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 Post subject: v1.22 - New Spell
 Post Posted: Monday, 22. August 2011, 22:15:13 
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hiho,

I just feel that Wrath of God is highly overpowered in PvP and underpowered in PvE which makes this spell senseless for the GoH RPG balance.
That's why I want to introduce another new spell.

Description:
The monk pays some of his hitpoints to cast the spell to heal the target if it is an ally unit
or to damage the target if it is an enemy unit.
Cooldown 3 seconds. No mana costs!

How would you like this new spell?
Does it fit to the monk?

Robbepop


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 Post subject: Re: v1.22 - New Spell
 Post Posted: Wednesday, 24. August 2011, 04:56:54 
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Robbepop wrote:
hiho,

Description:
The monk pays some of his hitpoints to cast the spell to heal the target if it is an ally unit
or to damage the target if it is an enemy unit.
Cooldown 3 seconds. No mana costs!

Robbepop


No mana cost?!
I still think that there should be more support skill for monk rather than damage spell.
And i think there should be enough healing skills for monk?

It is better taking angel's blessing from seraph and put in monk's skill list and making monk be more supportive rather be damage dealer.

The most important thing is want to say is if u want make goh rpg be a team rpg, the class specification is need! Otherwise people will always try to solo but not play as team.

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 Post subject: Re: v1.22 - New Spell
 Post Posted: Wednesday, 24. August 2011, 12:32:11 
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hiho,

well atm monk has got 6 healing/supporting spells and 6 offensive spells.
as wrath of god is a damaging spell I wanted to replace it with another one.

have you got other nice ideas of useful support spells for the monk?

Robbepop


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 Post subject: Re: v1.22 - New Spell
 Post Posted: Thursday, 25. August 2011, 06:51:01 
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Robbepop wrote:
hiho,

well atm monk has got 6 healing/supporting spells and 6 offensive spells.
as wrath of god is a damaging spell I wanted to replace it with another one.

have you got other nice ideas of useful support spells for the monk?

Robbepop


well, maybe a spell that increase ally's magic resistance(MR) and lower enemy's MR.

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 Post subject: Re: v1.22 - New Spell
 Post Posted: Thursday, 25. August 2011, 16:07:42 
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Hello,

KoalaBear wrote:
Robbepop wrote:
hiho,

well atm monk has got 6 healing/supporting spells and 6 offensive spells.
as wrath of god is a damaging spell I wanted to replace it with another one.

have you got other nice ideas of useful support spells for the monk?

Robbepop


well, maybe a spell that increase ally's magic resistance(MR) and lower enemy's MR.


I must disagree with it! Why? Because that spell you said is supposedly for mages. Need passive or active skill for health regen, armor... etc.

Take care

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My Heroes:

Seraph 60 lvl, 33 MPs, 45 SPs
Warrior 15 lvl, 0 MPs, 3 SPs
Mentalist 48 lvl, 0 MPs, 35 SPs
Priest 19 lvl, 0 MPs, 10 SPs


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 Post subject: Re: v1.22 - New Spell
 Post Posted: Friday, 26. August 2011, 00:28:04 
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Its have no sense that a "MONK" sacrifice Health Points to heal someone or damage a minion. Its balanced spell, thats true but it have no sense with a monk :P! Monk is suposed to use Mana not Health Points.
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 Post subject: Re: v1.22 - New Spell
 Post Posted: Friday, 26. August 2011, 06:15:54 
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Karibes wrote:
Hello,

I must disagree with it! Why? Because that spell you said is supposedly for mages. Need passive or active skill for health regen, armor... etc.

Take care


since monk have damage spell, why cant has a spell like that, and it is support skill because it increase survival ablilty and increase the ally damage output of ally as most jobs are spamming their skills rather than hit.

For armor, it seem that the seraph provide more spells for that part rather than monk.

Just my opinon :)

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 Post subject: Re: v1.22 - New Spell
 Post Posted: Friday, 26. August 2011, 13:20:18 
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well, the new spell for monk should be a skill which you can use in several different ways and situations such as the spell which i posted.
why doesn't it stack to monk?
sure, normally blood mages pay with their life.
but as im not going to add a blood mage and as monks are sometimes crazy and can heal themselves it would stack perfectly in my opinion. :P

Robbepop


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 Post subject: Re: v1.22 - New Spell
 Post Posted: Tuesday, 30. August 2011, 23:26:00 
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Could also suit the necromancer.
I think "bloodmagic" is typically evil/dark/death- type..
While monk is completely the opposite.

But if you don't call it bloodmagic, but instead like.. "Divine Sacrifice" it sounds to suit a monk. It's very supportive to sacrifice yourself for you ally ;)

IMO it doesn't suit for dealing damage, I'm sorry to say.


How do you think/want it to suit the story/character of the monk?

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 Post subject: Re: v1.22 - New Spell
 Post Posted: Wednesday, 31. August 2011, 01:07:49 
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because he needs his blood to cast this mighty spell?
monk has another spell 'Sacred Nova' which is based on loosing 20% of the hitpoints because the nova is too mighty for the monk. xD

Robbepop


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