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Ideas for New Active Cleric Skills


Heatfist
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Many discussions in the Discord have been about the lack of skills the Cleric has after the removal of buffs. 


Here are some ideas for new skills to give to Clerics so their presence can shine with party and solo play for those that love the class.

 

Buff Related Skills:

Inspiring Dance

- The Cleric performs a charming dance of inspiration fortifying the active buffs on themselves and on party members making them immune to enemy purify spells for 60 seconds. 

Pros: Avoid the need to rebuff during a battle where enemies may purify the buffs off of party members.

Cons: Long cooldown. Situational use. 

 

Godly Shout

- The Cleric lets out a loud bellowing shout that imbues themselves and others around them with high motivational powers increasing the strength of current active support buffs by 100% for 15 seconds. 

Pros: Empowers party members shortly to increase damage and defenses.

Cons: Cleric needs to be in range of everyone. Long cooldown.

 

Power of Friendship

- The Cleric chooses a party member and channels their own and all of the other party member's buffs to be absorbed by the target party member giving them incredible power for 10 seconds. For each set of buffs absorbed per party member the target party member gains the buff effects multiplied equal to the absorbed amount (Example: If the party consists of 4 players the target player receiving all the buffs has their buff effects amplified by 3x the normal amount)

Pros: One party member becomes incredibly powerful for a short duration. Good for desperate situations. 

Cons: Only works in party. Other party members lose their buffs. Long cooldown. Situational.

 

Chant of Power Burst

- The Cleric selects a buffed target and mumbles a mysterious chant towards them. After 5 seconds, the buffs on the buffed target burst off and deal damage to all enemies around them for the target's overall buffed damage amount.  

Pros: Short burst area of effect damage. 

Cons: Removes buffs from the target. May cause trolling/meme'ing. 

 

Prolonged Blessings

- Increase the duration of buffs on the Cleric and party members by 30 minutes. 

Pros: Reduces the need to buff more often.

Cons: Requires death, log out, or special items/skills to remove buffs in order to apply stronger ones.

 

Song of Disenchantment 

- The Cleric sings a soothing tune which removes all buffs on a friendly target. 

Pros: Removes buffs to allow for new/stronger ones or none at all depending on situation.

Cons: May cause trolling/meme'ing. 

 

Summon Divine Phantom Sword/Divine Soldier

- Summons a Divine being that behaves like the Soldier class or like a sword. It offers the buffs of the Soldier class and taunts enemies. 

Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

 

Summon Divine Phantom Bow/Divine Hawker

- Summons a Divine being that behaves like the Hawker class or a bow. It offers the buffs of the Hawker class and taunts enemies. 

Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

 

Summon Divine Phantom Launcher/Divine Dealer

- Summons a Divine being that behaves like the Dealer class or a launcher. It offers the buffs of the Dealer class and taunts enemies. 

Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

 

Blessings of the Four Heroes

- Give a Visitor a High-Five infusing them with the offensive buffs of the four classes (Critical, Damage, Power, Hit, Attack Speed, and Movement Speed) for 7 minutes. 1 minute cooldown. 

Pros: Allows the Cleric to support new Visitor characters to help them until they reach their job. 

Cons: Only works on Visitors. Long Cooldown.

 

Support Related Skills:

Improved Purify

- Purify harmful debuffs on self and party members within range. 

Pros: Clears harmful debuffs from the Cleric and Party members.

Cons: Keeping in range of party members.

 

Mass Resurrection 

- Return to life all players who have fallen in a short range around the Cleric. 

Pros: Bring back to life multiple characters at once.

Cons: Mana heavy. Long cooldown.

 

Second Chance

- Bless one target with an extra life for 10 minutes, if the target were to die (or their health drops bellow 10%), they become fully healed instead. 

Pros: Save a player or summon from death.

Cons: Only works for one target at a time. 

 

Divine Barrier

- Bless a target with a protective barrier that absorbs 1000 damage for 5 seconds. 

Pros: Gives a target a protective shield to absorb damage shortly.

Cons: Only for one target. Long cooldown.

 

Divine Dome (Improved Divine Barrier)

- Bless the Cleric and their party members with a barrier that absorbs 1000 damage for 5 seconds.

Pros: Protects the party from damage shortly.

Cons: Only works with a party. Long cooldown.

 

Avatar of Holy Fire

- The Cleric absorbs all active bonfires around them and burns with holy fire which heals, replenishes mana, and gives debuff immunity to all friendly players within a short range. Lasts until cancelled or mana reaches bellow 10%. Drains 1% mana per second when active.

Pros: The Cleric becomes a mobile bonfire with additional benefit for a duration. 

Cons: Heavy mana consumption. 

 

Life Exchange

- Swap the health of two targets (Including normal monsters). 

Pros: Quick life regain on a character close to death. Change the advantage against fighting normal monsters when an ally is lower on health. Could reduce a monsters life equal to the players.

Cons: May cause the target with less health to receive fatal damage from an area of effect attack or other effect. Targets need to be in close range of each other. Situational. 

 

Dance of Equivalence

- The Cleric performs a short dance which spreads oncoming damage equally amongst all party members for 5 seconds.

Pros: Reduces any life threatening damage on a single party member. Can shortly group tank big boss damage.

Cons: Short duration. May put a lower health member at risk. 

 

Holy Wand

- The Cleric enchants their wand with healing for 30 seconds, allowing the Cleric to heal a target instead of dealing damage with the wand for the duration.

Pros: Heals a target consistently without needing to cast spells.

Cons: The wand can’t deal damage to enemies during the enchantments duration. Only one Wand Enchantment can be active at a time.

 

Life Wand

- The Cleric enchants their wand with life essence for 30 seconds, allowing the Cleric to heal themselves and party members for 25% of the damage they deal to the target for the duration.

Pros: Deals damage and heals the Cleric and party members for a small amount consistently without needing to cast spells.

Cons: Healing may be low against high hitting enemies. Only one Wand Enchantment can be active at a time.

 

Mana Wand

- The Cleric enchants their wand with mana rejuvenation for 30 seconds, allowing the Cleric to regain a portion of MP to themselves and party members for 20% of the damage they deal to the target for the duration.

Pros: Deals damage and replenishes some MP to the Cleric and party members consistently.

Cons: Only one Wand Enchantment can be active at a time.

 

Aura's Embrace

- Embrace a target with warmth healing them for 1000 health over 10 seconds.

Pros: Heal over time effect, allowing the Cleric to quickly change to other skills and tasks.

Cons: May not out-heal incoming damage fast enough. 

 

Mana for Blood

- The Cleric offers their mana as a shield to a target character so that all incoming damage they receive for 5 seconds is drained from the Cleric's mana instead of the target's life.

Pros: Saves health on a target character for a short time.

Cons: May drain too much mana from the Cleric.

 

Soul Link

- The Cleric binds their soul to a target character or normal monster, splitting the damage taken among the Cleric and the target for 10 seconds. 

Pros: Could mirror damage to a normal monster to help kill it quicker for faster leveling. Could reduce big damage from one character and have it shared with the Cleric. 

Cons: May put the Cleric at risk in some situations. Long cooldown.

 

Lingering Spirit

- The Cleric binds their spirit with the presence of Aura for 30 minutes. If the Cleric were to die during this time they do not lose any experience and reincarnate as a being of pure light for 10 seconds, binding them to the location of their body but allowing them to target and use spells as if they would be alive. 60 minute cooldown. 

Pros: Prevents the Cleric from experience loss on death. The Cleric can support party members or other targets for a short duration after death. They may also squeeze in a bit more damage shortly.

Cons: Really long cooldown. Situational. Have to wait to 10 seconds for the effect to end before being able to respawn. 

 

Cursed Chant: Power Steal

- The Cleric mumbles some strange words and flexes at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Attack Power is added to the Cleric’s Attack Power (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Attack Power is 0 during the 3 second duration when it is stolen. An Attack Power Down debuff is applied to visually show the effect).

Pros: Cripple an enemy from dealing damage and at the same time increase damage of the Cleric and their party or the Cleric themselves if they’re solo.

Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time.

 

Cursed Chant: Defense Steal

- The Cleric mumbles some strange words and pats their belly at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Defense is added to the Cleric’s Defense (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Defense is 0 during the 3 second duration when it is stolen. A Defense Down debuff is applied to visually show the effect).

Pros: Cripple an enemy’s Defense to make them receive more damage, and at the same time increase the Defense of the Cleric and their party or the Cleric themselves if they’re solo.

Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time.

 

Cursed Chant: Accuracy Steal

- The Cleric mumbles some strange words and covers their eyes at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Hit Chance is added to the Cleric’s Hit Chance (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Hit Chance is 0 during the 3 second duration when it is stolen. A Hit Chance Down debuff is applied to visually show the effect).

Pros: Cripple an enemy from being able to hit and at the same time increase the chance to hit of the Cleric and their party or the Cleric themselves if they’re solo.

Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time.

 

Cursed Chant: Evasion Steal

- The Cleric mumbles some strange words and twirls around at a target enemy applying a 3 second debuff timer. After the 3 seconds, the enemy’s Dodge is added to the Cleric’s Dodge (or split amongst the Cleric and their party members if the Cleric is in a party) for 3 seconds. 3 minute cooldown. (The enemy‘s Dodge is 0 during the 3 second duration when it is stolen. A Dodge Down debuff is applied to visually show the effect).

Pros: Cripple an enemy’s Dodge to make them easier to damage, and at the same time increase the Dodge of the Cleric and their party or the Cleric themselves if they’re solo.

Cons: Short duration. Situational use. Long cooldown. Only one Cursed Chant can be applied on the same target at a time.

 

Offensive Skills:

Cursed Wand

- The Cleric enchants their wand with a curse that amplifies its damage by 100% for 30 seconds and has a 40% chance to poison the enemy for 15 seconds.

Pros: Helps the Cleric in solo or party play to add some damage to an enemy.

Cons: Short Duration. Only one Wand Enchantment can be active at a time.

 

Smiting Wand

- The Cleric enchants their wand with a holy power that amplifies its damage by 100% for 30 seconds and each hit on the targeted enemy also damages all enemies 5m around the target.

Pros: Helps the Cleric deal some area of effect damage in solo or party play to enemies. 

Cons: Short Duration. Only one Wand Enchantment can be active at a time.

 

Wrath of the Goddess 

- The Cleric spins around causing a divine storm around themselves harming enemies for 300 damage and applying accuracy down, speed down, dodge down, attack down, defense down, and magic defense down, for 10 seconds.

Pros: Area of effect offensive ability with debuffs to help party and themselves. Could be used to run away from a group of monsters.

Cons: Range of area. Could cause the Cleric to gain monster aggression.

 

Holy Beam

- The Cleric fires a blinding beam from their wand in their current facing direction instantly healing any friendly targets hit by the beam for 500 health and stunning any enemies hit for 2 seconds (Horizontal light beam like the Cure/Healing/Restore one but doesn’t require targeting). 50m range. 5 minute cool down.

Pros: A quick non target required heal and enemy stun. Could be used in situational scenarios for fleeing or quickly healing a party member or summon.

Cons: Positioning for optimal spell use. Long cooldown. 

 

Ghost Purging

- The Cleric and their party gain 20% increased damage and always deal Holy element damage to Ghost element type monsters for 5 minutes. 

Pros: Increases kill speed and leveling when fighting ghost element type monsters.

Cons: Only benefits against ghost element type monsters.


Light of the Seven

- The Cleric smites an enemy with holy light influenced randomly by one of the seven planets (resembling the light beam like the one for Cure/Healing/Restore, except in a colour representing one of the seven planets. Blue, White, Green, Gold, Red, Purple, Black). The smite deals 600 damage to the enemy and an additional effect depending on the randomly chosen planet (May cause poisoning, burning, stat reduction, healing to friendly, etc). 

Pros: Allows the Cleric to have their own unique offensive spell.

Cons: May reduce mana quickly if used too often. Random debuff from the seven may or may not be helpful.

 

Divine Force

- The Cleric holds their wand up high and emits a bright golden light in a short range around themselves which deals 200 holy element damage and knocks back any enemies within its range.

Pros: Defensive/offensive spell allowing the Cleric some time to breath when overwhelmed. 

Cons: Long cooldown. Could cause enemies to be knocked back into more enemies which may then also join the fray. 

 


These skills are all with the idea in mind to keep as close to the original style of the game without the need of too many new art assets.

These are all ideas for active skills as passives just tend to be variable increases.

The names (in purple, cyan, and blue) and the values (in orange) of skills are all theoretical and should be viewed as placeholders. It’s the ideas that count!

Feel free to add your own ideas!

 

 

Edited by Heatfist
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  • Heatfist changed the title to Ideas for New Active Cleric Skills

Direction and positioning is a bit tricky for ROSE right now. I'd be interested to see something like this when it's doable. Any reasons why this is a bad idea, though? Balance-wise, etc.

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Why wouldn’t it be doable right now? Is this something the team has stated? 

These ideas are super badass! Lol. If they’re removing the buffs from clerics, then why not go with these alternatives? 

At the same time, I think it may be time to update/change the skills of all classes, not just clerics. Clerics, in my opinion, should only take priority because of the alterations to their skills that have already been done. 

These skills, if implemented, show that ROSE is dusting itself off and truly coming back revamped. These skills have been in place since the beginning. It’d be great to see to finally see some additions. 

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With the new addition to controller support and WASD movement the directional and positioning should be doable. It may be a bit wonky. Worth a try to play around with it to see if it’s possible. They would need to set a width to the beam along with the length. 

I’d really like to see the vertical healing beam be used horizontally just because it’s got one of the most iconic sound effects and looks in the game. Blasting it horizontally at something or someone would be epic!

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1 hour ago, Heatfist said:

With the new addition to controller support and WASD movement the directional and positioning should be doable. It may be a bit wonky. Worth a try to play around with it to see if it’s possible. They would need to set a width to the beam along with the length. 

I’d really like to see the vertical healing beam be used horizontally just because it’s got one of the most iconic sound effects and looks in the game. Blasting it horizontally at something or someone would be epic!

Personally I’d love to see Avatar of the Holy Fire and Wrath of the Goddess. 😍

You make me want to pick up a book again and read some fantasy. 

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On 8/23/2022 at 9:19 AM, Bobbity said:

Direction and positioning is a bit tricky for ROSE right now. I'd be interested to see something like this when it's doable. Any reasons why this is a bad idea, though? Balance-wise, etc.

I assume it would be doable. I think the mechanic would fit best for scouts. Give them a move that requires more aim but offers a higher payoff or range. The skill could miss, so it probably wouldn't be overpowered. Scouts would also benefit from some sort of dash move since their goal is to remain at range. It would be another step in making the ranged classes more different from each other.

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On 8/19/2022 at 7:47 AM, Heatfist said:

Many discussions in the Discord have been about the lack of skills the Cleric has after the removal of buffs. 


Here are some ideas for new skills to give to Clerics so their presence can shine with party and solo play for those that love the class.

 

Buff Related Skills:

Inspiring Dance

- The Cleric performs a charming dance of inspiration fortifying the active buffs on themselves and on party members making them immune to enemy purify spells for 60 seconds. 

Pros: Avoid the need to rebuff during a battle where enemies may purify the buffs off of party members.

Cons: Long cooldown. Situational use. 

 

Godly Shout

- The Cleric lets out a loud bellowing shout that imbues themselves and others around them with high motivational powers increasing the strength of current active support buffs by 100% for 15 seconds. 

Pros: Empowers party members shortly to increase damage and defenses.

Cons: Cleric needs to be in range of everyone. Long cooldown.

 

Power of Friendship

- The Cleric chooses a party member and channels their own and all of the other party member's buffs to be absorbed by the target party member giving them incredible power for 10 seconds. For each set of buffs absorbed per party member the target party member gains the buff effects multiplied equal to the absorbed amount (Example: If the party consists of 4 players the target player receiving all the buffs has their buff effects amplified by 3x the normal amount)

Pros: One party member becomes incredibly powerful for a short duration. Good for desperate situations. 

Cons: Only works in party. Other party members lose their buffs. Long cooldown. Situational.

 

Chant of Power Burst

- The Cleric selects a buffed target and mumbles a mysterious chant towards them. After 5 seconds, the buffs on the buffed target burst off and deal damage to all enemies around them for the target's overall buffed damage amount.  

Pros: Short burst area of effect damage. 

Cons: Removes buffs from the target. May cause trolling/meme'ing. 

 

Prolonged Blessings

- Increase the duration of buffs on the Cleric and party members by 30 minutes. 

Pros: Reduces the need to buff more often.

Cons: Requires death, log out, or special items/skills to remove buffs in order to apply stronger ones.

 

Song of Disenchantment 

- The Cleric sings a soothing tune which removes all buffs on a friendly target. 

Pros: Removes buffs to allow for new/stronger ones or none at all depending on situation.

Cons: May cause trolling/meme'ing. 

 

Summon Divine Phantom Sword/Divine Soldier

- Summons a Divine being that behaves like the Soldier class or like a sword. It offers the buffs of the Soldier class and taunts enemies. 

Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

 

Summon Divine Phantom Bow/Divine Hawker

- Summons a Divine being that behaves like the Hawker class or a bow. It offers the buffs of the Hawker class and taunts enemies. 

Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

 

Summon Divine Phantom Launcher/Divine Dealer

- Summons a Divine being that behaves like the Dealer class or a launcher. It offers the buffs of the Dealer class and taunts enemies. 

Pros: Good for solo and party. Gives the Cleric another set of class buffs. Allows the option to fill in a missing class slot within the party for missing buffs.

Cons: The buffs wouldn't be as strong as the legit ones. Only the taunt would be of use in a full party with all classes. 

 

Support Related Skills:

Improved Purify

- Purify harmful debuffs on self and party members within range. 

Pros: Clears harmful debuffs from the Cleric and Party members.

Cons: Keeping in range of party members.

 

Mass Resurrection 

- Return to life all players who have fallen in a short range around the Cleric. 

Pros: Bring back to life multiple characters at once.

Cons: Mana heavy. Long cooldown.

 

Second Chance

- Bless one target with an extra life for 10 minutes, if the target were to die (or their health drops bellow 10%), they become fully healed instead. 

Pros: Save a player or summon from death.

Cons: Only works for one target at a time. 

 

Divine Barrier

- Bless a target with a protective barrier that absorbs 1000 damage for 5 seconds. 

Pros: Gives a target a protective shield to absorb damage shortly.

Cons: Only for one target. Long cooldown.

 

Divine Dome (Improved Divine Barrier)

- Bless the Cleric and their party members with a barrier that absorbs 1000 damage for 5 seconds.

Pros: Protects the party from damage shortly.

Cons: Only works with a party. Long cooldown.

 

Avatar of Holy Fire

- The Cleric absorbs all active bonfires around them and burns with holy fire which heals, replenishes mana, and gives debuff immunity to all friendly players within a short range. Lasts until cancelled or mana reaches bellow 10%. Drains 1% mana per second when active.

Pros: The Cleric becomes a mobile bonfire with additional benefit for a duration. 

Cons: Heavy mana consumption. 

 

Life Exchange

- Swap the health of two targets (Including normal monsters). 

Pros: Quick life regain on a character close to death. Change the advantage against fighting normal monsters when an ally is lower on health. Could reduce a monsters life equal to the players.

Cons: May cause the target with less health to receive fatal damage from an area of effect attack or other effect. Targets need to be in close range of each other. Situational. 

 

Dance of Equivalence

- The Cleric performs a short dance which spreads oncoming damage equally amongst all party members for 5 seconds.

Pros: Reduces any life threatening damage on a single party member. Can shortly group tank big boss damage.

Cons: Short duration. May put a lower health member at risk. 

 

Holy Wand

-The Cleric enchants their wand with healing for 30 seconds, allowing the Cleric to heal a target instead of dealing damage with the wand for the duration.

Pros: Heals a target consistently without needing to cast spells.

Cons: Drains mana quickly. The wand can’t deal damage to enemies during the enchantments duration.

 

Aura's Embrace

- Embrace a target with warmth healing them for 1000 health over 10 seconds.

Pros: Heal over time effect, allowing the Cleric to quickly change to other skills and tasks.

Cons: May not out-heal incoming damage fast enough. 

 

Mana for Blood

- The Cleric offers their mana as a shield to a target character so that all incoming damage they receive for 5 seconds is drained from the Cleric's mana instead of the target's life.

Pros: Saves health on a target character for a short time.

Cons: May drain too much mana from the Cleric.

 

Soul Link

- The Cleric binds their soul to a target character or normal monster, splitting the damage taken among the Cleric and the target for 10 seconds. 

Pros: Could mirror damage to a normal monster to help kill it quicker for faster leveling. Could reduce big damage from one character and have it shared with the Cleric. 

Cons: May put the Cleric at risk in some situations. Long cooldown.

 

Offensive Skills:

Cursed Wand

- The Cleric enchants their wand with a curse that amplifies its damage by 100% for 30 seconds and has a 40% chance to poison the enemy for 15 seconds.

Pros: Helps Cleric in solo or party play to add some damage to an enemy.

Cons: Short Duration. 

 

Wrath of the Goddess 

- The Cleric spins around causing a divine storm around themselves harming enemies for 300 damage and applying accuracy down, speed down, dodge down, attack down, defense down, and magic defense down, for 10 seconds.

Pros: Area of effect offensive ability with debuffs to help party and themselves. Could be used to run away from a group of monsters.

Cons: Range of area. Could cause the Cleric to gain monster aggression.

 

Holy Beam

- The Cleric fires a blinding beam from their wand in their current facing direction instantly healing any friendly targets hit by the beam for 500 health and stunning any enemies hit for 2 seconds (Horizontal light beam like the Cure/Healing/Restore one but doesn’t require targeting). 50m range. 5 minute cool down.

Pros: A quick non target required heal and enemy stun. Could be used in situational scenarios for fleeing or quickly healing a party member or summon.

Cons: Positioning for optimal spell use. Long cooldown. 

 

Ghost Purging

- The Cleric and their party gain 20% increased damage and always deal Holy element damage to Ghost element type monsters for 5 minutes. 

Pros: Increases kill speed and leveling when fighting ghost element type monsters.

Cons: Only benefits against ghost element type monsters.


Light of the Seven

- The Cleric smites an enemy with holy light influenced randomly by one of the seven planets (resembling the light beam like the one for Cure/Healing/Restore, except in a colour representing one of the seven planets. Blue, White, Green, Gold, Red, Purple, Black). The smite deals 600 damage to the enemy and an additional effect depending on the randomly chosen planet (May cause poisoning, burning, stat reduction, healing to friendly, etc). 

Pros: Allows the Cleric to have their own unique offensive spell.

Cons: May reduce mana quickly if used too often. Random debuff from the seven may or may not be helpful.

 

Divine Force

- The Cleric holds their wand up high and emits a bright golden light in a short range around themselves which deals 200 holy element damage and knocks back any enemies within its range.

Pros: Defensive/offensive spell allowing the Cleric some time to breath when overwhelmed. 

Cons: Long cooldown. Could cause enemies to be knocked back into more enemies which may then also join the fray. 

 


These skills are all with the idea in mind to keep as close to the original style of the game without the need of too many new art assets.

These are all ideas for active skills as passives just tend to be variable increases.

The names (in purple, cyan, and blue) and the values (in orange) of skills are all theoretical and should be viewed as placeholders. It’s the ideas that count!

Feel free to add your own ideas!

 

 

Awesome ideas! Would be great to think along those lines for the longevity of the game.

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Added 9 more ideas... 

A newbie helper buff for those that enjoy helping new characters.

More Wand Enchantments.

Some niche Cursed Chants for PvP or Bosses for easier farming, damage boost, etc. (May be too powerful /shrug)

A death save like ability for Cleric. 

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29 minutes ago, Heatfist said:

Added 9 more ideas... 

A newbie helper buff for those that enjoy helping new characters.

More Wand Enchantments.

Some niche Cursed Chants for PvP or Bosses for easier farming, damage boost, etc. (May be too powerful /shrug)

A death save like ability for Cleric. 

I do like the new character buffs idea. Though, because it’ll only be allowed on visitors, why make a cooldown worth 1 minute? What if there are 2, 3, or 4 new players and they all are around one another. That would suck, in the opinion, if you couldn’t buff them too right away. 

I so wish you were part of the team man, even if it were temporary to rework all the skills for every class. Your ideas are amazing!

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1 hour ago, Avatar said:

I do like the new character buffs idea. Though, because it’ll only be allowed on visitors, why make a cooldown worth 1 minute? What if there are 2, 3, or 4 new players and they all are around one another. That would suck, in the opinion, if you couldn’t buff them too right away. 

I so wish you were part of the team man, even if it were temporary to rework all the skills for every class. Your ideas are amazing!

Too many frequent high-fives could lead to injury! 😛

At the point of writing the idea the 1 minute cooldown was to prevent any exploitations of constantly buffing the same person.
True that the wait for buffs would be a bit of a dull experience if there were a bunch of people wanting buffs.

Atleast it would make the buffs more of a “special treat” to wait for, and during the cooldown time the newbies can actually get a feel of the slow grind in the process. Or just use the minute to chat with the newbie a bit and give them some pointers before buffing them for their quick leap to jobhood. The cooldown could be reduced to a couple of seconds instead depending on what “feels” right. 


I believe the team have their vision of the changes and game design already in sight, but if they did require any help, I’d be happy to help wherever possible. 🙂 

These ideas are coming from what I’ve seen from streams so far where the Cleric could use some extra skills for combat and support to make their leveling experience more smooth. The passives they have right now look solid too but some people prefer the options of pressing more buttons than not. More choices are always nice and allow for more unique builds.


Thanks for the kind words! 
 

If I could see the skills for crossbow knight or some gameplay, I’d like to make a suggestion for skills there too. As of now there’s no source to work off and I never played evo Rose back in the day only iRose and there were barely any skills there.  
 

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19 minutes ago, Heatfist said:

Too many frequent high-fives could lead to injury! 😛

At the point of writing the idea the 1 minute cooldown was to prevent any exploitations of constantly buffing the same person.
True that the wait for buffs would be a bit of a dull experience if there were a bunch of people wanting buffs.

Atleast it would make the buffs more of a “special treat” to wait for, and during the cooldown time the newbies can actually get a feel of the slow grind in the process. Or just use the minute to chat with the newbie a bit and give them some pointers before buffing them for their quick leap to jobhood. The cooldown could be reduced to a couple of seconds instead depending on what “feels” right. 

 

Lol too many high fives 🤣

Oh, hey, I like that idea too regarding the 1 minute cooldown! I haven’t considered that aspect of it of using the time to explain some things. Awesome suggestions !

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