January 30, 201115 yr Just an idea came into my head.. This can work with in and out of dungeoneering. In dungeonsDrop from mages, on par with the celestial surgeboxes.Attack stats: -50 to everythingDefense stats: +15 to everything, +10 prayerWhen equipped, it will heal everyone within three squares of you for 1.5 lp/sec. If you select to autocast heal group with it, it will use 1 cast of runes every 6 seconds, but heal everyone around you for 20 lp/second, for 6 seconds. A total of 120 lp. If a party member is at full lp, it will slowly overheal them as long as they aren't in combat. They will be overhealed depending on their max lp. If they have 990lp, the max they can be overhealed will be to 1200..When not in combat, overheal will heal them at 50/sec In the overworld, it'll be a rare drop from anything that drops gems. On par with dragon spear. Can't be traded, or alched, but a npc somewhere will will buy it off of you for 5M if you don't want it.Stats will be..Attack: -50 everything, +-0 magicDefense: +50 everything, +5 prayerCasts magic spells at 2h speed Has three options that can be selected by right clicking it. All, Clan, and FriendsWith one selected, it will heal all players within 3 squares of you, only people in the same clanchat as you, or only your friendsHealing works as following.If player is not in combat, it will heal them for 80lp/sec if they are under 50% their lp, or 40lp/sec if they are over 50% of their lpIf a player is in combat, it will heal them for 40lp/sec if they are under 50% their lp, or 20lp/sec if they are over 50% of their lpIf you don't understand this, I'll reiterate Healing goes faster the more health they have. Like the Divine Skinweaver boss in DG. They are healed faster if they are not in combat It can overheal, but you need to charge it with blood runes. 1 blood rune will overheal 1 person for 15 seconds. Runes are not deducted if they aren't being overhealed.If a player is at their max lp, they will begin to be overhealed at 20lp/sec. 1 blood will heal someone for 300lp, if they are not damage during the overheal. If someone has used potions to boost their hp above their max, overheal will not take into effect unless they drop under 125% their health. Overheal counts regardless if it boosting their health over 990. This applies to gwd armors. So bloods will be charged when healing someone in full gwd armor over 990, a whole 1442Overheal will heal up to 175% of a players health.Someone with 990lp can be overhealed to 1732 lp, or up to 2432 if someone is wearing a full set of torva To explain in layman's terms, any healing it does above 990 costs 1 blood for 300 lp. Healing above 990 is capped at 20lp/sec, as the above rules do not apply. Overheal will max at 175%, starting at their current max health Thats it... Thoughts? Runescape player since 2005 Ego Sum Deus Quo Malum Caligo et Barathum
January 30, 201115 yr I like this idea. Might be overpowered in the "real world" but for Dungeoneering it is fine IMO.
January 30, 201115 yr I would say cut down on the numbers and more principle. You'd pin this healer down on relying on one item which is incredibly rare. I have never seen a dragon spear drop (not that I killed that many monsters, but still). So, first define the actual principles the healer should be based on. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted
January 30, 201115 yr Author I would say cut down on the numbers and more principle. You'd pin this healer down on relying on one item which is incredibly rare. I have never seen a dragon spear drop (not that I killed that many monsters, but still). So, first define the actual principles the healer should be based on.Healing and not doing damageAs it stands, the lunar spell heal group puts your life on the line more then it should..In every other rpg game, the healer doesn't heal his team mates by lowering their health.. That is a very stupid concept imho Runescape player since 2005 Ego Sum Deus Quo Malum Caligo et Barathum
February 2, 201115 yr Why not borrow pre-existing concepts from Barbarian Assault? Healers can cure other players in terms of LP, poison, and disease. Maybe even stat drops, entangles, and freeze if you want to go crazy. In exchange they cannot directly attack monsters/other players, they can only poison/disease/freeze/entangle/stat drop them. You could have a whole healer spellbook like this, or just have tiered staves like in Dungeoneering, with each staff having a different ability. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
February 2, 201115 yr Author The thing about having a class ring that is "healer".. having to use food on another player, is kind of redundant. Now, if having the ring on allows you to eat food for 1/5 of its health, and healing the people around you for 110%+ of the food would be better.. But I'm still for having an item that makes you a healer outside of dg Or, better yet, change the heal group spell to heal everyone around you, but only hurt you for 1/5 of what you healed. Runescape player since 2005 Ego Sum Deus Quo Malum Caligo et Barathum
Create an account or sign in to comment