It is on a timer that mirrors the cast time for the Runemage resurrection spell;
It requires a resurrection powder or something similar that Musketeers can craft as I understand mages need something to cast resurrection;
This allows Musketeers to get a natural ability they should already have as the primary healer and then places them in a position to be primary for raising people during battles but mages have a role also to help if the Musketeer is out of powder or goes down so the mage can raise the healer.
i do not agree with rezzing during battle. a few musketeers in a squad would make the team invincible.
if mage’s can currently do it, they need to lose it as well.
no need for any special items either. just use reagents like mages do OR make the reserection orb a special item that you equip seperately and needs to be crafted and is consumable at which point any class can use it because musketeers aren’t thematically a necromancer.
I doubt the devs will add revives to the Musketeer loadout even if it was based on using the entire super bar.
Musketeers right now would be hesitant to have a resurrect orb unless they had enough musketeers to field a few without losing utility of other orbs.
Encounters would start to be designed around resurrection and that’s a dangerous area to go towards or away from if the ability exists.
Essentially it opens a can of worms design wise. Here’s an example of another way of approaching this that also flirts with dangerous implications:
Soul Orb: Casting this on a friendly ally will make it so if he dies, he can reawaken right where he died and be out of combat. This orb increases the recharge rate of all other equipped orbs by 30%. Can only be used on a single target. Firing it at nothing will cancel its effect on the current target. Cannot be cast on self. Uses a runemage regent or whatever.
Saving Grace: Prevents death and heals upon buffed player reaching 1hp. Buff lasts 10 seconds. Heals a % or flat amount, etc. Long recharge time.
These kinds of orbs are super useful and super mega plus more powerful than the trashy frost orb (bad for frostmages) or blackhole orb people rarely use. But because you can bring many healers you can abuse this kind of stuff. There’s a reason why resurrection can’t be used in combat.
If not in combat then making it for use out of combat. My main point was coming up with a system that would be workable within the current framework yet include the resurrection ability for the natural class to also have it - the healer.
The above being said, I don’t agree ressurection in battle would create super groups. Especially when the resurrection Musketeer orbs would be on a fairly long timer, require reagents and could be made to bring the person back without a lot of health. It would be used to get through a tough and hard-fought battle - maybe. I have not been to end game yet so maybe this isn’t realistic to have in-battle rezzing but I would think it would almost be required in certain cases to get through a rough fight.
I am not sure the damage would be enough if you just had 5 musketeers. Interesting point though if you had 5 people trying that with a boss. So taking out the battle res issue which would apply to res in general, what would be your idea on how to implement the healer class (musketeer) with a res? Long recovery time per res shot with reagent requirement? That seems to be the consensus for people I have asked on how it would work to make sure you could just spam res.
Just wanted to say I have read this thread. I am not at a point yet where I want to say “this is definitely how it’s going to work,” but there is going to be some form of Resurrection available to Musketeers in the future. It might not work the same as Runemage and it might be something you get as part of the Talent system, though.
I’ll give more details once I have it all mapped out.
i’m of the opinion resurrection scrolls is the ideal path, support/healer doesn’t need to natively rez.
rez scrolls and teleport scrolls will allow mages to sell their services at rez and teleporting. just record the runes into the scroll and let the scroll activate the runes and consume a reagent outside of battle.
Is it weird to say I read this post and now love you and will be eternally be devoted to Orbus. I swear my fealty to you, sir. Okay, I will self-report on myself - it is weird.
I hope this isn’t the way Devs proceed. The healer class should have the ability to raise comrades as part of their healing duties. It is natural.
Also, resurrections shouldn’t be isolated to Runemages and used as a source of revenue along with teleports.
In fact, I still think it should have been healers that had res and then another class(es) with the ability to an extent as a backup if the healer goes down or for an emergency.
I think the Runemage should have started with teleport but the res should have been a Musketeer ability.
I do enjoy the various views though. It is interesting to see the thoughts.
If they Do end up with a Cleric class like they suggested to be the true main healer i think it would be crazy to not have a rez. As for scrolls i think thats a good idea, just make them not super easy to make and take higher area mats to create.
Now I am confused. If Musketeer with its multiple direct and heal over times is not the “cleric” class then I need to throw out over 30 years of gaming experience because I must need to learn a new definition for the class.
It may be called a Musketeer and have a cool and unique take on the cleric due to the VR mechanic for healing but if it walks like a cleric and quacks like a cleric - it is a cleric, my friend.
Right now it is the main healer, they just suggested they might add classes like monk and cleric down the line. I saw it here: https://wiki.orbusvr.com/Future_Disciplines and i think it was mentioned elsewhere.
I’ll have to check it out. I hope they just expand on the Musketeer and keep it as the primary “cleric” class. It would definitely be nice though to have other off-healing options for people like a shaman, etc. The musketeer is such a cool and unique concept for a cleric . . . and the only class I can play with injuries and I love to play clerics so it is the best of both worlds.
I actually went right for MSK because i injured my right wrist. I don’t mind it being the main heal i just think it would need some tweeks. I can’t tell you how many times i missed cure wounds because someone moved or my aim was a little off. The cooldown is pretty long on it and its the only non regen we have. It there was some auto aim with it (like a green highlight around who your aiming at) then i would be comfortable saying we don’t need another big healing class, but it can be too inaccurate at times to be relied on.
I would actually like another healer that doesnt have to aim or is more AoE focused, but that’s just me.
musketeer is currently a combo support/healer it has similarities to a cleric but i’ve seen mention of an actual cleric class.
plenty of mmo’s have hybrid classes orbus seems to be made entirely of them. i’m hoping this mysterious talent system exposes more of that element so that we can properly specialise our characters so no two players are playing the same way.
in a game like this i want players to know i’m good. not see i’m a musketeer and assume i’m going to heal them at the same level every other musketeer can…
i’ve stopped playing games that homogenised healing so much the healer was merely a function with a player attached. this game is currently there but it’s still early access so i’m just giving it a break until the solo grind from 18-20 gets more interesting or healing becomes more than just stuffing orbs off cooldown into a barrel
Speaking for myself, I love that you have to aim for the main heal. We have aoe heals that I expect will get more powerful later in the game but there is a fun aspect of positioning yourself and gaining a level of skill to make sure you get off the heal. It also helps when you have group members who know that staying put ensures a heal whereas running around and not trusting the healer gets you killed. Communication is also incredibly important for a solid healer. The group needs to know when the healer has his primary up and ready for a major heal - which I always place on the healer as far as responsibility. I will say I think the cool down on the main heal should be shortened. It is fine if you are soloing but if in a bigger group it just doesn’t cycle fast enough to keep people up, even with the other heal shots.
just shoot the enemy in most cases. the enemy is attacking the tank at close range so any healing spalsh will heal the tank and damage the enemy with the shot.
it’s a gross simplification of musketeering but thats about all it needs just stop yourself dumping the shield orb into people for no reason.
this is what i was referring to by homogenising. every musketeer plays the same way and achieves the same thing in groups. I don’t like being considerd an orb vending machine. i want poeple to need my skill set not my classes