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[suggestion] cleric/astro buff, status effect-related skills
Jackiecrazy opened this issue · 0 comments
Just a suggestion. It feels that cleric is a little too weak. All it can do is heal, clear certain effects, and heal even more. While it is true that it has the most potent healing capability (trailed by, in my experience, an AoE stalwart pact and a balance-bolstered aspected helios), direct health restoration suffers from the problem of the HP cap, and healing in excess simply doesn't do anything. Plus, the 5 different levels of wound seriousness feel quite redundant, especially since the heavy damage takers tend to also move around a lot, making it hard to aim and land a heal on them before they die (even more of a problem with the wonky aiming I reported a while ago). As well, the most often used debuff effect in modded MC—fire—isn't heavily countered by any class to the present point, and modded MC often inflicts obscure vanilla/modded effects semi-commonly (levitation, slowness, bleed, etc) that cannot be cleared effectively with positive energy burst alone. To counteract these problems I suggest the following for clerics:
- healing amounts over the HP cap is converted into absorption at a 50% rate to slightly compensate for overheal
- add a toggle for buff classes, so that their buffs/heals can only be applied to a non-self target when it is toggled
- replace one of the cure [adjective] wounds with a short-cooldown "healing rain", which serves as basic AoE heal+extinguish
- add a basic single target spell which cures 1 random negative effect
- a "death ward" type of spell, could be the capstone skill. When taking fatal damage with the buff active, it will instead be recorded by the buff, delaying the damage to the second the buff runs out or is dispelled. The more hp is recorded by the buff, the faster the countdown will be. Targets with death ward active can be marked by a clock icon like the astrologian's cards to alert the cleric to heal them ASAP
To tie into the druid's semi-support abilities, the druid might be also able to summon a mist that would shield targets in it from burning, but will not be able to put it out if they already were on fire. The coverage of the mist depends on spellpower, and is base 100% at the center (such that fire on the druid, and the druid only, will be extinguished by default). The further away an ally the less effective the mist, only allowing one to shorten the amount of time on fire.
Next, the astrologian. The astrologian is a buffer with slight caster and cleric capabilities. The problem I find with it are slow cooldown and rather low effect. It takes 1 minute and 30 seconds to fully stock out an astro bar, but each buff is given is just under 20 seconds. Also what was surprising was its lack of ability to counterspell. For a class based around stars and buffs it has nearly no options to dispel enemy buffs or ally debuffs. More cards would also be nice, although I suppose a 16.6% chance is plenty balanced when trying to pull the card you need, and I note the general trend of avoiding potion effects so I won't make my own hasty comments about the cards.
- (Aspected) Selene: since Helios is the Titan of the Sun and AoE heals ally side, it'd make sense for Selene, the Titaness of the Moon, to serve as an offensive dispel spell
- (Aspected) Tethys: Titaness of Fresh Water, reduces the severity of negative effects by 1 level. Aspected additionally removes a level once every 5 seconds or so, making it a weaker positive energy burst