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Master Shields


Zaaps1

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I had this idea on how to overpower combat. Just kidding, for a new type of shield with special properties to it. I had a few thoughts to the requirement to wield. They are:

 

 

 

99 In the combat stat it's associated with

 

Kill a certain amount of monster using the selected combat skill

 

80 or other high combat skill level

 

 

 

There are a few different types of shields. Each has 2 special abilities. The first is it's special attack. This is explained later. The second is a randomly activated helpful spell. Each shield degrades. It starts at 100%. At 50% you lose it's special attack, and 25% you lose it's random attack. At 0% you CAN still wield it, but all incoming attacks are strengthened.

 

 

 

The special attack works like this, when you activate the shield in your inventory, the special attack bar will then activate the SHIELD'S spec, not your weapons (if any). Being this, the special attack bar will always be in the combat screen, but it will be blue if your current weapon/shield cannot perform a spec. To change back to the weapon, operate your weapon. If operating your weapon can also teleport you, you will open a menu asking which one you choose.

 

 

 

To recharge your shield, you must kill "Master (Magician/Warrior/Ranger)" while having your shield equipped. Every 5 kills increases your shield's percentage by 1. You cannot activate your shield's specials in the area where these monsters are.

 

 

 

The monsters also occasionally drop Unknown Relics. You must examine the relics to identify them, Unidentified pieces are not tradeable, and there is a 60 smithing requirement to identify. All monsters drop Shield Bases. This is all explained later on. The drops:

 

 

 

WARRIORS (level-100)

 

Shield Relic

 

Sword Relic

 

 

 

MAGICIANS (level-85)

 

Staff Relic

 

Rune Relic

 

 

 

RANGERS (level-90)

 

Bow Relic

 

Bolt Relic

 

 

 

Using 85 Smithing and Magic, you can create fully degraded versions of the Master Shields. You need the relic, a shield base, 10 cosmics, and 1 regular shield to make it at a furnace. Here's what each makes.

 

 

 

SWORD-Attacker Shield

 

SHIELD-Defender Shield

 

STAFF-Magician Shield

 

RUNE-Sorcerer Shield

 

BOW-Ranger Shield

 

BOLT-Crossbowman Shield

 

 

 

The shield's effects (both of them, random one is always first)

 

 

 

Attacker-----

 

1. A red energy field appear around your opponent or opponents, dealing extra damage, 1-10.

 

2. Full Drain, attempts to bind your opponent for 10 seconds. Success depends on your magic level and strength level. It's range is 5 squares and only works on one opponent. SUGGESTION-Maybe using the shield as a weapon? Maybe it could have reflecting abilities?

 

 

 

Defender-----

 

1. A blue energy field appears around you, stopping prayer from being drained for 5 seconds and weakening the current attack.

 

2. Full Drain, A blue beam shoots out of the ground, stopping all damage, but does not stop special effects (bind, teleblock, freeze, poision, etc.). Stays for 10 seconds. Chance of deflecting back attacks

 

 

 

Magician-----

 

1. A red dart shoots out of your shield adding additional damage.

 

2. Full Drain, you lift your shield to the sky, red darts shoot out of it equivalent to fire blast and hits all avalible targets, even in single combat and players outside the wilderness. But if it is single combat or outside the wilderness, all the other things that get hit just get hit for fun (it does no damage). Uses 3 of every rune in your inventory, must have at least 4 different runes in your inventory.

 

 

 

Sorcerer-----

 

1. Same as above with a black-purple dart

 

2. Full drain,Your spell turns into a huge blast of a blackish-purple spell that takes up a 4x4 square. The blast is lead by a giant skull. It attacks everything in it's path (again, things you aren't supposed to get damaged are dealt no damage). All non-monsters are withered to dust, monsters and players go through an animation just like when you kill a fire/air/water/earth wizard. Damage according to initial spell minus special effects. Use 3x those runes plus 5x Crumble undead.

 

 

 

Ranger-----

 

NOTE-Allows you to equip a shield and a bow. The Shield is equiped rather like vambraces. You do not need to be using a bow

 

1. A red energy field surrounds your weapon adding extra damage

 

2. 50%, your arrow gathers more power the more distance it travels. Max 20% more damage

 

 

 

Crossbowman-----

 

NOTE-You do not need to be using a crossbow

 

1. Fires two instead of one ammo

 

2. If not a crossbow- A bunch of black needles shoot out from the shield, each hits 1-3 damage. Your bow/throwing knives/etc. do not fire that turn

 

Crossbow- You can see the bolt driving into your opponent. It stuns and weakens the opponents defense by a lot

 

NOTE-Both full drains

 

 

 

That's my idea. I hope you like it.

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We don't need this sort of update. We have the DFS and mages have the mage book. For rangers it's mostly a bow not a crossbow.

 

 

 

Also 65 smithing is way too low make it 85 :) [/b]

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670th to 99 Smithing July 21st, 07 |743rd to 99 Mining November 29th, 07 | 649th to 99 Runecrafting May 18th, 08 | 29,050th to 99 Defence October 20th, 08 | 20,700th to 99 Magic November 8, 08 | 47,938th to 99 Attack December 19, 08 | 37,829th to 99 Hitpoints December 24, 08 | 68,604th to 99 Strength February 4, 09 | 27,983rd to 99 Range February 9, 09 | 9,725th to 99 Prayer June 8, 09 | 6,620th to 99 Slayer December, 12 09 | 4,075th to 99 Summoning December, 28 09 | 3,551th to 99 Herblore February 24, 10 | 3,192th to 99 Dungeoneering November 11, 10 | 146,600th to 99 Cooking December 29th, 10 | 11,333rd to 99 Construction June 7th, 11 | 16,648th to 99 Farming August 1st, 11 | 19,993th to 99 Crafting August 2nd, 11 | 89,739th to 99 Woodcutting Janurary 1st, 12 | 55,424th to 99 Fishing May 9th, 12| 60,648th to 99 Firemaking May 12th, 12 | 16666th to 99 Agility May 17th, 2012 | 24476th to 99 Hunter June 1st, 2012 | 57,881st to 99 Fletching June 1st, 2012 | All 99s June 1st, 2012 | 3183th to 120 Dungeoneering July 24th, 2012 | 2341st to 2496 Total level July 24th, 2012 | Completionist Cape July 24th, 2012

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We don't need this sort of update. We have the DFS and mages have the mage book. For rangers it's mostly a bow not a crossbow.

 

 

 

Also 65 smithing is way too low make it 85 :) [/b]

 

 

 

Crossbows are used a fair share. I only wanted 1 for each mage and range, but thought it would be unbalanced since melee has 2. The magic ones aren't that useful, since ancients are better than them all. Again, just to balance it out.

 

 

 

And I didn't want another dragonfire shield thing, so I didn't make the smithing that high.

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We don't need this sort of update. We have the DFS and mages have the mage book. For rangers it's mostly a bow not a crossbow.

 

 

 

Also 65 smithing is way too low make it 85 :) [/b]

 

 

 

Crossbows are used a fair share. I only wanted 1 for each mage and range, but thought it would be unbalanced since melee has 2. The magic ones aren't that useful, since ancients are better than them all. Again, just to balance it out.

 

 

 

And I didn't want another dragonfire shield thing, so I didn't make the smithing that high.

 

 

 

Well for the smithing we need something high levels with good skills only can get not rich lazy people.

 

 

 

Also smithing is underused because rune is only good for pking and f2p.

 

So 85 smithing and 80 defence would be a good high leveled update.

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670th to 99 Smithing July 21st, 07 |743rd to 99 Mining November 29th, 07 | 649th to 99 Runecrafting May 18th, 08 | 29,050th to 99 Defence October 20th, 08 | 20,700th to 99 Magic November 8, 08 | 47,938th to 99 Attack December 19, 08 | 37,829th to 99 Hitpoints December 24, 08 | 68,604th to 99 Strength February 4, 09 | 27,983rd to 99 Range February 9, 09 | 9,725th to 99 Prayer June 8, 09 | 6,620th to 99 Slayer December, 12 09 | 4,075th to 99 Summoning December, 28 09 | 3,551th to 99 Herblore February 24, 10 | 3,192th to 99 Dungeoneering November 11, 10 | 146,600th to 99 Cooking December 29th, 10 | 11,333rd to 99 Construction June 7th, 11 | 16,648th to 99 Farming August 1st, 11 | 19,993th to 99 Crafting August 2nd, 11 | 89,739th to 99 Woodcutting Janurary 1st, 12 | 55,424th to 99 Fishing May 9th, 12| 60,648th to 99 Firemaking May 12th, 12 | 16666th to 99 Agility May 17th, 2012 | 24476th to 99 Hunter June 1st, 2012 | 57,881st to 99 Fletching June 1st, 2012 | All 99s June 1st, 2012 | 3183th to 120 Dungeoneering July 24th, 2012 | 2341st to 2496 Total level July 24th, 2012 | Completionist Cape July 24th, 2012

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I think is better then to make possible attack with shield, for example in defensive mode, because in old times people used shields sometimes like weapons too, for example Obby shields looks like adaptated to it but we use it only for defence, will be nice if we will be able to cut enemy head with shield like obby because obby shield looks like have blades at edges.

Suggestion: You can use Anchor on Waterfiends - is cheap if to compare to GS & effective with crush attack & it hit like Whip.

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I was thinking more of the attacker shield as a pking weapon, but melee is powerful enough in the wilderness between the whip and dds.

 

 

 

Also added the 85 smithing suggestion. Seems reasonable.

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