Idea on Additional Charms

Bonk84

Dalayan Elder
i was thinking on my drive home from work about charms today. charms are nice, i will first put that out there.

i was thinking about maybe adding in a few more charms, possibly one for each class, that act more like the charms on live did, in that during certain situations, they would grow in power. so i got to thinking on a few ideas and here they are.

Warrior: The lower a warriors hp's get, would cause his charm to increase in strength, and have +damage and +hate modifiers, as well as possibly adding in a proc for different stages or damage reduction (100-85% low minimal stats // 85-70% +5 str, +10 damage // 70-55% +15 str, +15 damage, hate proc // 55-40% +20 str, +20 damage, hate proc, +5 damage reduction // 40%-0 +35 str, +30 damage, hate proc, +20 damage reduction)

Monk: The lower the weight of a monk, the better his stats would be (don't know what the stats on these would be, never played a monk, would say supernatural overhaste increased chance to dodge or block, and damage reduction.)

Rogue: Whenever a rogue backstabs an opponent, it would put a tick on his charm to increse in power, up to 5 ticks or so. after say 2 minutes, the ticks start to fall off. (i would guess add in say a backstab modifier, critical chance modifier, and proc per tick level)

Ranger: Whenever an arrow critical hits, would increase the rangers stats by a tick, up to 5 or so. after say 2 minutes, the ticks start to fall off. (add in a critical chance modifier, range attack modifier, dex modifier, and damage proc modifier per level tick)

Cleric: im not sure about this one, possibly increasing the healing power during day time so it stacks with the already implimented daylight healing increase and an increase to armor. possibly add in levels of added healing power per critical heal and increased spell critical modifier.

Druid: Don't quite know what to put down for a druid

Shaman: or a shaman

Beastlord: Whenever the beastlord, or his pet criticals, it increases his charm's power in the areas of pet damage, critical chance modifier on him and his pet, and weapon proc for him and his pet. Starts to fall off after 30 seconds

Necromancer: During the night, the necro has an increased chance to critical. on a critical, it would increase the charms power by a tick, i was thinking for a necro to add in a critical chance modifier, pet lifetap proc, and base spell damage modifier per tick, starts to fall off after 5 minutes

Wizard: Each critical blast increases the stats by a tick. stats would be decreased casting time, increased critical modifier, increased base modifier, and decreased resist modifier. starts to fall off after 5 minutes

Mage: each critical blast increases the stats by a tick. stats would be increased critical modifier, increased pet damage, increase pet critical hit chance, and pet overhaste. starts to fall off after 5 minutes

Enchanter: no idea on this one

these are just a few ideas i had, hope you liked em
 
alot of these would be absolutely required items if you wanted to be considered for your class.. none of the current charms are required (except maybe for tanks)

monk: permanent overhaste? you'd see alot of completely naked monks.. not neccessarily a bad thing in terms of monk lore, but it's bad for one item

cleric: critical heals and healing power? for a full 12 hours?

beastlord: this one doesn't even make sense.. with AAs you would permanently have the charm's power up during a fight even without the additional crit bonuses

wizard: increased base damage, increased crit mods, decreased resists, decreased cast time.. again essentially permanent with full AAs
 
i like some of the new charm and will only voice my opion on warrior one from being a 70th warrior and 70th cleric on live this charm would never work and or it did it would cause magor lag on raid do to chain heal line and spot heals on main tank. with heals landing ever second if not faster with spot heal the server would laggg out badly could even cause the old world problem of 100% repo when 2 warrior engaged it agance each other. ie zone crash as to some of the other some sound real cool. your hason the warrior :D
 
i haven't played most of the classes so im sorry if my idea on the charms seem extremly broken or overpowered, i was simply just tossing out ideas about new charms. i wanted to think up new charms that helped battle, not just pump stats. if anyone has any suggestions, then please post them.
 
NOLORTAT said:
i like some of the new charm and will only voice my opion on warrior one from being a 70th warrior and 70th cleric on live this charm would never work and or it did it would cause magor lag on raid do to chain heal line and spot heals on main tank. with heals landing ever second if not faster with spot heal the server would laggg out badly could even cause the old world problem of 100% repo when 2 warrior engaged it agance each other. ie zone crash as to some of the other some sound real cool. your hason the warrior :D

This isn't Live, thank you. Do not use your experience on Live to judge on how things would/wouldn't work here.
 
Oualawouzou said:
NOLORTAT said:
i like some of the new charm and will only voice my opion on warrior one from being a 70th warrior and 70th cleric on live this charm would never work and or it did it would cause magor lag on raid do to chain heal line and spot heals on main tank. with heals landing ever second if not faster with spot heal the server would laggg out badly could even cause the old world problem of 100% repo when 2 warrior engaged it agance each other. ie zone crash as to some of the other some sound real cool. your hason the warrior :D

This isn't Live, thank you. Do not use your experience on Live to judge on how things would/wouldn't work here.

Yeah well, the idea is still terrible.
 
To hijak the thread what about some middle charms like u get the Ft1 charm for your caster and the next one you buy costs 38k ?

So implant a 10k charms or 15k charms ?

hell i can play sod for 10 years and i dont think i will ever get that 1.2 million charm that ppl are talking about =D
 
Something to remember when considering charms. Their primary intent is to remove pp from the game. I don't know for sure (i.e. this is not a staff position) but I'm guessing the 10k to 15k crowd isn't one that needs that. Not sure.
 
This may come off as a bit selfish, but I've always wanted an enchanter-based charm over 36k--we really don't get nearly as much from the 215k that the other silkies do :eek:
 
Thinkmeats said:
This may come off as a bit selfish, but I've always wanted an enchanter-based charm over 36k--we really don't get nearly as much from the 215k that the other silkies do :eek:

By some stroke of random luck he's right this time! :(
 
Eredhel said:
Something to remember when considering charms. Their primary intent is to remove pp from the game. I don't know for sure (i.e. this is not a staff position) but I'm guessing the 10k to 15k crowd isn't one that needs that. Not sure.

I'm not sure I see your point. People would buy 12-20k, 36k, then 200k and up just like they currently buy 36k, 200k and up. There's always the next upgrade.
 
The Diabolic charm inreases crit nuke chance, Enchanters are not well known for their nukes, necro, mage, and especially wizards get alot more from an increase in nuke crits. While it is 1 more FT, there are not many situations an enchanter will benefit from 1 more FT (rarely do they go OOM unless they really try). The 1.2 million charm and eternal are similarly flawed, as it really is extra FT and crit chance, with a bit of mana.

Maybe a charm that focuses runes or charms or something cool like that would be in order.
 
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