Forums

Weapon MASTERY-Elite Skill

Quick find code: 185-186-655-66103962

Rakushael
Jan Gold Premier Club Member 2018

Rakushael

Posts: 917Gold Posts by user Forum Profile RuneMetrics Profile
TLDR; Jagex can't create an elite skill like Necromancy without Melee and Ranged equivalents. Weapon Mastery could fill that void, and bring Weapon Diversity to the game, with better perks.


Weapon Mastery
Requires proficiency to be earned with a weapon type. Level ups allow better benefits, and more total weapons to be 'mastered' at once. Mastered weapons hit monsters as though the monster is weak to that type of weapon, in addition to other perks.


Requires lvl 80, Attack, Ranged, Slayer


Daggers - When attacking an opponent from out of combat, has a chance to act as a Death-touched Dart (considers combat level ratio)
Swords - Grants swords a defensive boost, vs melee weapons
Two Handed Sword - Additional abilities get an AoE effect
Scimitars - Same as swords
Maces - Improved prayer bonus, can double as a wand
Battleaxes - Attacking an NPC encourages nearby NPCs of the same type to become aggressive
War hammers - Knock-back
Spears - Can act as a Javelin. Can use a few ranged abilities and staff abilities
Claws - Damage boost vs unarmored opponents
Halberds - Can hit opponents over low obstacles, such as fences or rocks
Defenders - Gain damage absorption vs small amounts of damage
Shield - Shields gain damage absorption vs large amounts of damage


Shortbow - Can shoot over obstacles such as rocks, plants, and water.
Shieldbow - Can shoot over obstacles. Gains damage absorption vs medium amounts of damage
Crossbows - Every shot has a chance to do piercing damage to enemies behind the target
Two Handed Crossbow - Every shot has a chance to do piercing damage to enemies behind the target
Darts - Every shot has a chance to debuff the opponent (Atk, Str, Mag, Rng, Def, or Run energy)
Knives - When attacking an opponent from out of combat, has a chance to act as a Death-touched Dart (considers combat level ratio)
Javelins - Can act as a spear and use some melee abilities and magic abilities
Throwing Axes - Can act as battleaxes and use some melee abilities

04-Jun-2019 10:34:14

Rakushael
Jan Gold Premier Club Member 2018

Rakushael

Posts: 917Gold Posts by user Forum Profile RuneMetrics Profile
For those not interested in Necromancy, and therefore not interested in entertaining the idea of 'Weapon Mastery' as an Elite Skill, I give you a brief revised model of Necromancy as the Elite Skill, 'Sacred Arts'.

Sacred Arts

Requires lvl 80 Magic, Prayer, Summoning

Additional Spell/Prayers that require Runes, Prayer, and summoning materials to perform.
Requires the player to maintain 'favor' with certain factions, in order to use skills associated to that faction. Ie: Paladins should not kill white knights/guards/civilians. 1 choice at a time, 99 unlocks 2 at once.


Necromancy - Bone/Ash/Sacrifice-based summoning, Debuff enemies, multiple combat-only summons, Zamorak / Zaros Alignment

Bard - Buff allies, Shops have more stock, can buff skillers in exchange for materials or exp, Godless / Marimbo Alignment

Paladin - Buff allies, Lower prayer drain rate, Cause dark-allied NPCs to become aggressive, Armadyl / Saradomin Alignment

Druid - Can summon creatures from plants/trees, extend familiar timers, summon multiple non-combat familiars, Guthix / Seren Alignment



And for those of you who simply aren't interested in combat at all, I present the Elite Skill 'Stealth'

Stealth

Requires lvl 80 Defense, Agility, Thieving

Take less damage while running
Automatically navigate shortcuts/obstacles between you and your destination
Surge/Escape variants for different directions (dodge left, dodge right, dodge diagonally, etc)
Able to avoid detection of NPCs (while resting, then standing still, then walking, then running, based on combat lvl ratio)
Able to mask white dot on other players' maps, based on distance, Stealth level, movement
Escape has a chance to cause NPCs to lose their lock on you


Again, these are not intended to be fully-fledged Ideas/Suggestions; Merely a filler to satisfy the argument that Weapon Diversity COULD be done as an Elite Skill.

04-Jun-2019 10:34:59 - Last edited on 04-Jun-2019 10:56:14 by Rakushael

Rakushael
Jan Gold Premier Club Member 2018

Rakushael

Posts: 917Gold Posts by user Forum Profile RuneMetrics Profile
Mods, if you'd prefer this thread in 'Suggestions', feel free to move it. I thought it was most relevant to the upcoming 'Weapon Diversity' update, and therefore posted it here, as feedback/input on the changes Jagex has proposed, and some rationale behind the 'why'.

Thanks!

04-Jun-2019 10:35:06 - Last edited on 04-Jun-2019 10:46:32 by Rakushael

Acra
Aug Gold Premier Club Member 2013

Acra

Posts: 4,505Adamant Posts by user Forum Profile RuneMetrics Profile
Not too excited about anything with this game's direction anymore. Someone should wake up and develop a way for us to drive boats in all the water spots. And of course a simple jump function would be game breaking. Best wishes to all.
Jagex declared WAR on April 2nd, 2012 by implementing MTX.

04-Jun-2019 11:08:53

Caynie

Caynie

Posts: 229Silver Posts by user Forum Profile RuneMetrics Profile
I like the idea, but not the execution.
Was thinking this could go well with the weapon diversity update, by buffing each weapon's unique effects the better you got at using them.
but even then, it's kind of a major balance concern.

So instead, I thought maybe this could be the gateway skill for other skills to start affecting combat.
where
X
Skill + Weapon Mastery =

Necromancy
- magic + summoning + runecrafting based unlockables..

Agility
- added combat benefits to both weapons/armour through passives and consumables (
example:
A removable item that can be added to armour which will increase damage taken but increase evade chance)..

Firemaking
- buffs fire spells/heat-based effects.. higher mastery gives fire based effects to other weapon types.

Slayer
- increased critical hits when using style/weapon weakness.. higher mastery = more weapon types will enjoy the effect but diminished.

Mining
- increased crit damage vs rock-based armour (trolls/LRC/tzhaar etc) or chance to reduce armour rating with specific weapon types

Farming
- increased damage vs plant based monsters with specific weapons..
Etc..

But even then, there is no real need for this elite skill to exist, these benefits could just be added straight to the respective skills.

If you ask me,
Summoning
itself should become an elite skill that encompasses
Necromancy
.

This way, other skills can become direct requirements within
summoning
, like a phoenix requiring a certain
firemaking
level in order to summon, whilst enjoying increased buffs the higher the skill is.

04-Jun-2019 13:57:12 - Last edited on 04-Jun-2019 14:05:48 by Caynie

Tuffty
Jan
fmod Member
2003

Tuffty

Forum Moderator Posts: 139,400Ruby Posts by user Forum Profile RuneMetrics Profile
Rakushael said:
Ah well... the forum where good threads come to die... bump, I guess?

This section is checked by more Jagex staff that you think. Threads in here mature into game content and they are not moved here to die.

Think positive. ;)
Comprehensive Account Security
I love giant squid jokes. They're always kraken me up! :P

05-Jun-2019 10:22:48

Quick find code: 185-186-655-66103962Back to Top