New mastery abilities

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drakken
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Joined: Tue Nov 16, 2004 06:51 am

New mastery abilities

Post by drakken »

The idea is to have new abilities that require a command to use. The original idea was to have the abilities unlock from combined masteries involving 2 guilds, however, this could also work as stand alone ability for individual guilds.

1. You must have at least 10% of the mastery in both guilds.
2. You must have a combined total between the two masteries of at least 100%.
3. You must belong to either the main guild or secondary guild of both guilds.
4. You can have at most 2 new mastery abilities.
5. Combined mastery abilites will all use the same command to use them.
6. New ability will not give any abilities that already exist in the game, so for example, do not expect to get bat form just because you have scion secondary.

At first, I would suggest creating only one abilitiy per every two guilds. Army and Templars, Scions and Shadowdancers, Earth priests and Infecti, Air priests and Mages, Rangers and Monks, Sorcerers and Water priests, Coven and Fire priests, Shapeshifters and Wilders, for example.

Some ideas for abilities: Battle-field Justice, Darkness disease, Telekenitic Landslide, Magical Sandstorm,etc.

Currently, one of the best features in the game is when a player gets enough mastery and it unlocks something new for them to do. (Coven turning into undead, or Scion invoking epidemic for example) The above idea is to add more unlockable features, either to individual guilds or combined guilds, because working and obtaining something new is a lot of fun.
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solar
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Post by solar »

I've entertained similar thoughts of _sec guild giving something extra when paired with the right main guild, such as sorcerer + ep_sec to make windstorm (½ cold, ½ asphyx) -> sandstorm (½ physical, ½ asphyx) when desired (and tempest -> simoon), and infecti with fp_sec -> pyrokinetic disciplines and similar stuff.

Basically giving something cool with niche usability, but not anything overpowered.
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belannaer
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Post by belannaer »

I like this and it could be implemented fairly easily. Feel free to throw in ideas about what those combinations could be and do and I'll might add some of them.
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solar
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suggestions

Post by solar »

Will update this post so as to not spam the thread needlessly:

I can provide some descs for stuff that are required, such as crit-messages for new types etc.

These are suggestions, some of them are there only because other priesthood sec_guilds give something extra so mage + ap_sec -> sonic (thunder) is not that much of a serious suggestion, for example.

Basically, these are mostly on/off togglable guild commands, which do not ruin gameplay by imposing their effect on top of current functionability.

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Sorc + ep_sec: windstorm -> sandstorm/dust devil; tempest -> scirocco

changes cold part of benevolent commands to physical. 

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Sorc + fp_sec: windstorm -> firestorm; tempest -> simoon

changes cold part of benevolent commands to fire. 

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Sorc + ap_sec: windstorm -> lightningstorm; tempest -> thunderstorm

changes cold part of benevolent commands to bolt0.

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Sorc + wp_sec: windstorm -> manastorm; tempest -> arcane tempest

changes cold part of benevolent commands to magic.
Might also do something to malevolent commands: bloodlust/soulreaver, which already deal 100% physical. I am undecided if these should do anything with dominate masteries, since currently benevolent commands do not raise dominances, nor do they benefit from them? Maybe Sorc + mage_sec would enable bloodlust/reaver to do magical damage instead of physical?

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Sorc + army_sec: slight bonus from leadership skill to command effect formula, voice order (see below)

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Psi + fp_sec: access to pyrokinetic disciplines that deal fire damage

gives an on/off guild command that changes physical damage to fire in their evokes.

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Army + mage_sec: Voice order that gives entire party +casting points for their current spell

Army + wp_sec: Voice order that protects the entire party for a few seconds from incoming non-physical damage

Army + ap_sec: Voice order that resets vitae-type chaining cooldowns

Army + fp_sec: Voice order that gives fury and forces current maneuvers to be executed instantly

Army + ep_sec: Voice order that can be used to force minion to do something

Army + sorc_sec: Voice order that does something when there are sorc spells in the room, maybe mimicing spell impulse effect for them?

And these orders would also work the other way around: With army_sec and proper mainguild

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Army + scion_sec: strike / shield maneuvers might proc scion effects, like gangrenous rot / necrosis / atrophy

Army + scion_sec: reave defences can proc a maneuver via devising battle maneuvers mastery

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Mage could get new spelldamage types (not necessarily dealing comparable damage, though) from the right _sec:

Mage + wp_sec: magic
Mage + ep_sec: physical (force)
Mage + fp_sec: asphyxiation
Mage + ap_sec: sonic (thunder, maybe ½sonic ½lightning?)
Mage + coven_sec: poison

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Coven + fp_sec: allows scourge/caw to deal partial fire damage instead of normal
Coven + wp_sec: allows scourge/caw to deal partial magic damage instead of normal
Coven + ap_sec: allows scourge/caw to deal partial lightning damage instead of normal
Coven + ep_sec: allows scourge/caw to deal partial physical damage instead of normal

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Templar + elemental priest sec: slightly more bond power and regen to corresponding type (same element already provides some, insight into clerical teachings would give only a little bit more)

Priest main + templar_sec: slightly more bond power and regen to corresponding type; faith to give a slight passive bonus to main priestguild ability/abilities.

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Shapeshifter + ep_sec: undead form

Shapeshifter + sd_sec: camouflage form

SD + gae_sec: camouflage form

Camouflage form mimics hive mutation effect.

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Ranger + gae_sec: Animal kinship synergy

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Shapeshifter + coven_sec: Tree form + desecration synergy (creeping vines fanciness)

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Monk + _sec: new rune that has something to do with the _sec guild portfolio. Such as: monk + sd_sec/scion_sec: rune would give permanent low% mantle of darkness + darkness vision effect to the monk; Monk + coven_sec: Rune would give a permanent low% venom ward effect for the monk. These runes would need to be activated through combat like current ones, would gain mastery in them, but would be severely less powerful than if the buffs would be cast with proper spell %s.
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