New Specialization

metalhead86 said:
so the old specializations will be gone (like specialized alteration). I really liked my reduced mana costs when I had to buff everyone in a group =/.

Maybe you should have read the first sentence in the original post.
 
Replace scm w/ random chance next spell will do something, for example make your next spell instant cast (exclude ch i suppose) or have it increase dmg of next spell by a certain %, just throwing out ideas
 
Wiz, what about monks who need to train both 1hb, 2hb, and h2h? Seems like h2h should belong with the blunt, rather than the slashing, considering a fist doesn't really slash.
 
If new specializations come along after this, is there any way to gain them? When I originally saw this I was excited... I enjoy earning more levels and AA's and getting an extra reward for them is a nice incentive. But something more fun, rather than hard logic would be nice. Maybe I just feel that AA's and gear already do what these will be doing. I know it'd be hard to code and or think up other balanced "fun" things, but maybe that's just me.

Maybe something to increase your HP, rather than something to increase your defense. Something that adds maybe 10 extra damage to a special attack, or a linear add. So that eventually you have people with completely different builds, and a wide variety of characters will exist.

I realise AA's were meant to do this, but when I have to work hard for my AA, I like to spend them on things that I need most. Instead of going offense first on my Monk, I need to go defense for pulling and off tanking in exp. groups if the need arises. I don't like this, and would much rather spend points on crits, superior mend, faster FD, etc. Something more akin to Diablo II's progression tier of skills would really be amazing to see, but I suppose the game isn't really built for such a progression to ever exist.

Also, increasing the amount it costs to buy things would allow no character to ever fully attain everything. To me that dilutes the extreme high end as no one character should actually be able to get everything. That seems a bit silly to me. Three of the five would be a lot better, or hell only two of the five. But in doing that, you naturally have to make them better and give more of a percentage. Doing it this way it allows for a better degree of diversity as some will want to do more damage, others will want to take less, etc. But you can't do both and be the best of both worlds.
 
I was initially very excited about this. However, I assumed it would be a branching system where you had to pick one path, then choose again, and so on, and you couldn't fill em all. This is neat, but it doesn't really specialize you. My initial skim of the posts makes me think that just getting to 65 will let you fill up your primary skill, then a few AA and such and you will have everything you need :(
 
Will there be any way to unspend points and then put them elsewhere?

I'm thinking, "No." or that it will be costly.
 
millenimy said:
I was initially very excited about this. However, I assumed it would be a branching system where you had to pick one path, then choose again, and so on, and you couldn't fill em all. This is neat, but it doesn't really specialize you. My initial skim of the posts makes me think that just getting to 65 will let you fill up your primary skill, then a few AA and such and you will have everything you need :(
Hmm, you just said what I wanted to in 1/5 the effort and words. Awesome. Specializing only happens when you can't simply do everything. But a branching system present in Diablo II would probably be hard to code. No?
 
millenimy said:
I was initially very excited about this. However, I assumed it would be a branching system where you had to pick one path, then choose again, and so on, and you couldn't fill em all. This is neat, but it doesn't really specialize you. My initial skim of the posts makes me think that just getting to 65 will let you fill up your primary skill, then a few AA and such and you will have everything you need :(

Each class has at least two primary skills, but I detailed in the very first post that this is not meant to be a branching system, EQ's class system is way too archaic for anything but a highly complex specialization system, and it'd be even more boring if every warrior picked the same 2, every rogue picked the same 2, etc. At least this way you can influence your character's path while leveling up, without being punished for it in the raidgame where only certain traits matter.
 
At least this way you can influence your character's path while leveling up, without being punished for it in the raidgame where only certain traits matter.

My take on this is that this is geared for those of us who are in the process of leveling much more than the high end game. I for one (not one to xp grind all that much) like the idea. With my slow level progression, it gives me something else to work on.

Just my 2 cents.

-Farcy
 
hmm, bypass resists and save a little mana or blow them straight to hell with more damage/mitigation... tough call for me :)


wiz --> :hug:
 
I think this is an awesome idea. You can actually make your character level, with some uniqueness. Whereas you level to 65, same as your average class, and the only unique thing you do is get your AAs in a different order. This way you can be unique, until you max all your specs. :)
Nice idea.
 
sorry I read the first sentence wrong. I thought it was saying it was replacing the old one... was pretty early in the morning for me. Sorry about that
 
Well, there's really no difference though, as both level 65 characters will have exactly the same set up. :/ There are obvious choices as to which one you want to go with. If there were more choices, or say you have to pick a weapon skill, and then it boosts it more than 20 %, that's all good.

Say I'm a monk who wishes to use h2h primarily, instead of making things work for 1hb, 2hb, etc, you make it work for only 1hb. And then make one for every kind of skill and casting skill. That way you get masters of 1hs, masters of 1hb, or h2h, etc. Granted it seems pointless or like the exact same system for the casters, I like it for melees.
 
until everyone makes a template of which spec's will be best and whatnot, just like in Shadowbane with diminishing returns on skills making or breaking the class. as this is not shadowbane, the class will remain the same, just some templates will be weaker than others.

those specs just seem to generic to me. if you really wanted to players to decide what their options would be, give them choices that they would really have to think about, like better melee damage and mitigation, or hit faster evade more in combat. or all benifical spell effects are up'd by a certain % (like shammy buff stats would increase, proc damage from spells would be increased) another nifty idea i came up in the shower was zero agro double spells in that automatically after the first spell went off, a second spell would be cast like a proc (this would be random but more points put in would increase the chance to hit, from a hidden source with double the cast time (wizard nukes mob for x damage in 6 seconds, 12 seconds later, mob gets nuked again for x damage) this would also work for healers (cleric 1 casts cheal, 20 seconds later, cheal lands a second time) just some ideas on to not trying to make it bland and generic.

depending on if the new specs will affect CH, all the high end raid clerics will more than likely go with the same spec of either better healing (if it doesnt affect the CH, or conserve mana if it does).

All high end pad healing druids will go with the energy defense spec, better healing and better nuking? this would up their DPS and their healing capabilitys, so i only see them spec'ing in this one.

just some thoughts, also, would there be any way to add in negitive effects to spec'ing? a warrior who goes with higher damage and better mitigation would become like a juggernaut, so his base movement speed should be slow'd. a caster who focuses all into healing would take a cut to being healed itself. just some random things like that.

i agree with wiz in that the old spec system has to go. in my opinion the gains of specializing a certain spell type was to minimal in only cutting back some mana costs.

Energy/Defense Specialization - Improves the damage of your damage spells, the healed amount of your healing spells, and your mitigation.
Focus/Mind Specialization - Improves your ability to bypass the resists of enemies, as well as your ability to conserve mana on casting.

Is there any way to add in more specs? or are we limited to the 5 to replace the old ones?
 
Will pets gain the ability of defense mitigation, strike(h2h) dmg, agility, or resists along with their casters?
 
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