Re: Ascension 03/29/2020 10:39 AM CDT
Legendary
Time Acceleration: Wizards only

All DoTs do all damage cycles immediately.

917, 519 & 906, anything else I'm forgetting.



~Sabotage
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Re: Ascension 03/29/2020 11:47 AM CDT
Some might have been mentioned. Sifting through this slowly.

Hobbled-Berserk
Being able to stop berserk. Handy-ish. Personally it would be amazing to be able to gain control over berserk to disable the chase mechanics.

Condemn
Being able to use a charge to instead AE Condemn.

Deity Crits
Perhaps a skills that allows varying the crit of all the Deity based spells. Some crit types are way more advantageous then others, and hate to see it force a deity selection.

Full Body Sacrifice
Allow a person to completely shield somebody with their body. Perhaps all attacks are at them with no stance protection and a completely loss of evasion unless using a shield. Or quite literally take the blows for the person. Throw yourself on somebody to save their life.

Superior Guzzle
Two fisted warrior trick guzzle. I have two hands after all.

SpamKiller (Sure this one has already been mentioned)
Allow any stackable/refreshable nonselftarget spell to be group castable
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Re: Ascension 03/29/2020 09:54 PM CDT
Harness EssenceWizard only. Ranks of Harness Power past 100 no longer increase mana, but instead allow you to store an additional absorbed 250 essence per rank. Every 5 Harness Power ranks over 100 also let you absorb 1 more essence per mana pulse and remove 1% of the penalty for killing enemies below your level. (So if you had 303 HP, the benefits are storing 114,750 essence at once, absorbing 40 more mana per pulse, and treating underleveled enemies as up to four levels higher (40%) for your essence gain, while the losses are 203 mana and all that entails, including less mana per pulse and a smaller temporary essence pool.)

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Re: Ascension 03/29/2020 10:26 PM CDT
Overgrowth:
[610 Augment]
Your vine is bigger, more vicious.
Prereqs: Requires 75 Summon Lore, cannot learn more than two Augments.
Spell cost doubles; EVOKE-able.
Gives your vine +10 phantom "levels,"
Adds DoT poison damage in addition to the weakening effect.


Spirit Vine:
[610 Augment]
Spell cost increased by 50%, EVOKE-able.
Prereqs: Requires 50 Summon Lore, cannot learn more than two Augments.
You vines can now be used against non-corporeal undead.

Call Plague:
[615 Augment]
Prereq: 75 Summon, cannot learn more than two Augments.
Spell cost doubles; EVOKE-able.
615 becomes AOE.
No longer dispels with Breeze.

Straight Wind:
[612 Augment]
Prereq: 50 Summon, cannot learn more than two Augments
Spell cost increased by 50%, EVOKE-able.
RT afflicted by 612 is increase by 25%.
The INITIAL casting of 612 has a chance to AOE knock down critters w/ unbalance damage.

Coronal Ejection:
[609 Augment}
Prereq: 50 Summon.
Single target 609 at 15 mana, EVOKE-able.
Can cause damage similar to Searing Light.

Supernova:
[609 Augment]
Prereq: 101 Summon Lore, must know Coronal Ejection.
AOE 609 at 50 mana, EVOKE-able.
Everything suffers the perception damage, as well as enhanced Searing Light-esque damage.

Sunspot:
[609 Augment]
Prereqs: 25 summon, Cannot know any other 609 augments.
EVOKE-ing 609 at a vine will renew it's life.


Fog Figher:
Trains off the penalties associated with with 102.

Fog Specialist:
Prereq: Must know Fog Fighter.
Critters are no longer safe in the fog, not with you around.
Eliminates the DS bonus critters get when 106 is cast.

Storm Lord:
Open cast 125 will no longer target you.

Arachne's Gift:
Open-cast Web's [118] large enough [50+ Summon} now have a chance to spawn spiders that will PROACTIVELY attempt to web things.
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Re: Ascension 03/29/2020 11:24 PM CDT
EPIC SKILL
Lelu Dallas MultiPass:
Never pay fees to enter cities, for ferry rides, riding the Smuggler's Cutterthing, Glaesen Star, Logoth Carts, using the Boot, navving.
Discounts at the Chronomages.
Unlimited Urchin Guide access.
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Re: Ascension 03/30/2020 08:09 AM CDT
Mul-TEE-pass!
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Re: Ascension 03/30/2020 01:08 PM CDT
>Lelu Dallas MultiPass

Bahahahaha! Mul-TEE-Pass indeed... I would so go for this in a heartbeat, even if it was a tier 3/legendary ability!

~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
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Re: Ascension 03/30/2020 02:24 PM CDT
>Lelu Multipass

To make it slightly more realistic, though, you should have to have some sort of trinket (pin-worn) that you have to have always showing (even through shimmer trinkets) to have the Multipass 'active'. The trinket can look like whatever you want it to look like, but it must be visible at all times to get the benefits of the skill. (If you take the trinket off, or have it hidden by a shimmer, than the Multipass skill is deactived until the trinket goes back to being visible.)

~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
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Re: Ascension 03/30/2020 03:42 PM CDT
"have it hidden by a shimmer" -- Cylnthia

Kind of like the Adventurer's Guild badge. Have to have it to be recognized and let in.

(Although I haven't tried with a shimmer trinket on. If you're wearing it, but have it 'disguised' by the trinket, does it still count to get into the hall? I only have one character in the Adventurer's Guild and never run tasks, so it's not like I'm testing it. :)
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Re: Ascension 03/30/2020 04:57 PM CDT
>Kind of like the Adventurer's Guild badge. Have to have it to be recognized and let in.

The AG badge doesn't need to be out to be let into the AG halls or anything like that. It's just a 'bonus' item, that shows that you work with the AG and it's able to be enhancive if you keep up with AG tasks. (All my chars keep their badges COVERed, and my main who has a shimmer trinket also has that layer covering it too, and she's still able to get bounty tasks.)

~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
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Re: Ascension 03/31/2020 12:55 PM CDT
So just got back and saw this. Looks really interesting.

I had a couple of ideas for sorcerers.

Basically being able to change 705 and 709 to demonology. Maybe...708, but that would be a stretch.

So basically they would use demonology lore and the text of the spells would change, but the actual function would remain the same. 705 could be revamped as using the coruptive essence of some demonic plane and 709 could just summon some a horde of little demons that pulls people down.

Id like to see something that removes the distance limitation of 702.

I think the last thing would be something related to stance channeling. Maybe being able to get the channeling benefits as if you were an additional stance up. So you could be in advanced stance and get the benefits of channeling in offensive.

Or something similar to open hand channeling.

Player of Malisai

Winterberry goes in both hands.

~ X., Free the Fifth

Yanso says, "Everyone offer thanks to the healthy looking lass and the most famous sorcerer or all time for finding these magical flowers."
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Re: Ascension 03/31/2020 02:53 PM CDT
Blind FuryCan no longer use focused mstrikes, but your unfocused mstrikes cost (X * number of focused hits you used to be capable of)% less stamina, attack enemies with a (Y * number of focused hits you used to be capable of)% penalty to evade/block/parry, and have -1 RT for every Z number of focused hits above 1 that you used to be capable of. Must have at least 30 Multi-Opponent Combat ranks to use this skill.




https://gswiki.play.net/Leafiara
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Re: Ascension 04/02/2020 02:48 PM CDT
Accelerated Healing
Empath casting and hard roundtime from wound and scar repair is reduced by -2 sec.

As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

A squeaky halfling nearby asks, "Why you playing with orcs heads and troll rearends?!"

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Re: Ascension 04/02/2020 03:40 PM CDT
Love this change in Policy, and Protocol. Thanks to all the GM's and Staff who are embracing the transparency and new development protocols. As far as Ascension goes, here is some feedback for the Divine types, specifically, the Cleric Legendary skills.

Please offer skills/abilities which are really deemed as legendary. Modifying current abilities really misses the mark on what could be an excellent system and will have profound effects on the non-capped characters which would not embrace more participation in this game, but instead would hinder it at best. For instance:
Reducing the cooldown on Raises. What is the net effect for that Non-legendary ability? The capped super rescuers, which are already taking most of the feasible Raises available in game now, will be able to raise even more folks. So the invasions that we currently have, and the capped folks which already can reduce the cooldown time between raises, will be able to raise even more of the folks. THAT MEANS someone else, another young fledgling neophyte Cleric will NOT get an opportunity for that raise. And what is a Neophyte, well, even Great Lord and Ladies fall into that category. Raises can already be done, decreasing the time between raises is also possible, so that in my eyes is Not legendary, not even note worthy. Please scrap that ability for Clerics. Secondly, increasing the time for a cleric's Spirit, is another fairly non-essential ability for a cleric. It's no secret, of all of the Familiars, Animals, Animates, etc,; the Clerics Spirit has the least amount of commands that are usable, and interaction for most divine types are extremely limited. Not saying their useless, just close to useless. Certainly not Legendary, when I can currently just recast after my capped time runs out, very little resources are needed. Same for increasing the Minor and Major Sancts. Most cases where it is useful to others, or where others would take notice, only the most elder or well known clerics cast the sanct, A single Cleric, or Empath in the group. I don't see these types of tier three abilities to be legendary. Please scrap these idea's as well.

So, what is legendary? Well, I'm glad you asked. Legendary would be the ability for a Cleric to offer a temporary Permabless to any weapon in the game, if it conforms to specific criterion. So, this ability would match the Sorcerer's Ensorcell, or a Wizards Enchant ability loosely. The ability for a Cleric to Sanctify or Bless weapons such as Claidhmores, or other weapons that normally are not sanctified. However, this ability should also include Deity specific attributes for the alignment of the character, or weapon, armor that the Cleric makes Holy. This would include detrimental effects if the weapon or character is aligned to an Arkati that is in opposition of the cleric's convert. This Holy enchant would only be temporary, but would be inclusive of more target objects, and would also be more powerful. So for instance, Maybe a Koar aligned Cleric would Holy enchant a sword, making it temporarily permablessed (im thinking like 30 days instead of swings)would include an extra Plasma flare, for the weapon, even it already has flares. Other Arkati devotees, would have other effects in their casting. This ability would need considerable prep, and consecration, cleansing type potions applied to the weapon/armor/object. Like a Wizard, they should only be able to work on one High end Item at a time, and the cleric would need to devote time to collecting "Positive Energy" to be able to utilize the Holy Enchantments.

Another Legendary Ability would be to be able to be able to Bond to a weapon or your Holy Symbol, much like a warriors/Paladins ability except in this case might only have three tiers of abilities if it was a weapon. In the case of a Holy Symbol, you could have a similar system where the Cleric needs to use his/her holy symbol to gain specific abilities such as "Turn Undead" or "Turn Living" for those clerics that would work say 3 times a day, also provide boosts to certain other cleric specific abilities. The Holy Symbols are germane to a Priest, even more so than the ability to Raise, and any Legendary abilities that make use of Mechanical & RP benefits to the Symbol would further define the Cleric Class, unlike the current proposed abiliites. Thank you for your time, I hope you consider my input thoroughly and see my perspective as well as others. Got my finger's crossed!

Wintersylph Solattaire
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Re: Ascension 04/02/2020 05:24 PM CDT
"temporary Permabless" -- CarrC6

I do not think that word means what you think it means. </Fezig>
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Re: Ascension 04/02/2020 10:19 PM CDT
Well,I know exactly what it means, however, if you want to get into the coding and talk about the names of the scripts and their functions, the actual slots that they reside on, and what effect they have, then it might be clearer for you. What I'm suggesting, is that an ability the gives the weapon/armor/shield the ability to hit Undead be placed upon the weapon, especially, those weapons that don't normally take a Bless. Weapons that have in fact been able to be permablessed. In my instance, the script would not be limited by ", swings" as is the case in a Bless that is granted from the casting of a Cleric. In my case the weapon/armor/shield would remain blessed, or the script would remain active in its slot, regardless of how many swings/attacks/parries/blocks or successful attacks there actually are. This is much more like a permabless than a bless or a sancted weapon, because one, it would apply to any profession, and would apply to most objects, which is not the case for bless. The only real difference is; that I'm suggesting that the script "Permabless" would be disabled on that weapon after a specific amount of time, in my example it is 30 days. This script would remain toggled off until another Legendary Cleric turned it back on, or toggled it, or enabled it, however you want to call it. So in short, its much more like the script called Permabless, not much like the cleric's bless, other than its output, and it can be toggled off. There are other examples were permanent scripts are temporarily toggle off, such is the case of an Dispell upon a weapon or object that contains scripts, in this instant case the Permabless script would run on a timer, and that timer would toggle it off after a set period of time, which might be set by the different tiers of legendary skills. So maybe the level 5 of the legendary skill makes the characters item permanent, and levels one through four are temporary. Just not temporary like the bless script. Lastly, I do need to convince the community, or the word-smither's out there. I just need the coders, and the GM's to understand what I'm suggesting, and let them develop something close to my idea. That's the point of this string.

Wintersylph Solattaire
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Re: Ascension 04/04/2020 04:24 AM CDT
Arent you just asking for bless 304 to be modified to be able to bless weapons with more weighting than 10 cer and for it to last for a longer duration?

As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

A squeaky halfling nearby asks, "Why you playing with orcs heads and troll rearends?!"

Reply
Re: Ascension 04/05/2020 03:40 PM CDT
Spiritual Intensity: BlessingsClerics and paladins only. Activated ability with a cost of 60 RT, to FOCUS RELIGION # or FOCUS SUMMONING # to temporarily move up to X of your Blessings lore ranks into other lores. Must have at least 150 Blessings lore ranks. Cannot know another Spiritual Intensity skill.
Spiritual Intensity: ReligionClerics and paladins only. Activated ability to FOCUS RELIGION to increase the power of all offensive spells in Cleric Base or Paladin Base and increase the divine energy pool for Divine Incarnation (1650), at the expense of disabling your benefits from Blessings and Summoning lore for the next half hour. Must have at least 150 Religion lore ranks. Cannot know another Spiritual Intensity skill.
Temperature RegulationActivated ability. Lets you CMAN WAVE your weapon to shake off the overheating or overcooling from attacking elementals, with 10 seconds RT - 2 per rank.


I'm a bit stuck on coming up with a Spiritual Intensity: Summoning one... but the Blessings one does nothing to the power ceiling and just adds versatility, while the Religion one is all about the power ceiling at the expense of versatility, so maybe Summoning could be something in between those two. Or potentially something completely off-kilter for each profession, like adding combat abilities to Spirit Servants for clerics and letting paladins use chrisms.

The Temperature Regulation one is just furthering my thought that every profession should be able to successfully solo hunt any capped hunting ground if they put in the time and potentially opportunity costs. In this case, obviously it's about the Confluence for squares and swinging semis.
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Re: Ascension 04/05/2020 04:18 PM CDT
I dont think bless duration should be extended, however, I 100% agree that creating a separate weapon slot for "bless/no bless" with MUCH less restrictions for weapon users is a much needed addition to the base spell and definitely should not be locked behind the ascension system. All weapons should be blessable for use against the undead. Skill requirements should still be based on item properties but items that cannot be blessed by players should be a very rare exception. I'm not sure how the current system can be justified when the most powerful classes in the game (pure spellcasters) do not have such limitations affecting so many level ranges in the game. Melee users have to decide to avoid the undead, bring (and upgrade) an extra blessable weapon or limit their "main" weapon properties to certain scripts, flares etc so they will still accept a bless with potentially less swings. Almost all capped hunting grounds have mixed living and undead creatures and juggling equipment in dangerous and swarmy areas while not being able to use X script, Y flares or Z material freely can make melee feel even slower.
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Re: Ascension 04/05/2020 06:35 PM CDT
This sounds like a fantastic idea for post cap development, thanks for that!

I have a question though about this part:

>Any experience you earn would continue to be field experience (your mind). It's when that field experience is turned into real experience that the experience >is reallocated (per your setting) into the Ascension system. So normally, you might absorb 30 experience per pulse, but if you have it to set to divert 50% to >ATPs, you would earn 15 normal experience and 15 experience toward ATPs.

I am assuming this means that your total Experience that shows when using the Experience verb would NOT include what you converted to the ATPs?

I'd rather see that continue to show ALL the experience the character has earned over their lifetime, it just doesn't feel right that you would no longer see the actual total experience for you characters.

Maybe something similar to the Bounty points earned versus available BPS?

Just a thought.

And to all those posting ideas, well done, so many I would love to see happen!

Olgre's pea brain
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Re: Ascension 04/05/2020 09:16 PM CDT
Some more ideas.

Extend SpellSelect a low level spell you know. When you cast that spell on yourself, it has an unlimited duration. The spell still be dispelled or ended with the STOP verb.
Infuse SpellUse your mana to extend the duration of a non-native spell affecting you. Long Cooldown.
Group SpellCertain beneficial spells now affect your group as well as you.
Shared SpellRequires Group Spell. Self-cast only beneficial spells can now be cast on others. Duration is 3 minutes. Does not stack but is refreshable.
Lasting SigilsIncrease the duration of your Guardians of Sunfist sigils by 20% per rank. 5 ranks.
Society BoostIncrease your effective level or "step" by +x when determining the strength of your society powers.
PreparationLegendary. Immediately ends the cooldown of spell effects (506, etc), special abilities (stamina burst, etc), and society powers (Symbol of Transcendence, Sigil of Escape, etc). 24 hour cooldown.
Armor MasteryArmor you wear can support two different armor specializations at the same time but only if you apply the specializations yourself.
Quick DiskYour disk (511) no longer has a delay when it follows you.
Scroll AdeptYou can INVOKE scrolls without a free hand at no penalty.

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Re: Ascension 04/06/2020 04:11 AM CDT
Ascetic FighterOthers can no longer cast non-native spells on you. When not on another plane (translation: the Rift or Confluence), your first 100 ranks of any weapon skill, Combat Maneuvers, Shield Use, Armor Use, and Dodging are multiplied by 1.x to give you phantom ranks.
Ascetic ProdigyYou can no longer use scrolls, magic items, or rune tattoos, and you lose all runestaff DS other than the base enchant. When not on another plane, your first 100 ranks of Arcane Symbols and Magic Item Use grant a bonus to CS, bolt AS, and TD of X per Y ranks.

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Re: Ascension 04/06/2020 01:40 PM CDT
- I'd like to be able to permanently reduce armor spell hindrance, perhaps even to 0.

- I'd like to be able to extend the duration of fixed spells (140) and those cast on others (211/215/319/303/120).
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Re: Ascension 04/07/2020 02:23 PM CDT
A line of abilities to superpower spells, but you can only pick one per spell circle. Must have knowledge of the spell, but SK items and temporary SK from scrolls counts.



Major Elemental Mastery: ChronomancyCelerity (506) and Rapid Fire (515) now auto-renew until STOPped, at no RT but an increased cost of X mana.
Major Elemental Mastery: StrengthTriples the Earth lore benefits for Strength (509) and additionally applies them to to reducing encumbrance and decreasing RT for ranged weapons.
Major Elemental Mastery: Mana LeechMana Leech (516) now costs 1 mana even on a failed cast and cooldown time is cut in half.
Major Elemental Mastery: Charge ItemThere's no longer a chance to blow up items with Charge Item (517) and you use less charges from orb gems per cast.
Major Elemental Mastery: ImmolationTriples incineration chance and doubles extra damage cycle chance for Immolation (519). If you cross the 100% mark, there can be a third damage cycle.



Major Spiritual Mastery: BraveryBravery (211) grants immunity to sheer fear. The group version lasts three times as long and also grants immunity.
Major Spiritual Mastery: HeroismFor the self-cast benefit only, doubles the base effects and triples the lore benefits of Heroism (215). (This applies to all the base effects: AS, sheer fear protection, maneuver defense, and health and mana regeneration.)
Major Spiritual Mastery: InterferenceInterference (212) and Mass Interference (217) cost X more mana and now randomly select 1-5 additional effects out of Calm (201), Silence (210), Bind (214), Frenzy (216), and Spiritual Abolition (230) to apply to each affected enemy (on top of always applying its own effect).
Major Spiritual Mastery: TriageSpirit regeneration and mana regeneration rate from Manna (203) are increased. Areas can no longer dispel Minor Sanctuary (213) nor take you out of Major Sanctuary (220). Enemies up to X levels above you can no longer prevent a Minor Sanctuary from being cast. Major Sanctuary never fails.
Major Spiritual Mastery: TransferenceYou can now Transference (225) across the world twice per day.



Minor Elemental Mastery: LocksmithingAdds a phantom (level/x) bonus to the benefit from Picking Enhancement (403) and Disarm Enhancement (404).
Minor Elemental Mastery: Elemental WaveIncreases RT induced by Elemental Wave (410) and Major Elemental Wave (435), and increases crit ranks of the latter.
Minor Elemental Mastery: Weapon DeflectionCan now cast Weapon Deflection (412) as a self-cast buff that affects enemies the first time they attack you or you attack them.
Minor Elemental Mastery: Mana FocusMana Focus (418) can no longer fail and grants two enhanced pulses instead of one, with the second being a bit weaker.
Minor Elemental Mastery: Magic Item CreationImbedding spells with Magic Item Creation (420) now treats the spells as if they cost X less mana, down to a minimum of Y.



Minor Spiritual Mastery: Spirit BarrierNegates the AS penalty of Spirit Barrier (102).
Minor Spiritual Mastery: Spirit FogYou can now cast Spirit Fog (106) as a self-cast buff applying only to you.
Minor Spiritual Mastery: Fire SpiritFire Spirit (111) now costs X more mana and is an AoE version of itself, with number of enemies based on Spiritual Mana Control ranks.
Minor Spiritual Mastery: WebWeb (118) now costs X more mana and is an AoE version of itself, with number of enemies based on Spiritual Mana Control ranks. This applies to both the CS and bolt versions.
Minor Spiritual Mastery: Call LightningWhen cast at a target, Call Lightning (125) now hits all cycles immediately and Summoning lore improves the crit rank. When cast untargeted, the cloud has three times as many charges.



Ranger Base Mastery: SoundsCan now EVOKE Sounds (607) to wear charges of it in the vein of Tremors (909), to be open cast later at no RT for a cost of X mana, with number of targets determined by Spiritual Mana Control and number of charges determined by Summoning lore.
Ranger Base Mastery: Tangle WeedVines from Tangle Weed (610) now follow you around, can occasionally release a cast of Spike Thorn (616) at enemies using your bonus, and explode into a maneuver-based attack of a spray of thorns when they fade. (Similar to attacks in the Frozen Bramble.)
Ranger Base Mastery: ImbueImbue (614) now transforms a stick on the first chance, there's no longer a chance to blow it up, base capacity is increased by 25%, and increased capacity from lore benefits is tripled.
Ranger Base Mastery: Nature's FuryNature's Fury (635) is now player-safe and you can select the type of crit damage it does at an extra cost of X mana. (Within the range of crit types it's normally capable of, so no plasma Nature's Fury if no climate/terrain gives plasma, etc.)
Ranger Base Mastery: Assume AspectAssume Aspect (650) now lasts 20 minutes, individual aspects last 4 minutes, and the bonus granted by the animal companion matching the aspect is increased.






https://gswiki.play.net/Leafiara
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Re: Ascension 04/08/2020 04:19 PM CDT
The Overly Prepared Adventurer

Each Rank grants ONE additional functional inventory slot in the selected location (can only be selected once for each location)
- Pin worn
- Belt worn
- Shoulder slung
- Finger worn
- Neck worn

-- Robert

>> If everyone just chose their path based on OPness we'd all be pure wizards. -- FUDGEHJ
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Re: Ascension 04/12/2020 05:42 PM CDT
Instinctive FocusYou can no longer AMBUSH. (You can still WAYLAY.) Instead, your unaimed attacks and mstrikes now have an equal chance to hit each body part, the critical randomization floor is raised, and your Ambush bonus contributes to AS.


Basically applying the CHANNEL mechanic to physical attacks, making a sacrifice of a different type of physical attack. (Not even sure the sacrifice is necessary, to be honest, since this would be an elite skill and already substantial exp sunk in, but I tossed it in there. Part of the hope would be to get more people pushing past the common wisdom that 24 Ambush is enough, giving more reason for maxing that skill along with Waylay.)
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Re: Ascension 04/12/2020 07:57 PM CDT
SIGN OF THE __:
Stats based off of constellation your character is born under.
Ex:
Sign of the Haindmaiden's
Charlatos 21 - Olaesta 3
"Persons born under the influence of the Handmaidens tend to be scattered, suffering from a lack of attention span. They also tend to be tremendously creative and energetic, and laugh easily." -5 LOG, +10 INFL; or something along those lines.

CONVERT:
Requires 40 Religion.
Grants access to Diety postname titles to non-Cleric/Paladins.

FANATIC:
5 tiers; each tier requires 1 year conversion to an Arkati.
Stacks, so tier 5 requires 5 years conversion.
Also incorporates our forsaken peeps.
-Grants access to custom titles. Pre and Post-name.
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Re: Ascension 04/13/2020 10:24 PM CDT
Hybrid CastingWhen a CS spell is performed, the next bolt spell or maneuver spell receives a boost, and vice versa (for all combinations).


Just randomly came to me when discussing the Hybrid Offense skill in Estild's list--to have something like it for pure casters too.
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Re: Ascension 04/14/2020 09:04 AM CDT
Alchemy Extended Studies
Requirement: Must already be mastered in all three branches of Alchemy
- Alchemist is able to ALCHEMY CHANT one additional spell not normally available to their profession (e.g. 304, 925, etc.)


-- Robert

>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
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Re: Ascension 04/14/2020 09:29 PM CDT
Time for some fluff benefits!

Creator's ShowcaseGives you access to a SHOWCASE ITEM verb, which allows you to enter items into a secondary profile of sorts that showcases up to 25 of your favorite items. You can also optionally designate them in categories such as warrior sheaths, rogue-made lockpicks, items made with Imbue (614) and/or an imbue box, player-enchanted items, items made with Holy Receptacle (325), player-ensorcelled items, cobbled shoes, forged weapons, fletched arrows, gems that have been through a gemcutter or lapidary box, weaving creations, artist easel creations, Ribbonator creations, alter wand creations, etc. People can see the showcase with SHOWCASE [characternname] and your name also becomes a clickable link in SERVICE SHOW, which opens up the showcase.
Honor and FameAdds an additional line to someone's LOOK description, in which that person can display an additional postname title they have access to. Additional ranks allow additional titles. The line has several variants, such as "He/she is well-renowned as a..." or "Rumors have it that he/she is a..." or "In [character's town of citizenship], people know her/him as a..."





https://gswiki.play.net/Leafiara
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Re: Ascension 04/16/2020 04:28 AM CDT
I believe the current idea is that we'll be able to focus 1% exp/level; but I'm going to put my vote in for being able to 100% after Level 20. I don't think it would be more/less detrimental to leveling/capping that than the 1% idea; and I love to be able to put all my effort into achieving a specific goal vs. the slow-burn.
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Re: Ascension 04/16/2020 05:18 PM CDT
>I believe the current idea is that we'll be able to focus 1% exp/level; but I'm going to put my vote in for being able to 100% after Level 20. I don't think it would be more/less detrimental to leveling/capping that than the 1% idea; and I love to be able to put all my effort into achieving a specific goal vs. the slow-burn.

1% per level is probably enough. It could start at 20% or something so you can hit 100% at 80 instead of 100. I see ascension being used, in part, as a way to slow down progression for the players that don't care much for capped hunting areas, the swarms, treasure issues, lack of diversity, etc. Wouldn't be for everyone, but some people like the early game more than the late game. I wouldn't mind it 100% by 20, but I could see some folks just farming the same hunting grounds forever. (I'm not necessarily sure that's a bad thing, either.)
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Re: Ascension 04/25/2020 02:07 AM CDT
Imposing TargetYou're regarded as +1 level higher per rank for purposes of determining the level of bandits that spawn to ambush you.

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Re: Ascension 04/26/2020 04:49 PM CDT
Spiritual TranscendenceCleric only. Half of Religion lore bonus, up to the first 40 ranks (140 bonus), now applies to Blessings bonus and Summoning bonus in Minor Spiritual and Major Spiritual circles.


Essentially a mashup of how Fire lore works for wizard bolt DFs and the proposed archery idea where Multi Opponent Combat ranks count as 1.5 each for puposes of rangers mstriking with ranged or rogues mstriking with crossbows and thrown.

By all rights clerics should have a higher ceiling with Minor and Major Spiritual than empaths, but currently they have a lower one since they have to divert lore ranks into Religion. However, it's definitely a ceiling and only manifests at noticeably post-cap when empaths can 2x spiritual and mental lores simultaneously, so I can't make the case for an inherent cleric benefit (at all levels) and think it makes more sense as a legendary ascension skill.

(As opposed to the MOC situation being the opposite, where the problem is how comparatively expensive it is for rangers and rogues to fit in MOC pre-cap or even fresh cap, but at far post-cap it wouldn't matter anymore.)




https://gswiki.play.net/Leafiara
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Re: Ascension 04/29/2020 12:38 PM CDT
Everyone: convert an enemy's avoidance to a negative AvD modifier, similar to UAC
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Re: Ascension 04/29/2020 04:48 PM CDT
Designing and posting one specialization path per profession. First three are up now!





Bard - Cunning Chronicler Specialization

Skills

True LoremasterEntry-level prerequisite to take additional skills on the Cunning Chronicler tree. Triples speed of earning LKPs, doubles number of LKPs that can be stored, and creates an FLKP (Focused Lore Knowledge Point) pool used for other purposes. After the weekly LKP is earned, credit in combat goes toward filling the FLKP pool; when full, an FLKP can be consumed with FOCUS LORE, granting a 2-hour buff that enhances AS, DS, CS, and TD.
Fast TalkerWhile the FLKP buff is active, loresinging reveals all verses at once.
Harmonizing CreationWhen casting Song of Unravelling (1013) to remove a spell, you can consume an FLKP to store that spell with FOCUS UNRAVEL. Only one spell can be stored at a time, but it lasts indefinitely until overwritten. The stored spell can be imbedded with Magic Item Creation (420), subject to normal restrictions of which spells can be imbedded.
Purest SongPurification Song (1004) takes effect up to three times per cast. (It can still turn a gem into an orb or blow it up on either of the first two times it takes effect.)


Perks or design goals of this specialization

Capped bards are already combat superheroes other than their horrific TD, so let's buff that utility!

What would I imagine as alternate specializations

Dashing and DaringCombat-oriented specialization for physical bards, doing things like having sonic weapons act the same against undead as living, generally improving sonic gear in other ways, and maybe even automatically casting 1040 when immobilized.
Superior SingerCombat-oriented specialization for pure bards. I have no idea what it would do, though, since it's pretty darn hard to improve on spells like 1002 or 1030. Things like cheaper spells or better mana regeneration are already in the rough draft ideas for common and elite skills and are pretty much all I could ask for.


Thus, the opportunity cost would be giving up more powerful combat-related skills. There are still minor combat improvements, though, with the FLKP buff or the potential of being able to imbed Lesser Shroud as a bard instead of needing to get a sorcerer (or super post-cap warrior/rogue) to do it.





Cleric - Path of Heroics Specialization

Skills

Divine RewardEntry-level prerequisite to take additional skills on the Path of Heroics tree. Killing blows dealt with a sanctified weapon or sanctified shield in hand now count as credit toward a charge of an empowered Condemn (309). PRAY CONDEMN # may now be used to consume # charges of Condemn as a self-cast buff lasting (#/N) minutes, granting an increase of X AS, Y CS, and Z offensive maneuver bonus for Condemn. ("Killing blows" includes any offensive attack form. "Sanctified weapons" encompasses runestaves, melee, ranged, and even UCS gloves and shoes. Killing with Condemn itself while wielding sanctified gear counts as double credit, but otherwse each kill only counts once. (e.g. Killing with 317 while holding a sanctified shield and morning star and wearing sanctified gloves and shoes counts as 1, not 4.) The self-cast buff is similar to acuity but also applies to physical AS.)
Overwhelming AuraCan now EVOKE Censure (316), consuming two charges of Condemn to grant additional effects of added RT (delaying enemies from shaking it off) and the blinding effect of Searing Light (135).
Relentless ResolveWhile a PRAY CONDEMN buff is in effect, CHANT ITEM (used with Symbol of the Proselyte (340)) now restores X mana, but consumes a charge of Condemn in addition to a charge from the holy symbol.
Sacred StrikeWhen attacking with a sanctified weapon or casting with a sanctified runestaff, enemies have -5 CER crit padding. (Relative to what their normal crit padding is; this can send them into negative crit padding. Either that or just go with my previous suggestion of enemies being in -X AsGs against sanctified gear.)
Swift WrathAlters Divine Wrath (335). It now deals no concussion damage but hits all cycles immediately.


Perks or design goals of this specialization

Add more versatility to stored charges of Condemn, give more play to sanctified gear, give more play to Symbol of the Proselyte, improve power in the face of swarms. The overarching goal would be an entirely new playstyle in which Condemn charges are being frequently built up and frequently depleted; secondary goals would be things like sanctification actually mattering and solo post-cap clerics being able to tackle a swarming Sanctum of Scales the way a relatively fresh cap wizard can.

What would I imagine as alternative specializations

Path of PrayerAnother combat-oriented specialization, but more focused on improving conventional single-target cleric combat--stuff like 240, 317, 302, 309--or maybe further playing up the rotation aspect of 320 in some fashion.
Path of SalvationUtility-oriented specialization with stuff like extra powerful chrisms, letting 325 imbed in ranger rods, anchoring 130 and making it cross-realm, increased charges or power for 340, group 225, and so on.






Monk - Holistic Sage Specialization

Skills

Deep MeditationEntry-level prerequisite to take additional skills on the Holistic Sage tree. You may now MEDITATE DEEP to grant a phantom boost of 10 to all stats. (Similar to Perfect Self, but not subject to enhancive restrictions.)
Attentive GuardOffensive mental and spiritual spells you cast against enemies have a chance to reroll and take the higher of two rolls. Offensive mental and spiritual spells enemies cast against you have a chance to reroll and take the lesser of two rolls.
CountermeasuresEvery five attacks you evade or parry stores a charge that lets you cast your next spell at 50% its usual mana cost. X charges can be stored at most.
In the ZoneWhile under the effects of MEDITATE DEEP, Dodging ranks past 202, Multi-Opponent Combat ranks past 101, and Physical Fitness ranks past 202 add to CS at a rate of X per Y ranks.
Latent PowerCombined ranks of Harness Power, mental lores, and Mental Mana Control now count as ranks of Spell Aiming for purposes of calculating the AS of Telekinesis (1206) only, up to a max of X.
Mental IntensityWhile under the effects of MEDITATE DEEP, Harness Power ranks past 50 and mental lore ranks past 30 add to TD at a rate of X per Y ranks.


Perks or design goals of this specialization

Basically just to create a more magic-focused build for monks, which I think is highly important since they're currently the only profession with Minor Mental.

What would I imagine as alternative specializations

Immaculate TrainingStraightforward specialization to further emphasize physical prowess as a square.
Perfect SynchronicityGroup-oriented specialization with improvements to 1213 and 1216, Coup De Grace style benefits for seeing other group members kill, group-wide Soothing Word, and so forth. Something to make players actively seek monk hunting partners.





I have a paladin and sorcerer specialization each about halfway sketched out, so they'll probably be my next posts.
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Re: Ascension 04/30/2020 08:20 AM CDT
Since the system may be usable at lower levels, I would phrase things as "ranks above doubled" or "ranks above singled", rather than "Dodging ranks past 202, Multi-Opponent Combat ranks past 101, and Physical Fitness ranks past 202" respectively.

Other than that, certainly intriguing. :)
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Re: Ascension 04/30/2020 03:42 PM CDT
Paladin - "Blade of the Arcane" Specialization

Skills

Channel ManaEntry-level prerequisite to take additional skills on the Blade of the Arcane path. Ranks of Arcane Symbols, ranks of Magic Item Use, and ranks of Harness Power past 1x now add to the Divine Energy Pool for Divine Incarnation (1650) at a rate of 1 per X ranks.
Focused DivinityJudgment (1630) is now player-friendly. Can now CHANNEL Divine Strike (1615) and Judgment for a version that doesn't make the target kneel, but instead translates the Religion lore ranks into extra power.
Full ClarityCan now EVOKE Faith's Clarity (1603) to cast a version with a base duration of 60 seconds that automatically extends itself by 60 seconds by passively consuming Y Divine Energy.
Steady SoldierWhile Divine Shield (1609) and Divine Incarnation are active, can now CHANNEL Rejuvenation (1607) to consume X Divine Energy and restore mana. This can be done once per minute.
Zealous JudgmentWhile Zealot (1617) and Divine Incarnation are active, Divine Strike and Judgment have an extra deity-specific crit cycle with similar power to the current cycle. (If Focused Divinity is known, this applies to both the CAST and CHANNEL versions.)


Perks or design goals of this specialization

The main one is creating a more magic-oriented paladin, but I tried to fit in a lot here. More longevity for the way 1650 can currently be used, more flexibility with new ways it can be used, reasons why a player might switch between 1609 and 1617 mid-hunt (potentially multiple times), and reasons why a non-shield paladin might use 1609 at all.

What would I imagine as alternative specializations

Blade of the LegionGroup-oriented specialization with perks like improving 1605, 1609, 1610, 1613, 1617, and 1618, allowing two armor specializations at once, automatic 1608 or other ways to guard allies, and so on.
Blade of the MightyConventional specialization improving melee combat, shield abilities, combat maneuvers, and so on.






Sorcerer - "Insight of the Obliterator" Specialization

Skills

Intent MaliceEntry-level prerequisite to take additional skills on the Insight of the Obliterator path. Alters necrotic energy gains so that you earn nothing if you do less than 35% of the damage to kill an enemy, earn the usual amount if you do between 36% and 70%, earn 150% as much if you do between 71% and 99%, and earn 200% as much if you're the sole contributor to the enemy's death. After the weekly necrotic energy pool is full, additional kills continue accumulating energy into a separate pool; when a successful SACRIFICE is made, the pool empties, granting a buff to AS and CS lasting X minutes for every Y energy that was available.
All-Consuming BalefireAlters Balefire (713) into an AoE version that costs X mana and no longer splashes. Number of targets is determined by Demonology lore. (Not using the same scaling as how Demonology affects ordinary Balefire.)
Disruptive StrikeWhen attacking with an ensorcelled weapon or casting with an ensorcelled runestaff, the first offensive action against that enemy temporarily disables one elemental and one spiritual spell for 15 seconds. (Similar to the effect of Mana Disruption (702), but a guarantee instead of a chance and it does both at once.)
Virulent GraspWhile a SACRIFICE buff is active, can now EVOKE Grasp of the Grave (709) to cast a version that consumes some of the duration of the SACRIFICE buff in addition to its normal mana cost. The arms pull down enemies only once and then decay, but afflict the enemy with the Pestilence (716) effect and deal guaranteed grapple damage on their initial hit.
Wave of SufferingWhile a SACRIFICE buff is active, can now EVOKE Major Elemental Wave (435) to cast a version that additionally casts either Mana Disruption, Disintegrate (705) as a CS spell, Disintegrate as a bolt, Pain (711), or Dark Catalyst (719) at each enemy after the initial hit. At base, odds are equal of getting any spell. The odds can be weighted toward higher level spells by training ranks of elemental lore, mana controls beyond 1x, sorcerous lore beyond 1x, spiritual lore, and Spell Aiming.


Perks or design goals of this specialization

Making an AoE-specializing sorcerer, giving more value to Spell Aiming, giving more value to Demonology lore, giving more value to elemental and spiritual lore, helping the solo sorcerer a bit with necrotic energy.

What would I imagine as alternative specializations

Insight of the RulerConventional specialization improving typical bread and butter spells like 719, 711, 702, etc. Maybe even improving 709, but in a different way from the above. Essentially the "1-on-1, I'm the best" specialization.
Insight of the SystemicUtility-oriented specialization improving 735, 714, 420, and 740, but also more off-kilter technically-combat spells like 725 or 730. Potentially I'd see it also improving defensive or reactive spells like 712, 716, or 704.




Note: To some degree I tried to fit war cleric and war sorcerer buffs into their specializations, with AS buffs and negative crit padding (for clerics) or automatic temporary dispels (for sorcerers), but I actually wasn't actively trying to make war pure specializations. It's not because I wouldn't want them--I absolutely would--but because the powerhouse tools for warmages (506) and warpaths (1117/1130) are native to their spell circles, so I'd rather add something to 330/750/235/440/etc. than rely entirely on ascension.

That said, my cleric and sorcerer specializations were about fighting swarms and mstrikes are certainly one way to do that. So I threw out a bone in the short-term with passive abilities that only have the somewhat minor restriction of needing a sanctified/ensorcelled weapon.




And here are a couple bonus skills not related to my specialization ideas:

Accurate AppraisalAPPRAISE now shows a creature's exact level.
Blacksmith's BondGrants an additional +4% DF and +2 AvD when using a weapon with your own crafting mark.

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Re: Ascension 05/03/2020 06:46 PM CDT
Zelnorn PuristRemoves the DS bonus from zelnorn used by this character and applies it to AS instead.

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Re: Ascension 05/11/2020 05:03 AM CDT
Two new ideas, inspired a bit by the Undead Overhaul under discussion.

NOTE! These two trees are MUTUALLY EXCLUSIVE. If you put points into one, you cannot put points into the other. If you choose Liabo, you must be converted to a Liabo arkati. And if you choose Lornon, you must be converted to a Lornon arkati.



LIABO DEVOUT

This tree is for players who put their trust and faith into the Patrons of the Liabo pantheon under Koar, drawing on their strength from them.

Elite tier:

Blessed - Undead who attack you have a chance to cringe away in fear from the aura of Liabo that surrounds you, negating their attack and putting them into roundtime. 3/6/9/12% chance for this to occur.

Sainted Preservation - You are less likely to gain wounds when hit by an attack, wounds you have also give less penalties to actions and manuevers, both offensively and defensively.

Legendary tier:

One with Liabo - You gain the benefits of white ora/eonake armor and weapons as if you were a paladin or cleric. If you ARE a paladin or cleric, wielding those weapons or wearing that armor provides an addition AS/DS boost above and beyond the enchant of the item. Once a day, you may teleport to the nearest shrine of a Liabo Arkati. This works in RT, stunned, etc. However: You gain NO BENEFIT from using an ensorcelled weapon or armor.



SERVANT OF LORNON

This tree is for players who have pledged themselves to the Patrons of the Lornon pantheon, rejecting Koar's rule.

Elite tier:

Vicious Intent - Your faith in the Lornon Pantheon guides your blows! Against living creatures, you gain a 3%/6%/9%/12% extra DF to your melee strikes and bolt spells.

Dark protection - Immune to being cursed from picking up cursed items. May handle cursed items, putting them down and picking them up, as if they were uncursed entirely.

Legendary tier:

Master of souls - Ensorcelled weapons flare more often, flare stronger, and have a chance to double flare in your hands. However, wielding such power drains you, lowering both stamina and mana regeneration as well as causing spirit to regain slightly slower.






GM Naionna at 11:41 PM
Whick is so pretty. it's a shame he has to talk.
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