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Just some Alchemy additions and change suggestions

GTCvActiumGTCvActium
Mabinogi Rep: 7,090
Posts: 661
Member
edited November 22, 2018 in Feedback and Suggestions
Mana crystallization:
Make the load times of the crystals 0. They are already weaker in power, get no crit bonuses, and are consumables, this will let them see more use as it lets them be cast faster at the cost of being much weaker.

Add items created from Mana crystallization:
Arrows, bolts and javelins that are imbued with minor elemental effects. Missiles with fireball imbued have a "blast effect" where landing a hit causes a small explosion that deals minor damage. Missiles with Ice spear causes the enemy have their running speed slowed. Missiles with Thunder causes enemies to be stunned for a while. (Give something to normal arrows over the Huntress sometimes)

Magic elemental enchantment, works like poison potions when you use it on a weapon, it causes the weapon to have a random chance at triggering the effect and wears off after a while. Fireball will sometimes cause an explosion and knock the enemy down and far back. Ice spear will freeze an enemy similar to the Langu chaser knuckles, and Thunder will have a similar effect to the Caladbolg.

New skill: Summon Crystal
Lets you summon a stationary crystal that can cast Int Magic. You can have up to 2 crystals summoned at any given time. Stats are the same as Golem and contains the same bonuses as summon Golem skill. Unlike golems you cannot take control of them and they automatically attack when something is in range. Summon time is 6 mins and cost 5 water/fire/earth/wind crystals 2 Fireball/Thunder crystals and costs 200 MP to cast. They come with only chain cast, fireball, and thunder skills with fireball and thunder capped at rank 6. Elemental Wave will summon a Shadow crystal which has higher stats and Rank 1 Int magic instead. As the skill rank increases, attack delays between each attack decreases.

New Skill: Fortress
Uses up all your barrier spike slots and if you have a barrier spike installed, you cannot use Fortress. If the creator moves away from the Fortress, then the structure will break down and a new one will be need to be made. The creator is otherwise not restricted in skill usage, they are only required to remain within the Fortress to keep it up. While inside the Fortress any damage that a player is dealt is transferred to the Fortress instead, also in addition, they will also be granted a bonus of +50 def/M.Defense and + 30 protection/M.Protection. The Fortress can absorb 3000(+bonuses) damage at Rank 1 before breaking down. Unlike barrier spikes that impede movement, anything can freely move in an out of the Fortress, however enemies will take damage as normal, and players inside the Fortress cannot be knocked down. As the ranks increase, the HP and size of the Fortress increase as well. You cannot create a Fortress where another one is already created, another player cannot install barrier spikes with in Fortress area. Skill duration is 240 seconds and consumes 20 earth crystals and 1 Ice Spear crystal to summon.


Bronzebreak

Comments

  • YangKoeteYangKoete
    Mabinogi Rep: 3,145
    Posts: 260
    Member
    Summon Crystal sounds awesome and would be great for the other spells/alchemy skills too. I'd not mind having a crystal use Sand Blast or something every so often.
  • RaishiiRaishii
    Mabinogi Rep: 3,040
    Posts: 312
    Member
    edited November 23, 2018
    Even if the load time of Mana Crystallization magic was 0, the damage output is just way too low to make it useful. Damage being based around Mana Crystallization rank itself rather than M.Attk is what kills the skill. And then there's also the crapload of durability the skill consumes per use.

    And your Fortress skill kind of just sounds like what Barrier Spikes should be when activated by Elemental Wave.
  • BronzebreakBronzebreak
    Mabinogi Rep: 3,445
    Posts: 423
    Member
    GTCvActium wrote: »
    Mana crystallization:
    Make the load times of the crystals 0. They are already weaker in power, get no crit bonuses, and are consumables, this will let them see more use as it lets them be cast faster at the cost of being much weaker.

    Add items created from Mana crystallization:
    Arrows, bolts and javelins that are imbued with minor elemental effects. Missiles with fireball imbued have a "blast effect" where landing a hit causes a small explosion that deals minor damage. Missiles with Ice spear causes the enemy have their running speed slowed. Missiles with Thunder causes enemies to be stunned for a while. (Give something to normal arrows over the Huntress sometimes)

    Magic elemental enchantment, works like poison potions when you use it on a weapon, it causes the weapon to have a random chance at triggering the effect and wears off after a while. Fireball will sometimes cause an explosion and knock the enemy down and far back. Ice spear will freeze an enemy similar to the Langu chaser knuckles, and Thunder will have a similar effect to the Caladbolg.

    New skill: Summon Crystal
    Lets you summon a stationary crystal that can cast Int Magic. You can have up to 2 crystals summoned at any given time. Stats are the same as Golem and contains the same bonuses as summon Golem skill. Unlike golems you cannot take control of them and they automatically attack when something is in range. Summon time is 6 mins and cost 5 water/fire/earth/wind crystals 2 Fireball/Thunder crystals and costs 200 MP to cast. They come with only chain cast, fireball, and thunder skills with fireball and thunder capped at rank 6. Elemental Wave will summon a Shadow crystal which has higher stats and Rank 1 Int magic instead. As the skill rank increases, attack delays between each attack decreases.

    New Skill: Fortress
    Uses up all your barrier spike slots and if you have a barrier spike installed, you cannot use Fortress. If the creator moves away from the Fortress, then the structure will break down and a new one will be need to be made. The creator is otherwise not restricted in skill usage, they are only required to remain within the Fortress to keep it up. While inside the Fortress any damage that a player is dealt is transferred to the Fortress instead, also in addition, they will also be granted a bonus of +50 def/M.Defense and + 30 protection/M.Protection. The Fortress can absorb 3000(+bonuses) damage at Rank 1 before breaking down. Unlike barrier spikes that impede movement, anything can freely move in an out of the Fortress, however enemies will take damage as normal, and players inside the Fortress cannot be knocked down. As the ranks increase, the HP and size of the Fortress increase as well. You cannot create a Fortress where another one is already created, another player cannot install barrier spikes with in Fortress area. Skill duration is 240 seconds and consumes 20 earth crystals and 1 Ice Spear crystal to summon.


    I would rather just see Fortress be an Elemental Wave Barrier Spikes, and the Summon Crystals be Elemental Wave Mana Crystallization.
  • KensamaofmariKensamaofmari
    Mabinogi Rep: 31,850
    Posts: 7,260
    Member
    With fortress, maybe that siege suggestion can complement it?