#Support Only Spellbook (Cleric-esk)

9 messages · Page 1 of 1 (latest)

flint turret
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Where this is Good:

  • Long-winded activities where you don’t want to bring food or potions. This frees up bag space for gathering items as you go (ie, in a Vorkath instance where you can pick items up as you go instead of leaving a pile between kills). There would be no high-alch however, so while bag space is maximized, trips are still needed.
  • Coop activities to cast buffs on allies who are on other spellbooks, may be out of pots/ relying on you for stat buffs. Can ‘pre-pot’ before, say, each Royal Titans or Yama kill for both you and teammate, or before each boss in a Raid.

Where this is Bad:

  • Anywhere you would want to bring Thralls
  • Anywhere you would want High-Alchs
  • Anywhere that Magic damage is viable
  • Anywhere that Divine potions are available, or where regular potions/food is not a concern to bring
  • Definitely not in PvP, Except in team PvP where allies can cast buffs on one another if you are in multi and have the bandwidth (or disable for PvP entirely except on self)
mystic spade
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this is just the lunar spellbook

flint turret
# mystic spade this is just the lunar spellbook

Lunar has Potion share, but those still require physical potion doses to use. This would consolidate and remove the need to take potions at all.

It also has cure spells, but thats an overlap since the spellbook would be cleric-oriented only.

Lunar does not have the ability to, for ONLY runes, boost player stats, stamina, prayer, or act as a short-term debuff resist (you can cure poison on lunar, but not resist it without a potion).

The aim at this is to take all food and potions out of your bag and offer new TP locations. It can also implement other debuff resistances i didnt list, like un-binding to remove the effects of tangle, cure disease, etc

mighty lily
# flint turret Lunar has Potion share, but those still require physical potion doses to use. Th...

The problem with most of these ideas is that either it's useless or incredibly overpowered.

Boosting stats
You are either obsoleting potions and the entire viability of herblore, or no one is going to use it over divines.

Healing
OSRS is a game about having limited resources. Your combat encounter is everything you can fit in your 28+11 slots. Once you use it all, you're out. This isn't like other games where the healer is healing off damage, with a damage curve. This is a game where you can expect to take a certain amount of damage over a given time. Long encounters such as inferno/colleseum are built on this idea. There is no hard enrage, just how much can you avoid, and how long will your supplies last
Blood magic is frequently used in these places at great cost and opportunity. Finding when and where to use it is part of the game. Having infinite heal obsoletes all of this.

flint turret
# mighty lily The problem with most of these ideas is that either it's useless or incredibly o...

This is true. I aimed it more as a mid-game alternative or laid back spellbook.

Obviously there could be more spells like granting flat armour, raise minimum damage, guarantee a hit, maybe even do some utility like ‘for 10 seconds, double bolt proc chance’. Just a working idea.

The aim with the food and potion removal is more to offer an alternative.

Maybe lock the quest behind a really high herblore level too so early herb is still needed, but still have it so that in general potions are better overall and allow other spellbooks to be used while the magic alternative is easier to procure and effectively can be infinitely stackable.

Its not meant to be the ‘omg, i need this to do everything’, but also something that maybe a more average joe might wanna use. Maybe like mindlessly doing long slayer tasks, or allow you to bring a full tri-trid without worrying about inv spots as much for less rss management

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Can also be a ultimate iron’s dream for casual content like slayer where they arent really bothered for drops, and dont want to constantly go make potions or gather food every single trip

random stratus
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This sure gonna break the game in many ways tbh.
Multiple self buff or ally buff items like black warlock mix exists. The fact that all of them stackable is what makes them so bad. Peoples spending 7k per purple sweet for 1-3 heal. I don't think it's a matter of cost here. This is basically infinite supply in places like Fight cave, inferno, raids etc. Blood barrage exists to self heal and this gives huge advantage if effectively used. Again, the fact that we're limited in resources every trip is what makes it more challenging and balanced.

loud flame
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i played a healer in a pvp mmo for a couple years. heres some thoughts

healer gameplay is bad when:
you are constantly topping up healthbars and reapplying buffs/heal over time. you feel you aren't involved in the fighting and heal from the sidelines.

healer gameplay is good when:
you are rewarded with good positioning/awareness. you are anticipating what the enemy will do, like pre-emptively charging up a big heal to negate enemy burst.

flint turret