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Fulcrum
2010-04-11, 12:17 AM
Lay on Hands ability for paladins.


ABILITY: Lay on Hands
PROFESSION: Paladin
MANA COST: 0
ACTIVATION: 4
COOLDOWN: 1 hour
USAGE: layhands <optional target>

The laying on of hands is a miraculous power for which paladins are respected
and praised. By using this power, a paladin is able to channel powerful
healing energies through his hands and into the body of a wounded target. A
paladin can also use this ability on himself should the need arise.

Rank 1: Heals 20% of the target's maximum health.
Rank 2: Heals 30% of the target's maximum health.
Rank 3: Heals 50% of the target's maximum health.


Auras coded for Paladins.


ABILITY: Aura
PROFESSION: Paladin
MANA COST: variable
ACTIVATION: ---
COOLDOWN: 20 seconds
USAGE: aura <type of aura>
aura none>

This command is used for changing the type of aura you are emanating. It is
also used to stop emanating an aura entirely. Auras have different costs to
maintain them depending on the nature of the aura. Each aura has its own
specific help file.

SEE ALSO: aura of clarity, aura of renewal, aura of judgement



ABILITY: Aura of Clarity
PROFESSION: Paladin
EP COST: 5 per 10 seconds
ACTIVATION: ---
COOLDOWN: 20 seconds
USAGE: aura clarity

By channeling mana directly from the Aether, the Paladin can grant clarity of
mind in the form of mana regeneration to himself and all group members in his
direct vicinity.

Rank 1: 1 mana per 10 seconds.
Rank 2: 2 mana per 10 seconds.
Rank 3: 3 mana per 10 seconds.



ABILITY: Aura of Renewal
PROFESSION: Paladin
MANA COST: 10 per 10 seconds
ACTIVATION: ---
COOLDOWN: 20 seconds
USAGE: aura renewal

The Aura of Renewal is a channeling of natural healing energies that flow
through the paladin and to all surrounding group members. Running this aura
is draining of the paladin's energies, however, so bear this in mind when
deciding the best time to use it.

Rank 1: 10 health per 10 seconds.
Rank 2: 20 health per 10 seconds.
Rank 3: 30 health per 10 seconds.



ABILITY: Aura of Judgement
PROFESSION: Paladin
MANA COST: 5 per 10 seconds
ACTIVATION: ---
COOLDOWN: 20 seconds
USAGE: aura judgement

The Aura of Judgement assists the Paladin and his surrounding group members
in judging any foes that would dare face them. As a result, all affected
adventurers will deal additional damage in combat.

Rank 1: +2 damage per second in melee combat.
Rank 2: +4 damage per second in melee combat.
Rank 3: +6 damage per second in melee combat.

Milawe
2010-04-11, 02:58 AM
Nuby areas have been tweaked downward to make the tutorials a little bit less difficult.

Scribe guild training halls have been completed and their NPCs are now spawning. (Next is getting their tasks ready!)

New inquiries added for nuby NPCs.

McDeathUK
2010-04-11, 10:48 AM
Would be nice to know at what level we get the aura's / ranks. So far I can summon the Clarity one, and when I try any of the others I get a message 'You have not ..something.. the aura of clairty' (cant remenmebr wording at the moment)

The clairty aura is is pretty useless on its own (I assume there will be other buffs in the furute). The longest fight I have is about 30-40 seconds.. which means even at at rank 3 I am going to be getting enough back for maybe being able to cast Bind I... worth even having it active... not noticably.

I am not asking to be Overpowered, but as it stands theis aura is never going to be switched on for anyone once there is an alternative. Cant really discuss the other having not used them.. the health one looks pretty useful, but assuming it only gets granted at high levels when 10 damage is going to be a 'pfffft' moment... again.. any real use?

+2 / +6 DPS cant comment as I have no idea what I am doing at the moment.

Fulcrum
2010-04-11, 09:46 PM
McDeath, have you tried typing: abilities paladin

(For more options, see: help abilities)

Also, the clarity aura is effectively +30% mana regen to you and all of your group members. That's a pretty massive boost. And you are getting this for a loss of 15 ep / 30 seconds when you have a regen rate of 20 ep / 30 seconds. I am actually worried that this aura is TOO strong. At rank 3 it is basically +90% mana regen to your entire group.

You have to keep the group oriented nature of the auras in mind. Even just for the solo paladin they are still handy and useful. But their effects are not really designed to be game breakers within a single combat. Skills and the abilities you gain from skills are still your primary source of effectiveness.

McDeathUK
2010-04-12, 04:54 AM
Yeah, now the abilities things works fine and I can see when we get em.

Looking at things as a percentage can artifically inflate something, if I have one penny, and get another penny, its a 100% rise... but I still only have 2 pennies.

My only point is that 1 mana point every 10 seconds means I have to wait 100 seconds to be able to cast an extra spell, and that spell is a lowely one.

Of course, in a team, especially if there is more than one paladin, things get sweet and I can see then how it could get out of control.

I dont envy you finding a balance between solo and party play! But as a mainly solo player I will fight for my aura rights :)

Fulcrum
2010-04-12, 08:44 PM
My only point is that 1 mana point every 10 seconds means I have to wait 100 seconds to be able to cast an extra spell, and that spell is a lowely one.


Which means over a 2 hour borging session, you can use 72 more abilities than someone else, without having to use potions or food.

The mana regen aura isn't there so you can spam your powers and no longer have to worry about your mana.