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New Cleric skill, Possible Monk weapon, and Possible new Ranger/Beast-master skill

skyboy49707

Obsidian
Joined
May 24, 2011
I have noticed that in the new patch update that there is a skill called poison which slowly drains health, and as a unspeced healer you can stop it. As for the new Cleric skill I thought a new skill could be
Bad Needle which would act like poison but would slowly drain the opponents mana instead of of health. As for the mana i think that 25 mana would be a fair mana take as-well as a 2 minute cd cool down. Also it should be a level 40 or 30 skill​
As for a monk I have done some research and have noticed that as well as being a master of martial arts they often use a staff which could be a stick since I dont know if Kainzo could make a weapons and such. As for the damage I think either 5 damage would be fair. With this new addition i think that there fist should be the same damage.​
A new possible skill for a Ranger/Beast-master would be poison arrow, which would act like fire arrow but instead of burn damage it would be poison damage. It should be a level 40 skill like fire arrow and use the same cool down and mana as fire arrow.​
 

RumpTroll

Legacy Supporter 1
Joined
Jun 27, 2011
Location
Helsingborg, Sweden
Nice but why would monk have a stick if they do more damage with fist? Fist is 6 damage i think so if stick would be 7 it would be worth using it. If it's less than the fist it's a useless weapon and would not be used.
 

Psychokhaos

Legacy Supporter 3
Joined
Jun 5, 2011
Location
Puyallup, WA, USA
Also remember that when you kill someone, your hotbar fills up first, making you stop to empty it pretty much every time you kill someone; i think a stick as a weapon is quite a good idea.
 

Shortyy_oD

Legacy Supporter 3
Joined
May 29, 2011
Location
New Jersey
Eeh using a stick would be ok I thinj, however monks are known for their hand to hand martial arts training. As to increasing their damage, no thanks. A monk can easily destroy me 1v1 when im fully armored up (lvl11) Dragoon, very destructive class, imo, they are perfect as they are.
 

skyboy49707

Obsidian
Joined
May 24, 2011
True but like TheMormon said when you kill someone your hot bar fills up first and if your fighting more than one opponent you dont have time to switch things out of your inventory
 

Fury

Iron
Joined
Aug 5, 2011
Problem with mana drain is how badly it can punch some class's in the teeth more than others. casters or healers without replenish are more or less locked out of skills once they burn what mana they have left. While i think its's a good idea, i think max mana should go up first. that way 25 mana isn't as big a deal as it would be.
 

Kingtom404

Legacy Supporter 3
Joined
Jun 24, 2011
Problem with mana drain is how badly it can punch some class's in the teeth more than others. casters or healers without replenish are more or less locked out of skills once they burn what mana they have left. While i think its's a good idea, i think max mana should go up first. that way 25 mana isn't as big a deal as it would be.
I'd like to see solid numbers not percents of numbers...That way you would have your Warriors with say, only 100 mana, while your casters have 200. (Not the numbers I'm suggesting, just making my point).
 

Fury

Iron
Joined
Aug 5, 2011
I was also thinking about different effects depending what item a spell is bound to, Like less mana cost on a gold hoe or a damage bonus on a diamond one.
 
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