anti ranged abilities
Posted: Fri Feb 15, 2013 9:17 pm
Mobs have tons of abilities that only work in melee range or only work on weapon attacks but there is very little defense against spells or ranged abilities.
I propose a sustain that gives an instant Rush-lite ability when the user is hit with a ranged attack. It would do nothing if the attacker was in melee range. The Rush-lite would only work if there was a direct path between the defender and attacker, would do 50% or less weapon damage, and would cause some kind of a short term debuff (1-3 turns) that hampers kiting, (pin, slow, stun, daze, or confuse).
Another proposal is a shield (or possibly a sustain) that decreases the damage of an attack by a fixed % the further the attacker is from the defender. This would only be appropriate for melee heavy mobs but would also work as a Doomed ability since their attacks are short range. Just for example it could decrease the damage of an attack 4% for each square distance the defender is from the attacker. So in this case a max range lighting bolt would do 36% less damage than a point blank bolt.
Both of these abilities would be great to add to the Marauder's toolbox since they appear to be somewhat lacking now.
I propose a sustain that gives an instant Rush-lite ability when the user is hit with a ranged attack. It would do nothing if the attacker was in melee range. The Rush-lite would only work if there was a direct path between the defender and attacker, would do 50% or less weapon damage, and would cause some kind of a short term debuff (1-3 turns) that hampers kiting, (pin, slow, stun, daze, or confuse).
Another proposal is a shield (or possibly a sustain) that decreases the damage of an attack by a fixed % the further the attacker is from the defender. This would only be appropriate for melee heavy mobs but would also work as a Doomed ability since their attacks are short range. Just for example it could decrease the damage of an attack 4% for each square distance the defender is from the attacker. So in this case a max range lighting bolt would do 36% less damage than a point blank bolt.
Both of these abilities would be great to add to the Marauder's toolbox since they appear to be somewhat lacking now.