In the light of the new DNA: Radiant Skills and DNA - Archive - WarpPortal Community Forums

Jump to content


Photo

In the light of the new DNA: Radiant Skills and DNA


  • Please log in to reply
12 replies to this topic

#1 Nadesh

Nadesh

    Too Legit To Quit

  • Members
  • 4987 posts
  • Playing:Requiem

Posted 10 November 2010 - 02:40 PM

â?¦Swift Salvation

Decrease Recasting Time -0.1~-2 sec

â?¦Long Range Moderate Party Heal

Increase Effective Range 2~15m

â?¦Long Range Moderate Heal

Increase Effective Range 2~15m


First of all, Swift Salvation should be only 5 lvls. Radiants alredy have many skills and many dnas, that most players would benefit if they were able to put them. But in the current situation they arnt.

Change the Long Range Moderate Party Heal and the Long Range Moderate Heal DNAs for a single DNA that rise them both, or even better, that rise all the Radiant Heals (maybe including the 1st job one). Or at least make them a 5 lvls DNAs.

It also could be interesting if they could get 2 new DNAs: AOE Salvation (to make it a 6-8 target aoe skill) and/or AOE Restoration (to remove dot debuffs from more targets at the same time).
  • 0

#2 Leash

Leash

    Too Legit To Quit

  • Members
  • 3490 posts
  • LocationGermany
  • Playing:Requiem
  • Server:Trifri

Posted 12 November 2010 - 05:18 AM

i agree

especially that aoe restoration thingie
  • 0

#3 Nadesh

Nadesh

    Too Legit To Quit

  • Members
  • 4987 posts
  • Playing:Requiem

Posted 12 November 2010 - 06:33 AM

Yes, different than other classes, Radiants have many skills that they need to have, and many dna that they need to have, and ofc not enough points to do it.

Maybe they could make groups of dna for this class. Something like:

-Change the Long Range Moderate Party Heal and the Long Range Moderate Heal DNAs for a single DNA that rise them both.

-Change the Strengthened Lesser Heal and the Strengthened Lesser Party Heal DNAs for a single DNA that rise them both. In this case, the Strengthened Lesser Heal would be removed from the first job, and the DNA that rise them both, would be in the Radiant DNA tree. This could also balance the Tempest class.
  • 0

#4 Dess

Dess

    Awarded #1 Troll

  • Members
  • 946 posts
  • Playing:Nothing

Posted 15 November 2010 - 11:29 AM

Maybe a Magic Master (light) instead of strengthened heals could be nice, that way all heals are affected, radiants dont get more damage and tempests heal is a little more balanced
  • 0

#5 Nadesh

Nadesh

    Too Legit To Quit

  • Members
  • 4987 posts
  • Playing:Requiem

Posted 15 November 2010 - 11:44 AM

Good idea, remove the strenghten heal's dna and replace it with a mastery, that could work. And maybe that mastery could have a dna to extend the range, that way both problems could be solved: if they dont want to extend the range of all the heals, the mastery dna could specify wich skills get the extention.
  • 0

#6 Dess

Dess

    Awarded #1 Troll

  • Members
  • 946 posts
  • Playing:Nothing

Posted 16 November 2010 - 01:07 AM

But besides DoomCheras.... do we really need more range in heals?? I think 20M is enough. And 1 rad can completly disbalance all in pvp, if he is 30M behind it can be a lot worst
  • 0

#7 tally

tally

    Too Legit To Quit

  • Members
  • 1136 posts
  • LocationDisgruntled
  • Playing:Requiem
  • Server:Velik - Vermillion

Posted 16 November 2010 - 02:15 AM

One problem I'm finding with the increase moderate party heal range DNA, is if I target a person I still need to be within the range the skill says, though the AOE splash will still have the extra range.
If I cast it untargeted it will hit everyone within the extra range.

Not sure if the single target heal has the same problem, which would make it pointless as this must be targeted ><

I thought getting the DNA would be a handy solution to my laziness to level the last few % to 66, and get the extra range from the next level of mod party heal <.<
But nooooo I must still stand so close to the tank in RH the earthshocks scrape my poor radiant's toes.

Personally I'd rather DNA to increase the amount of targets hit by party heals!
  • 0

#8 Nadesh

Nadesh

    Too Legit To Quit

  • Members
  • 4987 posts
  • Playing:Requiem

Posted 16 November 2010 - 04:18 AM

But besides DoomCheras.... do we really need more range in heals?? I think 20M is enough. And 1 rad can completly disbalance all in pvp, if he is 30M behind it can be a lot worst


Yes, not needed at high lvls but could be useful for the lower lvls when some of the skills dont reach that far. But if have it alredy have little sence, have one for each skill instead of only one for all (or a few) have even less sence. Is like Dominator's pets having 1 casting speed reduction for each summon, instead of only one for all summons.
  • 0

#9 Nadesh

Nadesh

    Too Legit To Quit

  • Members
  • 4987 posts
  • Playing:Requiem

Posted 09 December 2010 - 07:02 AM

Another idea:

Make restoration remove other effects when the player lvl it, and not just dot dmg. And give inmunity 10 secs in pve only over the characters affected by this skill: many mobs that have a dot debuff, will debuff again, in a very fast way after the restoration skill was casted, making it useless.
  • 0

#10 Spieler09

Spieler09

    Awarded #1 Troll

  • Members
  • 999 posts
  • Playing:Nothing

Posted 09 December 2010 - 07:05 AM

First of all, Swift Salvation should be only 5 lvls. Radiants alredy have many skills and many dnas, that most players would benefit if they were able to put them. But in the current situation they arnt.


lol yes a lot of skills should be only 5 lvls... but no its a feature to create y own char ...
  • 0

#11 Nadesh

Nadesh

    Too Legit To Quit

  • Members
  • 4987 posts
  • Playing:Requiem

Posted 09 December 2010 - 07:10 AM

The dnas that reduce the casting time in most cases should be only 5 lvls, unless that the skill is a powerful attack one. But that dna and the ones to make the dominator cast faster their pets, should be 5 lvls, otherwise is kind of useless.
  • 0

#12 sonemere

sonemere

    Too Legit To Quit

  • Members
  • 2350 posts
  • Playing:Requiem

Posted 09 December 2010 - 01:24 PM

Good idea, remove the strenghten heal's dna and replace it with a mastery, that could work. And maybe that mastery could have a dna to extend the range, that way both problems could be solved: if they dont want to extend the range of all the heals, the mastery dna could specify wich skills get the extention.


theres already a skill in templar tree that is not even being used...invigoration is broken. this is prime target for a move to radiant tree as a % heal bonus. same for defenders physical blessing.

The dnas that reduce the casting time in most cases should be only 5 lvls, unless that the skill is a powerful attack one. But that dna and the ones to make the dominator cast faster their pets, should be 5 lvls, otherwise is kind of useless.


completely agree with this attaks 10 pnts heals 5 pnts. inc vamp touch

Edited by sonemere, 09 December 2010 - 01:25 PM.

  • 0

#13 Spieler09

Spieler09

    Awarded #1 Troll

  • Members
  • 999 posts
  • Playing:Nothing

Posted 10 December 2010 - 06:42 AM

completely agree with this attaks 10 pnts heals 5 pnts. inc vamp touch

+1000
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users