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Half-Drow


mya

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So, the half-drow thing.

Anyone has any idea on how long till it's back online again?

Can we please have the same classes as Half-elfs?

Bards, Warriors, DK's, Rangers, Blademasters, Ninjas, Thieves, Monks, Clerics, Shamans, Invokers, Battlemages.

And... Necromancers :eek:

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I would like to see it as the exact same as half-elves, except for two things. First is obvious, shamans instead of healers. Second, is necromancers instead of bards. Music is not nearly as cherished in drow culture, to my memory, as it is in Elven culture. It is largely seen as a waste of time that could be spent gaining power in the magical or martial form.

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Can we please have the same classes as Half-elfs?

Bards, Warriors, DK's, Rangers, Blademasters, Ninjas, Thieves, Monks, Clerics, Shamans, Invokers, Battlemages.

I believe that Vaerick meant that Half elves can't be neither invokers, nor healers, clerics, or battlemages.

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I believe that Vaerick meant that Half elves can't be neither invokers' date=' nor healers, clerics, or battlemages.[/quote']

Gotta defend Mya on this one.

From character creation, try creating a half-elf and check class options 9, 6, and 8.

Y'all shouldn't get SO much in the habit of

Also Half-Drow should be allowed to be DK's because half-elves can be Paladins. That logic may not be perfect, but it provides a strong case for it.

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Those classes you listed aren't the same as half elves. :P

Only Necromancer, who can't be played by goods.

A half-drow necromancers might be actually interesting, as they are better than Humans, learn faster, and will most likely have zero xp penalty.

Half-elves can be Paladins, so it's fair that half-drows can be DK's.

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So any idea when half-drows are going to be available at character creation?

Another thing.

Half-elves can be the following classes:
Warrior, Bard, Ranger, Monk, Paladin, Thief, Ninja and Blademaster.

Stat Maxes:
STR: 19 INT: 21 WIS: 20 DEX: 22 CON: 18

I think half-elf/drows stats should get a slight improvement.

In my view +1 CON + 1 WIS.

The con to make their melees competitive with Avians and Humans.

Remember avians have auto flight+ bash thing, and humans a whooping 21 STR.

The Wis to add a slight bit more of magic stats over humans. Human mages get 21 INT.

With that said, we could also perhaps improve the humans special.

No one play humans. The only reason to is ... Qrace. They have nothing going for them, except monks who are forced to be humans or half-elfs.

That said, the best thing to tune up humans is to improve on their "magical affinity". I say improve their bonus even more. Having a human walking around with +4 hours sanctuary will make players consider playing a human again.

We could also perhaps even add them a +1 spell level as further bonus.

This will make people consider them as mages, because to be frank vanilla humans make the worst mage race available in my opinion.

Extra sanctuary duration might be a good thing for meeles, but does not do much for mages who can cast it.

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I disagree entirely. Magical affinity AND +1 spell level?! With the spell level gear already available, this would be a much bigger tip of the scale then perhaps you might guess.

There is a good reason why humans and half-elves get little to no exp penalty. I think that's what they are intended for, from a balance perspective.

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Just ask yourself how many non monks non Q-applicants you play, and how many you see around?

I also don't understand how people freak out about spell level.

+1 spell level is just ~2% spell damage (+1/50). It's nothing compared to let's say Nexus area bonus thing.

And the saves decrease from it can be counted in one hand with spare to pick both nostrils.

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