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Dim [Shine] Knights
#6
The downsides should be looked at, then. Let's go people, one by one, using what Spoops said above, and my opinions about each of them and how to solve their problem. Shine Knights are ""fine"", but there are some things that keep them from being worth of their time taken to invoke.

- The movement speed can be buffed by the Priest's curate spells, but that also means they need yet another round to prepare their Knights. Momentum-wise, making the Priest in question take over three rounds and a half to finish setting up knights that won't do the trick for them at all.
Quote:This can be solved by either giving them automatically 'Quickness' once they're summoned. (If the Priest has it equipped.), or increasing the Knights's move.

- The long summon time is pretty needless. Maybe back before GR, where people could safely invoke on round 1 and round 2, because the enemy needed to buff up, the damage was not that almighty, and spawning locations were not fixed. Now it's impossible without getting immediately interrupted.
Quote: Maybe Devocation could also give you a FAI chance to receive a temporary silence immunity when invoking Mercalan enchantations with a rank higher than D. (Removed when the invocation breaks, so you can't abuse this for silence immunity on other spells.)

- Protect doesn't work because the Shine Knights, like in http://www.neus-projects.net/viewtopic.p...982#p25913 this situation with Metalaegis, don't spawn with a shield on. They have nothing but their Alondite, equipment wise. They need a shield, so Protect works. (Still can't get how Monsters can do it, but they don't need shields to protect other monsters. But at least for players, this might be it.)
Quote: If I may suggest a shield for them, it would be Bulwark, the one that reflects Darkness Damage. Like how I suggested Metalaegis's shield being 'Magnetic Shield'. They're already existing items in game, shouldn't be hard to implement them on those spawned mobs.

- Blinding Aura is supposed to help dodgy builds, yes. But not everybody is dodgy, they should be more broad. Charisma should definitely be removed, and traded away for more worthy buffs.
Quote:Maybe they should also come with Aegis and Woki at max rank? (Or rank 5, which may increase DEF/RES by 5 of surrounding allies on top of it. And Woki would increase STR/WIL of allies by 5.) Knights of Light are supposed to be brimming with positive, warding energy. It makes sense, no?
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