Quote:
Originally Posted by Zeraph
So back to the subject. I'd like to see spellcasting be more of a thinking man's (or woman's) game. Spell choice, some sort of preparation, etc, rather than just blasting with fireball for the nth time. I want creative purposes to spells that don't just give X amount more damage.
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Along these lines, I really liked the combat Heroic Opportunities you could complete with groups in Everquest 2... depending on which class in the group starts it, and the order of the classes that follow, you could massively increase the group damage, healing, buffs etc etc. That was fun.
From
http://eq2.wikia.com/wiki/Heroic_Opportunities
"Opportunities begin when a group member uses their starter ability, then members of the group advance the starter chain to pick a table to roll an effect from, then advance the finishing chain to trigger the effect. Advancing chains is done by using spells and combat arts with particular opportunity symbols and sometimes in particular orders. The opportunity system uses symbols/icons which can be found in most spell and combat art examination windows as the second icon down on the right side. When the opportunity ring flashes a particular symbol, any spell or combat art that is represented by that symbol can be used to choose that option (for starter chains) or fulfill that requirement (for finishing chains). Valid abilities will flash on players' hotbars as well. Abilities that are used to advance the chain also cause their normal effects."