (since shamans dont have detect invis, TS or alarm). Another idea could be that when someone enters an area or when you look or do whoz you get a message like "something is amiss in the area". I mean you in theory are more attune to what is going on around you right?
    gawd that would be wonderful, please I'm begging, someone make attune useful!

    5) Draw from Nature- Allow a shaman to draw off the energy of nature and his surroundings making his spells hit harder, but perhaps lowering physical damage and/or -ac/-hit, etc.

    6) Phosphate- why cant it work inside? Maybe not last as long? I mean its like a pink cloud, would seem to work inside (I mean stone is natural too).
    #5 I like to an extent, #6 I love, never understood this either

    7) Hex/Voodoo/curse- Havent really thought this through. I mean it would make sense that a medicine man could curse someone, however maybe we dont want it to be like the traditional no recall curse... maybe a high level spell that blinds/deafens/weakens in one shot with high mana cost? Maybe impact the ability of a foe to regen mana/hps (or even temporary bleed during combat)? Some type of curse seems like it could be something to think about.

    8) Disturb Magic- (combat) Disturb the magic in the air and opponents ability to cast. Perhaps this increases the chance of opponent spell failure or increase mana cost during combat?).
    #7 has potential if refined, #8 I like, it fits right in with absorb & exclude, perhaps make it an affect that affects the room? question, though why wouldn't (or shouldn't) this affect the shaman as well?

    9) Soul Read (ok crap name)- Spell/ability to obtain information regarding an opponent and/or magical properties. For example, you can tell roughly how many hps/mana someone has, or the type of eq they are wearing (like if they are wearing damage, da, svs, and maybe some indicator of how much).
    strangely I disagree with this idea, I think it's overpowering

    10) Death- A shaman can kill someone instantaneously with no mana.
    this however is perfectly balanced, let's do it right away!

    (just wanted to see if you were paying attention).
    no, no, don't go back now, we've just started on a good thing!

  4. #4

    Default More shaman skill/spell ideas

    Well there are not enough shaman and there are certain reasons for it, the NEED for a TS amulet being the biggest of many but anyway here are some spell/skill ideas for shamans...

    Locate Object: (self-explanatory). It'd be nice to have a reason to play a shaman after a reboot, we like limited's too and since the only helds are Limited's we need them!!!

    Corpse Survey: (I posted this before but everyone loved the idea and said I should post a new thread about it) It's like survey for mages' wiz marks/alarms but instead it shows the corpses a Shaman has the possibility of necroporting to. This would also show if there are corpses period for the shaman to necroport to since that is often not available. Heck, even if it just said if there ARE corpses available and not necessarily where they are would be better than it is.

    Detect invis: come on, reliance on a TS Amulet is unfair and not easy to come by. Soul sense is pretty much like a detect hidden and clerics get TS the spell!

    Aura of protection: the same damage-protection as protection good/evil (1/3rd or whatever it is) but regardless of alignment. 'Help Shaman' claims "The Shaman specializes in protection, but they also have a powerful offensive spell which can prove quite deadly if you provoke them." Now I won't get into how un-true the latter statement has become until the next spell idea... but anyway, Cloak of protection at level 30 shaman is about 60hp, which was alright back when the average damage on a player was lower and so was their hp, but now it's barely worth casting. Absorb is really easy to break and exclude costs a ton of mana and can't be learnt to a high success level to begin with so while they're decent spells they're more of an annoyance for enemies than anything else really, especially in this era where spell damage is almost non-existent. The d/a cap* is another reason for it too. Clerics get both major protection spells and mages can LOCATE the potions and Limited potions with protection alignment and sanc spells. Or maybe if cloak of protection were just up-graded to something like 100hp at 30 shaman that would be better too.

    * I think the d/a cap should be changed too, make it similar to Sol's idea for damage where it just becomes half as effective after a certain # (more than 30 though, 30d/a cap is not cool ).

    UPGRADE RIFT: (not a spell so much as an idea) Bring it back to how powerful it was before or something like a possible 130-145hp at the top end? It's not nearly as good as it should be with the new hp/eq standards.

    Soul Read: (Nic's idea, I kinda liked it despite its crappy name ) I think this should be similar to info3 but more-so as to the character's alignment, pk-status and possibly a rough estimate of their location (room name for example).

    Curse: Just like the cleric one. Why not? Shaman are like tribal voodoo witch doctors right?

    UPGRADE ATTUNEMENT: (again a spin off of a Nicademus idea) I think it should not only show that a spell is in the air but if it is an alarm, give the shaman the same chance as a mage to not set it off.

    Well, those are the ideas for shaman spells/skills I could come up with right now. Feedback would be cool but implementation of them would be even sweeter for the shaman class and the MUD alike!

  5. #5

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    ok... I agree that shamans need locate object. Sorry Tyn, I know you don't like the idea, but it does make it a pain to log in a shaman sometimes. It's a BIG help finding the nifty randoms, checking the limited pop situation, etc.

    It also stinks to be a shaman during scavenger style quests. Maybe at least you could implement something to allow god+ to exclude certain items or keywords from locate?

    EG If questing for 'an ant sting' a god+ could 'nolocate ant sting' so that an attempted locate for either keyword would result in 'Your attempts to locate are stifled by powers unknown.'. And it would still cost mana, serves them right for trying to cheat


    Some way of looking for and controlling necroport targets would be nice, too


    And as another shaman idea, get rid of the disadvantage part of totems. Or at least make it impossible to adversely affect hp/mana gains by using them. I was always too afraid to ever use them for that reason.

    I also posted a loooong time ago an idea for a Dragon Totem that I thought would be interesting, and hereby resubmit.. with each cast, a shaman would uncontrollably belch a random area attack, maybe 3 times total with random intervals.

  6. #6

    Default locate object

    oh you shamans and your cry for locate object. just put the damn spell on fetishes already but make it rather rare
    (hide)

  7. #7

    Default not to get off topic...

    ... but how would they find those fetishes without locate Kehr? And also, fetishes are area spells so how would that work?

  8. #8
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    Default lets not lose focus

    Honestly, while locate object would be cool and everything, I would much rather see spells that actually will make shamans more playable and viable. First off cloak is far too weak. Now that the mobs seem to hit harder and da is capped, I think cloak needs to be juiced at least X1.5 if not X2. This is something worthwhile. Mobs usually break cloak on the first hit, maybe second.

    I also agree with someone's comment relating to the totems. Boar Totem and Weasel totem would be great if I wasnt concerned that it would destroy my levels which already seem to get messed up with the slightest influence. Rather than adding a bunch of new spells and skills, why dont we work with the ones we have to make them work better (with maybe a few additions).

    1) Improve cloak ~2X- super easy fix and something that needs to be done based on the way mobs hit.

    2) Take off the negative effects of totems, or at LEAST the negative effects that impact leveling.

    3) Make attune be useful (various ideas mentioned)

    4) Compromise and give shamans locate corpse or locate dead so that they can get an idea of where necroport will take them. I for one have never used the spell and do not really plan on it because it seems like a death wish.

    5) Rift- Ok, I have heard people suggest increasing the damage of rift. I know that this will never happen, even though rift used to be way stronger. How about simply tightening the range on rift? Rift is all over the place, at least until super high levels. At least if I knew I wasnt going to do almost no damage on a couple of shots I could kill things with a little more confidence.

    Other suggestions are probably not worth discussing since they will not ever happen.

    Shuger

  9. #9

    Default Shaman love

    I agree with the overall sentiment: shamans are not as easily played as say, a cleric because they are blind and once the cloak drops they get beat up. Badly. And quickly. And often.

    In my imagination, shamans are perhaps less aggressive than other magic classes, but their attunement to their surroundings and ability to tap into the strength of the environment make them deadly. Therefore the following make sense:

    - improvements to attune
    - curse/hex
    - some type of ability to tap into energy in their environment

    Additionally, the addition of some kind of locate would be helpful. How about a skill that gives shaman the ability to read certain things at a distance? Perhaps a "dream state" or "trance" that allows shaman to tap into a deeper, universal awareness, but less specific and less directable than locate and info. To keep with the character of an actual dream state, a heavy mana toll might be appropriate. A necroport/corpse survey could be a part of the skill.

    c dream

    Something feels like death in the Rat Vendor's Stall.
    A corpse in someplace mysterious.
    A bright orange potion carried by a male centaur.
    A snake whip help by Tay.
    Kaagor is sleeping.
    You get the point...

  10. #10

    Default

    I hope I don't get basted for cross posting this, but I was hoping to get into the eyes of those who could implement it but inserting it into a more recently active thread. If I am making a wrong here I'll bow my head in shame and remove the post (or have it forcibly removed

    [quote source=natilena]
    So maybe the ingredients need to be created from a shaman spell cast on an object. Finally create a use for seeds too :P Or expand harvest to get something from almost every item type. Even from metal armor you could possibly get some metal shavings. Everyone wants metal shavings in their tea
    [/quote]

    I like your idea but think we could put a twist that would make it easier to code & relatively useful. Right now fetishes can be ok but I don't see many shamans using them. I also agree with the problems with harvest. How about we make both of them more useful. A spell called transferral (or the likes) that lets you transfer a spell from a fetish into a seed. The transferral would take one or two charges (two if balanced play is a problem, can be justified that there's always some loss when transferring energy, even magical energy) from the fetish, and put them into the seed which is now a pill that has the spell of the same spell level from the fetish.

    As a side efect, if the shaman looses concentration or such, he would have the magical energy feed back into him smilar to what happens if a shaman were to try using a wand. This feedback would also risk destroying the magic item.

    In this manner, a shaman could then create seeds for any spell in the game, but they would have to do some randoming to get the fetishes they need, and some work to gather enough seeds. (I just hope this last entry isn't so late tynian doesn't get the chance to read it)

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