
Air Priest subguild idea
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Air Priest subguild idea
This may seem totally inane and probably is, but there could be a subguild of airpriest that focuses on magic more, and could heal others sp instead of hp, and had their own smoke spells that did other things like pump the offensive tank up for battle or subtly increased the party mage's power of the next spell cast or something, I dunno. Let me know what you think 

- artic
- Supporting Member 2005
- Posts: 475
- Joined: Wed Apr 14, 2004 15:54 pm
- Location: Tallinn, Estonia
If you are looking for 'boosters', seek out a conev dreamweaver. Bad thing is, most covens go for the offencive subguilds/spells and end up being not so powerful in dreamweaving, yet more able to solo. A beholder dreamweaver, could cast some bretty nice boosts on the party and force them to sleep more often, (than again the beholders cant even use the gauntlets so the magical poisons are out).
Praised be the god of fire, may he bless me and my dark brethren with the warmth, and save me from the light of hes holy flames.
What would it cost to heal SP? I don't like that idea. Picture two air priests at Ereldon healing people, and then one of the runs out of SP so the second air priest heals the first's SP, and so on. And as for boosts, psionicists have the ability to boost SP using "Unfold Mind", so there's no need to boost anyone's SP as far as Air Priests are concerned. If anyone should be able to heal SP it should be Psionicists, and they could use PSP to do it.
Also, he subguild you're suggesting would completely remove any need for other supporting guilds. You could say goodbye to the beforementioned Dreamweaver's subguild, nobody would join it, because why would anyone want a supporting Warlock when they could have an air priest that could do the same thing PLUS heal them? And the smoke that raises the offensive tank, etc., sounds a lot like the same effects we will be able to induce using the songs/dances of Belannaer's Bards of Aegic guild.
Also, he subguild you're suggesting would completely remove any need for other supporting guilds. You could say goodbye to the beforementioned Dreamweaver's subguild, nobody would join it, because why would anyone want a supporting Warlock when they could have an air priest that could do the same thing PLUS heal them? And the smoke that raises the offensive tank, etc., sounds a lot like the same effects we will be able to induce using the songs/dances of Belannaer's Bards of Aegic guild.
- dracolipse
- Posts: 20
- Joined: Mon Mar 29, 2004 05:14 am
- Location: San Diego, California, USA
I aggree with the comments that air priests don't need more. I don't know of any other guild where you can go from lvl 1 to lvl 38 in 1 week and 5 days game time after killing only 2472 creatures. (finger aralus). Giving them more would be overkill.
"If you love somebody, let them go. For if they return, they were always yours and if they dont, they never were. - Kahlil Gibran"
Ok told you it was a lame idea
. I didnt know about those other guilds powers, not having been one, all Ive been so far is a mage, air priest, and earth priest briefly, and army briefly. Yes, finger me, by all means, not to give the wrong impression. Air priest is an excellent way to gain xp through the tedious and boring levels where you can barely do anything whatsoever, let alone have enough ep to -get- to some of the other guilds, and a very good way to begin learning the mud and meet people. As to the dreamweavers and psi powers you mentioned,they sound pretty kickass 


I think that air priests might actually benefit from skills or spells that would augment their ability to fight against undead to play upon the theme of opposing elements. Perhaps air priests could gain a spell...let's call it "sanctuary" at the moment, that would have a moderately short duration (7 minutes) and would sanctify the room against undead or demon influences. This would lower the damage done by undead on the order of 5-15% and perhaps increase damage done against undead/demons by 10-20%. The blessing would also have the side-effect of increasing the ambient light of the room unless it was outdoors...in which case the light would be too diffuse to be noticed.
- solar
- Supporting Member 2020
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- Joined: Sat Apr 03, 2004 17:30 pm
- Location: Kalajoki/Oulu, Finland
felgand's sanctuary
And this 'sanctuary' needs proper changes to not make certain undead eqmonsters "too easy" ?
Yeah, Air_priests could use something that works against undeads.
Yeah, Air_priests could use something that works against undeads.
Internet tough guy
Icesus is not just my life - it's the lack of it.
Icesus is not just my life - it's the lack of it.
Well, those changes would be fairly simple. Undead of sufficient power would be able to resist a large portion of the effects (so they would hit the lower range of that spell effect...the 5% resist and 10% extra damage) which would make it a nice perk but not ridiculous.
A second option would be to have sanctuary have a full effect on all undead, but it would have a timer between castings that would run around 20-30 minutes...so that the spell would not work again until that time has run out.
In my opinion, I think option one is a better way to go.
A second option would be to have sanctuary have a full effect on all undead, but it would have a timer between castings that would run around 20-30 minutes...so that the spell would not work again until that time has run out.
In my opinion, I think option one is a better way to go.