2009-03-16, 08:29 PM
Takebacker Wrote:10% heal for every attack is way overpowered. 2-3% heal might be too much for appled warriors even.
30% heal drain? Good lord, i'd cum.
Actually, that'd be only while the golem is summoned... And you'd have to drop all other body options! The point is to choose, and depending on the class, it can be more helpful.
Ranged? VERY.
Warriors? Kinda. Not DKs, at least.
Clerics? NO.
And some other effects could happen around. I'm also considering on adding an extra skill for the golem to share on the master... Maybe on the arms part, for example, or body.
Like:
Accuracy skill: Focus: For a short ammount of time, you and your party have a 100% mastery on your weapon. Only usable once per summon.
Metal skill: Unbreakable: For a short ammount of time, reduce all magic attack incoming damage to 1. (1/1 included). Only usable once per summon.
Water skill: Push enemies with a water stream. Low damage, but low delay.
Machine skill: Target a single enemy, that your golem will keep shooting at until it dies, or the golem leaves.
PLENTY of possibilities. But you have to choose!

