Page 2 of 2 FirstFirst 12
Results 21 to 32 of 32
  1. #21
    Community Member Kaervas's Avatar
    Join Date
    Sep 2009
    Posts
    676

    Default

    Just make the Temple of the Sovereign Host a useful place for divine casters to warp to.

    Add vendors selling divine reagents, divine scrolls and wands, a general vendor, and a food/drink merchant.
    All of these would offer faction-prices to any divine caster with access to 3rd level spells (same prices as Marketplace after doing STK, or Jorasco after Delera's, etc), and 2%-better-than-faction-prices to divine casters with access to 6th level spells (a tiny bonus to any healer who doesn't have a hagglebot backing them up).

    The Temple would count as a tavern for purposes of switching spells and regaining ability uses and clicky charges.


    Non-divine casters would not get any discount on the vendors and the area would not count as a tavern to them.

  2. #22
    Community Member cdemeritt's Avatar
    Join Date
    Nov 2007
    Posts
    439

    Default

    Quote Originally Posted by Creeper View Post
    I am fairly certain (if memory serves) that in PnP it takes you to a temple (sanctuary) that you preselect. It does not function anything like the teleport spell.

    My question for you is: What other temples are there in the game?
    This...
    There should be a couple other temple points to recall to. I'd take the Silver flame Catacombs myself (as from the market you can get to most anyplace you need quickly enough.

    While I'd like to see a handful of temple points to recall to, I don't mind the thought of making it a temple of your selected deity... I.E. a follower of the sovereign host recalls to SH temple, a Vulkoor follower to Vulkoor temple ( and not to the host), silver flame to silver flame temple (catacombs) This would make more sense to me....

    However, if you like quick teleports, find a royal guard mask. all my non-UMD toons have them... makes life so much eaiser.
    (Say): Haywire says, '"Hey, I don't come into yer home and play with things."'

  3. #23
    Community Member cdemeritt's Avatar
    Join Date
    Nov 2007
    Posts
    439

    Default

    Quote Originally Posted by Kaervas View Post
    Just make the Temple of the Sovereign Host a useful place for divine casters to warp to.

    Add vendors selling divine reagents, divine scrolls and wands, a general vendor, and a food/drink merchant.
    All of these would offer faction-prices to any divine caster with access to 3rd level spells (same prices as Marketplace after doing STK, or Jorasco after Delera's, etc), and 2%-better-than-faction-prices to divine casters with access to 6th level spells (a tiny bonus to any healer who doesn't have a hagglebot backing them up).

    The Temple would count as a tavern for purposes of switching spells and regaining ability uses and clicky charges.


    Non-divine casters would not get any discount on the vendors and the area would not count as a tavern to them.
    This is an interesting idea here... also add entry can only be made from WoR
    (Say): Haywire says, '"Hey, I don't come into yer home and play with things."'

  4. #24

    Default

    Quote Originally Posted by bobbryan2 View Post
    All characters can teleport to their /resloc location... I'm not sure a lvl 6 spell should mirror the effects of /death.

    Any spirit binder would be nice..
    Please attempt that in PnP with your character. Thanks, Welcome.

    If you want changes to happen, work within the spirit that is intended rather than video game tricks.

  5. #25
    Community Member bobbryan2's Avatar
    Join Date
    Aug 2006
    Posts
    1,641

    Default

    Quote Originally Posted by Missing_Minds View Post
    Please attempt that in PnP with your character. Thanks, Welcome.

    If you want changes to happen, work within the spirit that is intended rather than video game tricks.
    Uh...

    No?

    You can /death in this game. Why would I want to cast a 6th level spell to approximate a command that's already in this game?

    And why in the world would I pretend that I can't /death?

    I mean... come on! As it is right now, you can use WoR to go to House D, or /death to go to your bind point... and you're saying we change it by taking away half those options? Thanks for not being a dev.

  6. #26
    Community Member Knippers's Avatar
    Join Date
    Jan 2007
    Posts
    0

    Default

    This is a useless spell. I've only used this spell twice since I've started playing.

    I do like the suggestion to change the spell to allow recall to more than the TotSH. One for each deity makes sense to me. And maybe the Dwarven clerics w/out the SHost enhancement get the house K tavern? (jk).

    Even with this change however, it still has limited use. If I have to run from House D to House J to resupply, I'm not gonna use it except to "recall" out of a quest gone bad... Maybe. Divine vendor locations are woefully limited -especially in higher content - and should be added to the recall point(s) at the very least. The cleric class as a class that has to RUN from MERIDIA, the DEVIL AREA, REAVER REFUGE, GIANT HOLD, THERENAL, and EVEN the new INSPIRED QUARERS to resupply. so devs what gives? How many of you send the bard or the arcane to get the cleric supplies cause you don't want to wait for them "the make the run"?

    And lastly, how is it a sanctuary if I can't gain access to healing consumables to "heal up" in the place I just retreated to? That is just plain silly.

    I mis-spoke. Its not a useless spell. It's a waste of a perfectly good spell slot.

  7. #27
    Community Member Skirmish's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by EKKM View Post
    The only reason for word of recall is so you can "accidently" hit it in the middle of a bad shroud.
    That post made my day!

    I think the easiest fix that almost every cleric in the game would use and appreciate is the suggested idea of simply adding some divine vendors into the SH church and making it the same as a Tavern for purposes of regenerating mana just as Wizards can do in the Portable Hole. It seems like it would be simple enough and it would be extremely handy.

    To me, the coolest idea mentioned was the idea of adding additional churches in the various houses that clerics that are not allied with the Sovereign Host could teleport to. The SH have House D, the Silver Flame has the Market, and the Inspired jerks took over my favorite drinking establishment for one of their buildings so I don't see why the other churches couldn't take over small pieces of the map. I'd love to see the cult of Vulkoor with a church buried into the side of the abyss in House K, or even out in the Desert(pre-EU). I really don't see this one happening anytime soon however. But, d**n it would be cool!

    The other great yet simple idea that people have been asking for as long as I've been playing has been for there to simply be a location for Cleric's to teleport to that is the same as the portable hole. I still haven't figured out why this hasn't been implemented. With so much content added over the past few years, it seems it would be simple enough to just copy the chamber of the portable hole, swap out the vendors for divine vendors, alter the spell to take players there, then slap it into Lamania to test it so we can get it working for the live game.

    Any three of these ideas mentioned throughout the posts would be a great improvement to both the spell and the cleric in general as it would give them a little more flavor and ability to lazily teleport for supplies like those blasphemous arcane types seem to enjoy doing.

  8. #28
    Community Member Lorien_the_First_One's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by Creeper View Post
    I am fairly certain (if memory serves) that in PnP it takes you to a temple (sanctuary) that you preselect. It does not function anything like the teleport spell.

    My question for you is: What other temples are there in the game?
    It doesn't have to be a temple, its your place of sanctuary. Heck, you could make it your favorite pub if you want. Plus you should be able to bring friends. Here's the spell from the srd:

    Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

    An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.

  9. #29
    Community Member
    Join Date
    Oct 2009
    Posts
    1,187

    Default

    Quote Originally Posted by Kaervas View Post
    Just make the Temple of the Sovereign Host a useful place for divine casters to warp to.

    Add vendors selling divine reagents, divine scrolls and wands, a general vendor, and a food/drink merchant.
    All of these would offer faction-prices to any divine caster with access to 3rd level spells (same prices as Marketplace after doing STK, or Jorasco after Delera's, etc), and 2%-better-than-faction-prices to divine casters with access to 6th level spells (a tiny bonus to any healer who doesn't have a hagglebot backing them up).

    The Temple would count as a tavern for purposes of switching spells and regaining ability uses and clicky charges.


    Non-divine casters would not get any discount on the vendors and the area would not count as a tavern to them.
    This, or:

    Have the Word of Recall teleport a cleric to House J instead of House D. The Garden of Respite would be my first suggestion as a suitable 'sanctuary'. Else I would suggest that some of the clutter between the beetle collector and Tempest entrance be reconfigured into a temple/hospice of some sort - the cleric trainers in this ward are a little close together anyways.

    Oh and greetings all, first post

  10. #30
    Community Member Anderei's Avatar
    Join Date
    Sep 2009
    Posts
    1,276

    Default

    Even with all this combined, this takes up a lvl 6 spell slot! Stil hardly useful for anything. In PnP its quite powerful, since it can help you from dieing, which is a horrific situation, or even from party wiping, which a much more horrific situation (=AFAIK all characters permanent dead). In DDO syle, this lvl 6 spell hardly is worth its place, even if it would tele to some useful places.

    Make it a lvl 1 spell, and lets talk again about it

  11. #31
    Community Member ahpook's Avatar
    Join Date
    Mar 2006
    Posts
    601

    Default

    Quote Originally Posted by Kaervas View Post
    Just make the Temple of the Sovereign Host a useful place for divine casters to warp to.

    Add vendors selling divine reagents, divine scrolls and wands, a general vendor, and a food/drink merchant.
    All of these would offer faction-prices to any divine caster with access to 3rd level spells (same prices as Marketplace after doing STK, or Jorasco after Delera's, etc), and 2%-better-than-faction-prices to divine casters with access to 6th level spells (a tiny bonus to any healer who doesn't have a hagglebot backing them up).

    The Temple would count as a tavern for purposes of switching spells and regaining ability uses and clicky charges.


    Non-divine casters would not get any discount on the vendors and the area would not count as a tavern to them.
    This.

    But make it a back room you can only get into via WoR. And put in a shrine so you can get your mana back fast.

    Quote Originally Posted by cdemeritt View Post
    ...
    However, if you like quick teleports, find a royal guard mask. all my non-UMD toons have them... makes life so much eaiser.
    Or if you can't afford it, buy a stack of hot cocoa. Fast trip to the harbor only a penny a trip.

  12. #32

    Default

    Quote Originally Posted by Anderei View Post
    Even with all this combined, this takes up a lvl 6 spell slot! Stil hardly useful for anything. In PnP its quite powerful, since it can help you from dieing, which is a horrific situation, or even from party wiping, which a much more horrific situation (=AFAIK all characters permanent dead). In DDO syle, this lvl 6 spell hardly is worth its place, even if it would tele to some useful places.

    Make it a lvl 1 spell, and lets talk again about it
    We have what in this game? Stacks upon stacks of scrolls? Yeah...

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload