What would happen if cleric monsters started casting raise dead on their fallen comrades (perhaps even red/purple bosses)? Or even (gasp) true ressurection at high levels?
Might make things interesting.
What would happen if cleric monsters started casting raise dead on their fallen comrades (perhaps even red/purple bosses)? Or even (gasp) true ressurection at high levels?
Might make things interesting.
Star Firefall
20 Rogue Assasin
Currently on life 42 of 42 (Final Life!)
That would be interesting! Might even be a good challenge in some quests throw a raising cleric up on a ledge and watch the mayhem begin
Halflings Rule and never irritate anyone that can cast dispell
It has been done in other games, a raid boss that keeps rezing its lieutenants makes for a very interesting fight
if you choose to play scissors, and rock kicks your @$$, dont whine like a punk.
Achiever 73% Explorer 60% Socializer 47% Killer 33%
Robi's Free to Play Guide
Khyber... DRAMA DRAMA DRAMA
I play as: Nagasnake, Olmanjenkins, Tyrogan, Chicobo, Torriin, Kensaito, Koruna, and Goldenac.
It sort of happens in Shroud part 2, if you don't do it fast enough.
But otherwise, yeah. Could be interesting in some places.
Former Xoriat-er. Embrace the Madness.
Epic and high lvl stuff sure >>> IF <<< they start keeping track of the monster's mana level and
can run out.
am no fan of the monster feat - Never ending mana pool.
We already have that in a lot of quests with the endless monster respawns mechanic.
If you want an epic version try Offering on epic.
Adding ressing mobs will just make killing them first a priority.
Adding a ressing boss will just make us use the old favorite "kitting" method.
Nothing will really change.
Forget about raise dead spells. Why don't the mobs use the rez shrines in the quest. Hell, much of the time they are guarding the stupid thing when they die. Maybe that is why we must kill the pit fiend every 2 days and 18 hours. He suddenly realizes, "hey a rez shrine!"
Tormenting Role Players, Perma-Death players, and Turbine Mods since February 2006!
Clandestine * Magestic * HughJaas * Chaloopa * LaBamba * Fervent * DezNuda * Heinous * DeLaScorcha * Waxxoff
I still think raid bosses should hit parties with mass break enchantments.
Or have a few elder/undead beholders show up at random times.
Or have death pact. And heal.
Or cast death ward on their minions.
Or maybe pick up a suprior potency item. (They're pretty cheap on the AH)
Or, you know, use those wings to fly outside of melee range.
I think players could take advantage of a limited mana pool. I would like to see cooldown timers put on certain spells for mobs. Mired is Kobalds is a good example of casters that do nothing but heal themselves every 2-3 seconds for an unlimited number of casts; this AI behavior can get very annoying at times.
The monster clerics/monks in Guild Wars do this. Even other classes like Warriors, Rangers, and Ritualist monster characters with raise their party members with Flesh to Flesh or Rez Signets. It would/could make some high level quests a little more challenging, but if it is say a group of Orthons in Sins they should only have raise dead clickies to use.
Mobs with the spell Heal seem to have a 4 second cooldown on it.
Taeron Rimond (near-end boss of Running with the Devils) is a good example of this in action. He heals himself for 450 (on Normal), so if he could spam heals like mad, he'd be pretty much unkillable. But as he has a 4 second cooldown, he slowly loses HP in a crit firewall (~280-300 damage per 2 seconds, assuming Superior Inferno 4+, Major Fire Lore, caster level 16 and max fire spec)
Likewise Arraetrikos would wipe the party if he just started spamming Meteor Swarm, and Horoth would spam Blasphemy on any group where players were being stunned, were it not for cooldowns on monster spells. I think they obey the same rules we do (just not on SP... grr...)
I don't have a zerging problem.
I'm zerging. That's YOUR problem.