Unknown2005-05-11 20:10:17
At last, I have completed my personal proposal of this new totem specialization. Designed for the Serenguard as a replacement of the Stag and Moon specializations choice, it was created with several things in mind:
1. I wanted to create a mix of both Moon and Stag (group and individual) skills.
2. I added in the ability to bond to totems, though this may be removed...
3. I wanted, most of all, to give the skill some personal flair, and identity for the people who might use it.
POUNCE: Attacks a target in an adjecent room, doing little damage, but moving you into the same room. It would have little balance time, and would knock opponents out of stance or blocking.
TOTEM: Bond. Duh.
STALKING ON/OFF: While in forests, gives hidden movement, shrouding and no message when you follow a person.
WOLFCALL PACK: Those of your followers who also posess the Wolf skill will become fearless and cannot be lured out of the room.
GROWL: Shatters target concentration.
STAMINA: Level 1 health regeneration. Costs 3 power.
WOLFCALL BLOOD: When one member of the pack enemies an adventurer, all others will automatically do the same, and declare. More importantly, there is a slight experience bonus for all pack members when the target is killed.
AVATAR: Can be bonded at one's proper totem, will add 1 strength and level 1 blunt defense. Costs 3 power.
WOLFCALL BECKON: Works like summon, on long balance regain. Will summon friendly Wolf users.
METABOLIC ON/OFF: Get hungry much faster, but harder to put to sleep or aeon. Also adds to focusing speed/ability.
TOTEM RETURN: Yup.
HOWL: Afflicts target with cowardice.
ALLURE: Brings the target in, against their will, from an adjacent room. Long balance regain.
DISEMBOWEL: Use ones teeth to rip at the guts of the target, causing bleeding, gut damage and minimal regular damage. Can pass through magical shields, but is affected by parrying and stancing to a heavier extent.
WOLFCALL HUNT: Moves the whole pack to the target, provided the target is in the same area. All members of the pack will lose balance however. Costs 3 Power.
DISGORGE: Use ones teeth to rip at the throat of the target, causing bleeding, head damage and minimal regular damage. Can pass through magical shields, but is affected by parrying and stancing to a heavier extent.
ENCIRCLING: When you lead a pack of 3 or more, your enemies will be unable to leave the room.
RABIES: Random mental afflictions on 2 second intervals, uncurable, lasting for 15 seconds or so. Costs 5 Power.
DEVOUR: Eat an adventurer corpse to relieve one's insatiable appetite.
WOLFCALL LONE: So long as the user is not in a pack, +1 dexterity, +1 strength and +1 constitution. Costs 5 Power.
RESPITE: Used at a totem, restores full health, mana, ego, endurance, will, hunger and energy, once per Lusternian month. Costs 10 Power.
WOLF FORM: Level 1 cutting and blunt resistance, level 1 faster balance recovery. Costs 10 Power.
Sub ability: MAUL: Does heavy damage, no bleeding and moderate deepwounds to target vitals. Costs 3 Power.
So... there you have it. Opinions? Suggestions?
I'm currently trying to figure out a way to work pack size into a few more of the wolfcalls.
1. I wanted to create a mix of both Moon and Stag (group and individual) skills.
2. I added in the ability to bond to totems, though this may be removed...
3. I wanted, most of all, to give the skill some personal flair, and identity for the people who might use it.
POUNCE: Attacks a target in an adjecent room, doing little damage, but moving you into the same room. It would have little balance time, and would knock opponents out of stance or blocking.
TOTEM: Bond. Duh.
STALKING ON/OFF: While in forests, gives hidden movement, shrouding and no message when you follow a person.
WOLFCALL PACK: Those of your followers who also posess the Wolf skill will become fearless and cannot be lured out of the room.
GROWL: Shatters target concentration.
STAMINA: Level 1 health regeneration. Costs 3 power.
WOLFCALL BLOOD: When one member of the pack enemies an adventurer, all others will automatically do the same, and declare. More importantly, there is a slight experience bonus for all pack members when the target is killed.
AVATAR: Can be bonded at one's proper totem, will add 1 strength and level 1 blunt defense. Costs 3 power.
WOLFCALL BECKON: Works like summon, on long balance regain. Will summon friendly Wolf users.
METABOLIC ON/OFF: Get hungry much faster, but harder to put to sleep or aeon. Also adds to focusing speed/ability.
TOTEM RETURN: Yup.
HOWL: Afflicts target with cowardice.
ALLURE: Brings the target in, against their will, from an adjacent room. Long balance regain.
DISEMBOWEL: Use ones teeth to rip at the guts of the target, causing bleeding, gut damage and minimal regular damage. Can pass through magical shields, but is affected by parrying and stancing to a heavier extent.
WOLFCALL HUNT: Moves the whole pack to the target, provided the target is in the same area. All members of the pack will lose balance however. Costs 3 Power.
DISGORGE: Use ones teeth to rip at the throat of the target, causing bleeding, head damage and minimal regular damage. Can pass through magical shields, but is affected by parrying and stancing to a heavier extent.
ENCIRCLING: When you lead a pack of 3 or more, your enemies will be unable to leave the room.
RABIES: Random mental afflictions on 2 second intervals, uncurable, lasting for 15 seconds or so. Costs 5 Power.
DEVOUR: Eat an adventurer corpse to relieve one's insatiable appetite.
WOLFCALL LONE: So long as the user is not in a pack, +1 dexterity, +1 strength and +1 constitution. Costs 5 Power.
RESPITE: Used at a totem, restores full health, mana, ego, endurance, will, hunger and energy, once per Lusternian month. Costs 10 Power.
WOLF FORM: Level 1 cutting and blunt resistance, level 1 faster balance recovery. Costs 10 Power.
Sub ability: MAUL: Does heavy damage, no bleeding and moderate deepwounds to target vitals. Costs 3 Power.
So... there you have it. Opinions? Suggestions?
I'm currently trying to figure out a way to work pack size into a few more of the wolfcalls.
Shiri2005-05-11 20:16:40
I think Terenas ninja'd you by a few months on this one.
EDIT: That said, yours looks a lot cooler. And it would be nice to not have you guys working with Stag and Moon, because that way they can be balanced for Moondancers/Hartstone properly without you guys being screwed over. :/
EDIT: That said, yours looks a lot cooler. And it would be nice to not have you guys working with Stag and Moon, because that way they can be balanced for Moondancers/Hartstone properly without you guys being screwed over. :/
Desdemona2005-05-11 20:16:56
I like it, just include a SCENT skill or something that helps you detect the scent of people and see to which direction they headed.
Unknown2005-05-11 20:20:51
Aye, I had seen Terenas' but had been thinking about this for quite a while, so I decided to put together my own...
Estarra2005-05-11 20:39:20
Your kidding, right? There is absolutely no way that a guild in Serenwilde would be able to specialize in any totem except White Hart and Moon. The entire RP of forests is they are bonded to two and only two Great Spirits.
Shiri2005-05-11 20:41:54
The point is it's messy because as it is Stag and Moon seem to be designed less for the warriors and more for the other two guilds, and tacked on the end of the warriors as an afterthought. Maybe that's intentional, it just doesn't seem quite right. But there we are.
Soll2005-05-11 20:42:15
But when you use your polymerisation card you can bond the two spirits together to form the more powerful 'Angry Wolf' card, with 5000 attack points, and 9000 defence points.
Estarra2005-05-11 20:46:57
Soll2005-05-11 20:48:01
See! I found the picture!
100% Authentic.
100% Authentic.
Richter2005-05-11 20:55:50
Estarra beat me to it.
While this is a neat idea, it has no place in Lusternia. Buuuut... you could always go think up more specializations for warriors!
That's one of the things I love the most, we're never limited to three boring skillsets.
While this is a neat idea, it has no place in Lusternia. Buuuut... you could always go think up more specializations for warriors!
That's one of the things I love the most, we're never limited to three boring skillsets.
Daganev2005-05-11 21:10:03
I would be interesting however to specialize in 'Deer Moon' or 'Lunastag' allowing each warrior to bond to both instead of choosing one.
But I like the way its done now.
But I like the way its done now.
Thorgal2005-05-11 21:35:06
I think the point for warriors is to almost entirely rely on their primary skillset, being knighthood..athletics is to support their tankiness, and the third skillset is nothing but adding some flavour.
That's why sacraments is more powerful in the hands of a celestine, moon/night more powerful in the hands of a dancer, stag/crow more powerful for a druid, necromancy more powerful for a nihilist.... get the picture? It all adds up.
If you think the knight guilds aren't balanced, take a look at which guild has the most knights with elemental runes, then compare that list, to the list of knight guilds you think are most powerful due to their third skillset... isn't that an amazing coincidence?
That's why sacraments is more powerful in the hands of a celestine, moon/night more powerful in the hands of a dancer, stag/crow more powerful for a druid, necromancy more powerful for a nihilist.... get the picture? It all adds up.
If you think the knight guilds aren't balanced, take a look at which guild has the most knights with elemental runes, then compare that list, to the list of knight guilds you think are most powerful due to their third skillset... isn't that an amazing coincidence?
Shiri2005-05-11 21:50:02
QUOTE(Thorgal @ May 11 2005, 10:35 PM)
I think the point for warriors is to almost entirely rely on their primary skillset, being knighthood..athletics is to support their tankiness, and the third skillset is nothing but adding some flavour.
That's why sacraments is more powerful in the hands of a celestine, moon/night more powerful in the hands of a dancer, stag/crow more powerful for a druid, necromancy more powerful for a nihilist.... get the picture? It all adds up.
If you think the knight guilds aren't balanced, take a look at which guild has the most knights with elemental runes, then compare that list, to the list of knight guilds you think are most powerful due to their third skillset... isn't that an amazing coincidence?
That's why sacraments is more powerful in the hands of a celestine, moon/night more powerful in the hands of a dancer, stag/crow more powerful for a druid, necromancy more powerful for a nihilist.... get the picture? It all adds up.
If you think the knight guilds aren't balanced, take a look at which guild has the most knights with elemental runes, then compare that list, to the list of knight guilds you think are most powerful due to their third skillset... isn't that an amazing coincidence?
116500
That does seem to be the case, it's just kinda a shame.
Unknown2005-05-11 22:02:35
The 'wilde is a deep wood. You never know what might be able to pop out...
Daganev2005-05-11 22:16:12
I don't think its a shame.. for the benefit of flexibility you lose the benefit of focus.
Its a great balancing act I think. I just hope I don't scare away too many 'thugs'
Its a great balancing act I think. I just hope I don't scare away too many 'thugs'
Unknown2005-05-11 22:28:18
...hhave you looked at Stag and Moon lately? If you want to be a good Serenguard, you are very limited in racial and skill choices. That is to say, one of about 3.
Daganev2005-05-11 22:37:07
If I'm not mistaken warriors have the most choices from all the guilds...
high/low magic
bone/blade
if a nature commune wicca/druid
and then all tradeskills save Enchantment and Alchemy
high/low magic
bone/blade
if a nature commune wicca/druid
and then all tradeskills save Enchantment and Alchemy
Shiri2005-05-11 22:49:51
QUOTE(daganev @ May 11 2005, 11:37 PM)
If I'm not mistaken warriors have the most choices from all the guilds...
high/low magic
bone/blade
if a nature commune wicca/druid
and then all tradeskills save Enchantment and Alchemy
high/low magic
bone/blade
if a nature commune wicca/druid
and then all tradeskills save Enchantment and Alchemy
116519
I assume you mean Moon/Stag or Crow/Night, not Wicca/Druidry.
And they only get herbs/poisons if they pick lowmagic. That said, you're right that they get more choices there. :/
Elryn2005-05-11 22:53:36
Its a good skillset you've come up with, but I have to agree with Estarra. Wolf isn't a serenwilde fae.
Maybe try to come up with some improvements to stag/moon that would benefit the Serenguard?
Maybe try to come up with some improvements to stag/moon that would benefit the Serenguard?
Richter2005-05-11 23:08:01
I have lowmagic and forging Shiri. *bop*