Re: The EQ2 Heroic Opportunity system needs a HUGE reworking - Lets brainstorm.
i did some rewording, reworking.. to make it more clear what I was talking about:
HOs work as follows:
HO's can only be triggered and advanced by clicking the current HO trigger button.
When the desired HO is reached, the original HO starter clicks their button again, completing the
HO. If the person does not click their button a second time in 5-10s, the HO disappears and no recast timers are imposed.
This essentially re-creates the wheel. Its dynamic. Its not random, and it cant be advanced/flipped. Gone are the days of spamming fucking up HO's.
HO Chain Length and HO trigger recast penalty of those involved if HO is successfully completed
1: 1 minute
2: 10 minute
3: 30 minute
4: 60 minute
scout: inflicts 6k on target
priest: heals target for 5000
mage: inflicts 6k on target
fighter: taunts target for 3000
double-teams (in any order)
scout, scout: both scouts hate+20, dps+20 (for 7m)
priest, priest: both healers heals upto +75 (7m)
mage, mage: both mages spells +75dmg (7m)
fighter, fighter: both fighters haste+20, dps+20 (7m)
2-other (in any order)
mage, scout: decreases casting time and recovery by 25% of both (7m)
mage, fighter: for both: when target dies, will heal for 25% hp (antideath for 7m)
mage, priest: decreases hate gain of both by 15% (7m)
scout, fighter: increases combat art dmg by 100 (7m)
scout, priest: increases proc % for both by 5% for 7m
fighter, priest: increases hate gain of both by 15% (7m)
i can think of lots of cool 3/4 combos but will save those for later
Last edited by Snark; 03-20-2007 at 07:00 PM.
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