Healer Protection (City Healer)

...wouldn't the people who intentionally aggrod it just zone too?

Which is problematic, why? Given this setup there's no reason to aggro him. If you insist on being an idiot, you get sent to jail. If you are clever enough to zone off the aggro you will quickly realize all you're doing is forcing yourself to zone to no ends (griefing or otherwise).
 
<Correlation of ideas, with lore added in.>

In-game effects:

1. Healer Perma'rooted.

2. Healer, every few seconds, summons everyone on their Hate list. (Similar to a certain CoM mob, but this time... effects everyone.)

3. Healer invulnerable to melee and spell dmg. (IE: Constant Divine Barrier)

4. Healer cannot be stunned. (See constant Divine Barrier)

5. Healer is level 1.

6. Healer constantly casts a VERY short range unresistable AoE .1 second cast time spell with the following effects:
a. Root
b. Stun
c. 20k dmg.

Lore: Healers are divine servants of Althuna. For the constant life of work required as part of this duty, they are gifted and cursed with certain abilities.

One: They must never rest, but never feel tired.
Two: They can never be paid, but must accept all donations given to them for their services. (Donations given to the "healing" guilds where they can eventually take over this responsibility without divine intervention.)
Three: They never feel hunger, but can never eat.
Four: They are never thirsty, but can never drink.
Five: They can never be killed by mortal hands, but can never hurt a mortal.
Six: They must always be available to serve, never moving from where mortals expect them to be.
Seven: If a mortal dares to defy the contract between a Healer and Althuna (her contract to all the people of Dalaya), she personally intervenes to correct the injustice. (The summoning and the AoE spell.)
Eight: A healer's strength is their contract and faith with Althuna, not the body. (Hence the level 1 state.)

Also to be added, lore only:

Althuna will, in one case alone, allow the redemption of anyone within her eyes for any crime. This one case is that they become a healer, to serve those... EVERYONE & ANYONE... that they may have hurt or wronged in the past. (Never to be actually implemented in the game, but for lore purposes...)
 
Is it actually against the rules to kill a healer?

If so, make them invulnerable to everything and not agroable (thinking sane froglok)

If not, too bad. There are several healers 5 min apart, find another.

Seems like an easy fix either way. But hey why don't we instead make days worth of work instead of getting something constructive done.
 
Killing the healer is far from against the rules. Annoying, yes, but if the healer died, it would respawn and be usable in fairly short order. The complaint stems from purposefully bugging the healer, so others can't use it. That's griefing, and is quite a bit different.
 
I've asked many times for it to just be permarooted and summon. Atleast it cant be bugged that way.
 
Awaiting the addition of "Healer should heal!1!, Not Death Touch!11!" posts to chillville.
 
Making it immune to mez and charm (one of the ways to move it) would probably fix it quickly and easily. Not sure about rooting, he'd probably reset after it wore.
 
My above post was made with the (perhaps wrong) understanding that if a mob is perma-rooted, and someone mezes/charms it, it still can't move.

Yes, people could still cause issues... even with the above. But, the moment it failed... if they are in zone, they are dead.

With the lore idea I posted, healers still have to be able to see, think, etc. (Mez spells are all about "blinding with light, confusing the mind, etc".)

Further, since they are still mortal, they could always be influenced (via magic) that their cause might not be the best one. ("Random charm'ing class is a much better god to believe in.") But, when Althuna notices this (the charm breaks), the retribution begins.
 
If you want the healer to cast an AE, and you want it to Stun, Root, and do 20k damage, I'm just curious what the point of the stun and root are.
 
If you want the healer to cast an AE, and you want it to Stun, Root, and do 20k damage, I'm just curious what the point of the stun and root are.

The instant death wouldn't be nearly dramatic enough. There needs to be a series of events in order to traumatize the assailant for days. Maybe something like: Root > Stun > 20k nuke > TL them to house so they can watch it burn down.
 
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