tag:blogger.com,1999:blog-7563653272708826682.post3310920753996544209..comments2023-10-17T08:35:27.492-07:00Comments on Ixobelle (archived): The Mana Master (new class brainstorming)Richhttp://www.blogger.com/profile/01024497755617725448noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-7563653272708826682.post-90396234581809027172009-10-03T13:05:39.436-07:002009-10-03T13:05:39.436-07:00Looking at a solo/small group perspective, I think...Looking at a solo/small group perspective, I think Priests would need to lose Mana Burn. Some of the offensive arsenal for the Mana Whore should be damage based on mana/energy/rage of yourself/enemy. <br /><br />I don't know how familiar you are with DOTA, but there is an anti-mage character who's spell does damage based on missing mana points of the enemy. In order to support this ability he passively burns mana from the enemy with every physical strike.<br /><br />Obviously passive mana burn on every strike would be pretty hard to balance, but damage based on lack of mana would be a pretty cool idea.<br /><br />Ex. A warrior has nearly full rage. Might be a good idea to keep rage higher to prevent damage than spam whirlwind or w/e the fuck warriors are using these days. I'm out of the WoW loop and haven't played a warrior since vanilla.<br /><br />Another idea might be cooldowns affected by your own mana? Perhaps lower cooldown with higher mana? Then you could be like "Would I rather have an extra .75 seconds on these casts or steal mana from xxxfrostypewpew the mage hoping that he doesn't go OOM at 15%"<br /><br />Just throwing those out there but I don't think a Mana Whore class would be impossible to balance across pvp/raiding/jacking off while killing boars.Tristan Francishttps://www.blogger.com/profile/17074294688666021466noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-33041446895702177952009-10-02T02:01:06.888-07:002009-10-02T02:01:06.888-07:00I'm waiting for Blizz to give us Bards.
Isn&#...I'm waiting for Blizz to give us Bards.<br /><br />Isn't it fun playing a healer Iso?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-86024656005689600182009-10-01T10:08:53.063-07:002009-10-01T10:08:53.063-07:00I dunno, Iso. It sounds like anyone who plays thi...I dunno, Iso. It sounds like anyone who plays this class will pretty much get pigeonholed into a mana battery role. Remember how nobody used to take shadow priests into raids, like ever, until they got vampiric touch? Also, as was already mentioned, this feels like a class that can only really do things in groups. Solo content is out the door. I like the idea as a mechanic, but I don't think it's enough to carry an entire class.Krunchyhttps://www.blogger.com/profile/06864601535116559305noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-86759598811756830482009-09-30T10:27:10.800-07:002009-09-30T10:27:10.800-07:00I was thinking the bring the player not the class ...I was thinking the bring the player not the class too when i first read this. But now I`m thinking that it could possibly work with the path of titans / heroclass idea they have for pure dps classes. It would give those unwanted dpsers such as rogues a useful role that cant be filled by tanks/healers.<br /><br />The biggest problem though, is difficulty, I think it would add another level of required coordination and skill, that could basicly kill the game for casuals/puggers/what have you.<br /><br />I think mana in wow is still quite akward, it just doesnt feel as good as rage/energy/runes. Warlocks definitely have the best mechanic with life tap. Healers arent too bad, but ultimately they dont do anything too exciting with mana either, just use the right spells and wait for ticks. Hunters are horrific it seems, having to cut there own damage when they are short on mana (at least while leveling). Mages feel like one big band aid, with mana gems and evocation filling the regen gaposhinnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-10499617180025219942009-09-30T09:52:26.111-07:002009-09-30T09:52:26.111-07:00Make it optional? The MM grants a "life tap ...Make it optional? The MM grants a "life tap shield" that the other player would have to activate to get the conversion function to trigger?<br /><br />Of course, at that point, you may as well make a Life Tap trinket.Teshhttp://tishtoshtesh.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-39682567493297785472009-09-30T07:55:55.741-07:002009-09-30T07:55:55.741-07:00I see what you guys are saying... it would create ...I see what you guys are saying... it would create the new (not necessarily good) holy quadrinity.<br /><br />I figured it would make a more 'hands on' approach to replenishment, wiht someone actively filling the role instead of it being a passive buff... but it would create a ruthless demand for the class.<br /><br />I guess the Mana Master aspect of it could be a background aspect. Make it more of a MANA MANIPULATOR... where it uses other people's mana to benefit them, but it would probably just piss people off... "i'm not a healer! quit using *my* mana to heal people, FFS!"<br /><br />I really like two aspects, though... having an energy based healing class, and being able to use the lifetap mechanic on other people to convert resource A into B (be it health -> mana or vice versa).<br /><br />hmmm.....Richhttps://www.blogger.com/profile/01024497755617725448noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-85151905585824741002009-09-29T20:56:18.405-07:002009-09-29T20:56:18.405-07:00With all this talk about the Holy Trinity being un...With all this talk about the Holy Trinity being unfortunate because of the occasional (okay the frequent) lack of healers/tanks for groups, could you imagine the havoc that would come from another class that would be a necessity- not to mention that would reduce the number of dps per group to 2.<br /><br />The reason it would be a necessity is because why would you even bother bringing a mana-regen class along if the content is achievable without one. The content would HAVE to be designed with the mana-regen class as a necessity in the equation, and the more roles you require for content the less people will be able to experience that content.<br /><br />In EQ the crowd control/puller/debuffer roles worked because each role would help a group, but none were necessary. <br /><br />As far as I can see, a class that regenerates mana could never be in this position because if content were achievable without one then adding that class to the group wouldn't be of any benefit since it doesn't do anything except perpetuate everyone's ability to participate in combat and that usually isn't an issue. (And if it was an issue then look up to my first two paragraphs)<br /><br />Oh, I agree with Hatch too- I didn't say that already, did I?JediOfTheShirehttp://jedioftheshire.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-87552288522597490272009-09-29T20:02:12.997-07:002009-09-29T20:02:12.997-07:00I agree with Hatch's comments - if anything, W...I agree with Hatch's comments - if anything, WoW is attempting to reduce the perceived barrier to entry to group content. This is one of the main reasons they've spread around the Replenishment buff to more classes than just Shadow Priest, which used to be fulfill the sole "Mana Battery" role.<br /><br />However, I think one of the big reasons why your proposed class' play pattern may not be viable is because of the potential for griefing. You point to the closest ability in terms of griefing potential as Hunter's Misdirect, and I think there's good reason for that. Responsibility for another player's livelihood (in the case of healers) is much different than the ability to active kill your teammates. The only thing I could imagine worse than playing with a Battleground full of afk PvPers is one full of Battleground Mana Masters toasting their allies left and right just for kicks.Fourthhttps://www.blogger.com/profile/00960715309944831362noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-9199217377467670672009-09-29T20:00:34.843-07:002009-09-29T20:00:34.843-07:00This comment has been removed by the author.Fourthhttps://www.blogger.com/profile/00960715309944831362noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-2521345534253583942009-09-29T17:27:03.485-07:002009-09-29T17:27:03.485-07:00In a raid, what would happen is the MM would tap p...In a raid, what would happen is the MM would tap people, causing them to lose life, and healers would heal them back up. So it is going to be a mana for life for mana kind of loop. I am not sure if this is what you intended. Gameplay-wise, should still work and provide challenge, as in a fight, healthpools are a limited resource.<br /><br />I guess it makes health and mana more interchangeable. Not sure if this is good or bad.Geoffreynoreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-52997589745667582522009-09-29T12:33:36.097-07:002009-09-29T12:33:36.097-07:00It's an interesting idea, and might work well ...It's an interesting idea, and might work well in a new environment, but I don't think it would fit well with WoW, and especially the current "bring the player not the class" design philosophy (whether or not they are succeeding in adhering to that philosophy is another conversation entirely). It sounds like, if you added the Mana Master to the current WoW, you'd get one of two scenarios:<br /><br />1) They are absolutely required for any group content. It's pointless to form a 10-man (or more) raid without them because you'd run out of mana, and 5-mans would require a lot more drinking.<br /><br />2) If they are not *required*, then that means that the other classes have sufficient mana regeneration without the Mana Master. Meaning that now there's no reason to bring one.<br /><br />It's a creative idea, but I think his niche might just be too small. Are you imagining a scenario I've missed where the MM fits in WoW, or would you like to put him in a slightly different game?Hatchhttps://www.blogger.com/profile/03615033343005638291noreply@blogger.comtag:blogger.com,1999:blog-7563653272708826682.post-77029906238440313382009-09-29T12:10:16.127-07:002009-09-29T12:10:16.127-07:00What if you could set your own "fizzle" ...What if you could set your own "fizzle" ratios? Say, for a dangerous fight, you'd clamp down your remote taps so that they would fizzle on anyone who is at 50% HP or less. For a more forgiving fight, or one where you trust your raidmates better, you could lower that to 30% or the baseline "if it would kill them".<br /><br />Also, how would this class level? Would they play like a regular old ranged mage DPS, or something else? It sounds like a fun raid/group class, but there's a wee bit more to the game than that.Teshhttp://tishtoshtesh.wordpress.comnoreply@blogger.com