Old 10-29-2008, 08:30 PM   #41
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How about a gem line that let's us see the mobs stats? The higher the gem, the more info it gives us.
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Old 10-29-2008, 09:41 PM   #42
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What i would like if possible is that the gems would not come out of the pouch at random but in the sequence they r laid out. This is very necessary for healing as well as mana and energy regeneration. Many times i have died because of this.
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Old 10-29-2008, 10:34 PM   #43
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The gems work very similar to the MtG card game deck management. It's all random, but there are things you can do to stack the odds in your favor like using the cantrips to reduce the number of empty slots you have.
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Old 10-30-2008, 08:37 AM   #44
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Quote:
Originally Posted by gailenstryker
How about a gem line that let's us see the mobs stats? The higher the gem, the more info it gives us.
That would be handy, but wouldn't it be better to make it a skill?
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Old 10-30-2008, 08:51 AM   #45
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An aura that gives a chance of casting a harmful spell back on the caster, but doesn't negate its effects on yourself (so both attacker and attacked are affected). It should stack with Mirrored Blade like:

20% Mirroring (the spell gets "turned around")
20% Reflection (the spell gets "copied")
60% normal, resistable spell effect
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Old 10-30-2008, 11:16 AM   #46
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OK i'm going to post my idea again, as i think it will imrpove gameplay... Not a gem idea as such but something that will improve the gamplay for casters....

Have the gem pouches displayed on the fighting screen so you can easily change to another pouch if needed. As opposed to opening your Gem Pouch INventory and switching that way.

This could also be done for equipment sets.

This would make battle a lot slicker.

Thanks!
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Old 11-02-2008, 05:24 PM   #47
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how about PvP only gems ? that way you dont have to have gems against monsters that have prevent escape, but against other players that is very usefull esspecially in pk-ing
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Old 11-04-2008, 12:39 PM   #48
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These were thought of as runes, but could be established as aura gems.

Ward Of Life/Dread/Mentality
Depending on appropriate magic discipline, it lowers the damage or highers chance of a resist.

Catalyst of Pain
When you are injured, there is a possibility of a new gem to appear in the draw slot.

Mark of Masochism
When you are injured there is a possibility to heal yourself or gain mana/energy?



Pet boosting ones too
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Old 11-04-2008, 12:51 PM   #49
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Malfunction - A randomly equipped gem, when activated is sent back to the pouch stunning your foe for * seconds.

Jostle - All equipped gems are returned to the pouch of your opponent.

Distorting Wave - If available, a random different pouch or equipment set is activated. Can force to use a bow if equipped.

Embalming Amber. Target ally becomes impervious to damage - maybe only physical? - but cannot attack.

Enraging Fires - Enemies are taunted and burnt, but attack with an increased chance of a crit.

Wildfire - A burning condition lasting * seconds is inflicted upon your target enemy. Any person struck by the burning enemy has the condition started on them and also gain the ability to pass it on. The burns stack.

Betrayal - Target ally becomes dazed and is the new target of your enemy.

Blood Lure - Inflicts bleeding status upon target ally and makes them the target of your enemy.

Pious Reverance - Cannot attack but the regen of Energy and Mana is increased.

Shielding Servant - As long as equipped, your pet takes damage in your stead. There is a % chance that the pet will be lost.

Auras - each have a lower % of initial cost as the level of gem rises.

Exhaustive Incantation
All gems use energy instead of mana.

Claret Casting
Cost for gems comes from your health.

Arcane Empowerment
All gems use mana.


Last Stand - can only be used with no energy or mana and a single, or low HP. It raises the % or guarantees a max damage, critical hit.

Blessed Renewal. Used when no mana/energy/low hp. All are restored up to % depending upon gem level.

Forced Empathy - copies and conditions such as bleeding or poison onto the foe.

Fanatical Fervour - an aura which ups attack speed.

Arcane Posession - mana starts to drain and attack speed increases and melee damage is turned into magic, until gem unequipped or mana depleted.

Battle Fever - energy starts to drain and attack speed increases and melee damage is turned into magic, until gem unequipped or energy depleted.
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Old 11-09-2008, 11:31 AM   #50
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An aura that increases the maximum amount of life, energy or mana that can be restored with "click to use" restoration gems, similar to the flare up aura. Intelligence determines the likeliness of max healing. Might just as well be or be combined with a xx% chance of critical (50% stronger) healing.
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Black Gems (part 1)
Old 11-10-2008, 05:39 PM   #51
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Animate Dead. Rank 1 = Lv 10
Energy: 100 Mana: 100
Can only be used on dead targets. Creates a skeleton at rank 1, zombie at rank 2, wight at rank 3 etc.. Higher ranks give less minuses to levels as below).
Creates a 'Pet' from the corpse at -10 levels of the corpse (a level 1-9 corpse will create a level 0 pet) and will have stats as per a level of that creature. The pet has no sell value and cannot be traded.
(can be used on PK corpses).

Drain Life Rank 1 = Lv 2
Energy: 7 Mana:7
Deals 1-3 damage and heals 50% of that damage rounded up back to the caster. Higher ranks deal more damage and heal a higher %. Gets interesting when added to other death/sorcery magic skills as well. (as it is 1 gem, it should cost 4 times as much (double in engery or mana, then also in the other ability as well) as a damage dealing or healing gem of the same type as a guide).

Simulacrum Lv 20
Energy: 25 Mana: 5
Heals all damage dealt to you. Permanatly reduces the life of your highest-life pet of that amount.

Death Aura Rank1 = 5
Aura
Every 5 seconds during combat, Death Aura deals one point of damage to everyone, including the caster. This may trigger other effects such as damage reduction or reflection. (death aura and reflect aura together might be painful for the enemy).
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Taunt Gem
Old 11-11-2008, 04:16 AM   #52
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A taunt gem that allows you to target all enemies present for group pvp would be nice.
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Old 11-11-2008, 11:04 AM   #53
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Quote:
Originally Posted by Necrox
Death Aura Rank1 = 5
Aura
Every 5 seconds during combat, Death Aura deals one point of damage to everyone, including the caster. This may trigger other effects such as damage reduction or reflection. (death aura and reflect aura together might be painful for the enemy).
This one is great. There could also be an aura that increases the damage you and your allies take, but in exchange inflicts quite a high amount of damage back to attackers, like double the damage of thorns aura. Would be very useful for high hitpoint or defensive builds.
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Old 11-11-2008, 02:33 PM   #54
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A gem or 3 that gifts an ally with a portion of your health/energy/mana
Gems that transfer health into energy/mana into health and other such conversions.
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Old 11-11-2008, 06:43 PM   #55
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on the second suggestion that was already implimented make sure to not only read here (all of it before making a suggestion) but also patches then jeff isn't having to wade thorugh the same suggestions over and over
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Old 11-19-2008, 08:14 AM   #56
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Invisibility

Gem Color: Grey
Energy Cost: 0 Mana Cost: 35
One Use Per Draw

The targeted ally becomes invisible and cannot be attacked anymore. Invisibility ends after 5 seconds or when the ally attacks or uses a "click to use" gem.

(Would make a great gem for the first pouch slot for casters. They could (try to) cast it immediatly when a fight begins and have time to get their gems into play. Could also be helpful in very even fights or to save a group members butt.
There could be a skill instead that gives a 1% chance per level to enter a fight invisible (or camouflaged). But casters will profit more from the gem variation (though they'd still profit more than other classes if it was a skill) and I think they deserve a little buff. (No, I don't play one myself.))
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Old 11-27-2008, 04:04 PM   #57
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Grey Magic

Inferiority
Detrimental Aura
Lowers the apparent monster level by 1 for each rank 5 ranks total

level 20 rank 1
level 40 rank 2
level 60 rank 3
ect

makes it easyer(sp I know) to hit monsters for your party so a level 20 monster affected by a rank 1 aura would be hit as often as a level 19 monster so if it was black it would be purple
doesn't affect trophy drops?
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Old 11-28-2008, 05:50 PM   #58
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Life stealing gem

Black type magic level requirements.
Dot damage

Rank 4 version does 12 damage over 45 seconds however for each point of damage done, the caster is healed for the same amount.

Costs could be a mix of mana and energy. But the combined value should be higher then casting the same rank of Malingering. Since your getting the added benefit of a heal.
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Old 11-29-2008, 11:26 AM   #59
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PK only epic gem:

Specs
- only PK's can use this gem
- black or red direct damage gem
- if casted successful during combat it steals RT from the victim based on both the victims level and the level of the gem
- the gem does not stack during same combat
- using a staff doubles the effect of the gem

gem levels
rank 1 requires level 10 in red or black magic and multiplies the stolen time by 1
rank 2 requires level 20 in red or black magic and multiplies the stolen time by 1.2
rank 3 requires level 30 in red or black magic and multiplies the stolen time by 1.4
rank 4 requires level 40 in red or black magic and multiplies the stolen time by 1.6
rank 5 requires level 50 in red or black magic and multiplies the stolen time by 1.8
rank 6 requires level 60 in red or black magic and multiplies the stolen time by 2
rank 7 requires level 70 in red or black magic and multiplies the stolen time by 2.2
rank 8 requires level 80 in red or black magic and multiplies the stolen time by 2.4
rank 9 requires level 90 in red or black magic and multiplies the stolen time by 2.6

example: a PK (regardless of his level) attacks a level 20 player and casts during combat a rank 6 (lvl 60) gem: the pk'r will get (20*2) 40 seconds extra RT, the victim will loose only 20 seconds RT.

Benefits:
- an extra incentive/tactic for pk'rs
- finally something extra for normal players to watch out for
- gain for pk'r is not a lot, though when having a good spree it adds up ..
- loss for players is minimal, though it gives an extra motivation to run away/kill a pk'r
- pk'rs and non pkrs might work together ...
- magic skills become important in pk'ng

Last edited by zenga; 11-29-2008 at 11:28 AM..
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Old 11-29-2008, 01:31 PM   #60
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gems that stun/daze/mes you in return for inflicting that condition on all opposing players, for half the time you suffer the condition?

gems to reduce enemy attack rate?

maybe erm.
Attack Inversion
Grey gem line, an aura or lasts say Rank/3+2 seconds? no cost if aura, or cost of mana Rank/2+4, lowers enemy attack speed by the amount it is boosted?

and have a gem that boosts the attack rate by 10% to make it actually do something.

duplicate it but sub for archery/gem drawing as well?
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