Posted by The Ponderer(VIP) on September 07, 1999 at 23:28:14:
The Imms have once agained given us a terrific new class, so I figure it's time to set up the pins and let them knock em down again. Paladins need revamped, if not to add more power than to add more in the way of interesting powers/concepts. A few ideas for powers: -Empathy-A commune that allows the paladin to absorb half of the damage a person receives. So if the tank in a paladins group gets hit for 100 hp of damage the paladin absorbs 50hp of it and the tank gets the remaining 50hp. Great for ranking as well as pk'ing. Paladin has to be in the same room as the person receiving the damage. -Divine Intervention- A commune that allows the paladin to be aware of what somebody is going to do before they do it in combat. For example, if the paladin is fighting a thief the paladin will know when a thief is about to trip due to some unseen divine force and will hop over the trip striking a hefty retaliatory blow. It's an automatic skill but the commune has to be up, kind of like spellbane is automatic but the rager has to have it up for it to work. -Also, make some of their abilities more aesthetically pleasing with some added bonuses. For example, the druid doesn't have protective shield but he does have armor of thorns, which would make sense for a druid. The paladin needs some things like this that would make sense for a paladin to have, meanwhile making it a more interesting class to play. Shaman are kinda in the same boat, however, they really don't need any power boosts, they just need to be made more aesthetically pleasing and fun to play. ALSO, good shamans should have a set of communes that evil shamans don't and vice versa, even if they're the same communes just aesthetically different to fit the align. Good Shaman: (in addition to the possibility of good shamans receiving either of the paladin powers above) -Repentence-Forces a feeling of shame and repentence onto an evil being/person lowering their hit/dam/dex a fair amount. -Convert-Only useable to start combat, and lasts maybe 1 tick. Momentarily changes the alignment of the opposition to neutral. This causes any anti-neutral or evil-only gear to zap the foe and be placed into their inventory, regardless of whether their inventory is full or not. Evil Shaman: -Black Mass-Useable only in a designated "evil" area (ie Udgaard). This ability calls several of the least powerful mobs in a designated "evil" area to aid him. The mobs won't follow the shaman into any other room but the one he calls them from. The mobs come to hear the shaman preach, and will assist him if the shaman becomes engaged in combat in that room. They'll automatically rescue the shaman out of combat. For example, if the shaman communes this in the forest of nowhere, 5 bloodbeasts will come and listen to him preach. The shaman summons some fool to him and attacks. The bloodbeasts will also attack the fool, rescuing the shaman. If the fool flees though, the bloodbeasts won't track and won't follow the shaman after he leaves. -Stigmata-(that movie is going to kick ass)
This power forces uncontrollable bleeding in the palms, feet, eyes and so forth. Differing degrees of effectiveness. If the bleeding occurs in the palms the person might be forced to drop whatever they wield or hold. If the bleeding occurs on their feet their dexterity is greatly reduced and they can't trip or dirt kick. If the bleeding occurs in their eyes they can't see. Minor bleeding every tick as well, reducing hp by 10 or so.