Quest-Skills

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Quest-Skills

Post by Dark Avorian on Wed Jun 03, 2009 12:08 pm

Whaaa....?

Quest Skills

This idea comes from the sub-skills idea but with a twist. Instead of merely having 1 sub-skill per skill perhaps we should have more skills that require quests to be used.

Currently we have Summoning, Herblore, and RC. This is not what I'm talking about, I mean skills that require quests that require half decent requirements in other skills. And have quests that take time and brainpower

Examples: Engineering (Quest requires 60 cons, 52 Crafting, 59 Smithing, 44 fletching) Siege Engines, Barricades etc.

Assassination (65 Agility/Thieving, 55 Hunter, 50 Magic/Ranged/Attack) Sneak behind enemy lines, stab them in the back or quickly teleport them back to your men who execute them on the spot, release poisons in the ranks etc

Mysticism (59 Summ/Mage/Rc/Herblore/Prayer)...Enables Healing, Buffs/Debuffs, Could De-PVP small areas, Allow Multicombat in single way areas etc, Cast poisons and diseases.

And more
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Re: Quest-Skills

Post by 3mptylord on Wed Jun 03, 2009 7:27 pm

Awesome! Grin

Sorta... through my hobbies, the sub-skill idea, etc, all in a vat and make something out of it. Tongue

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Re: Quest-Skills

Post by Dark Avorian on Wed Jun 03, 2009 8:51 pm

Lol, I now realize that these are the three "support" classes I've always wanted to introduce.
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Re: Quest-Skills

Post by 3mptylord on Wed Jun 03, 2009 11:17 pm

One thing I don't like is "Mysticism" requiring Magic. This is one reason why I want Magic split into Magic and Sorcery... things like Teleporting, and Mysticism aren't/wouldn't be available to non-Magic pures. Jagex promotes a pure system, after all - why should Magic-users get the bonuses of combat-variety?

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Re: Quest-Skills

Post by Dark Avorian on Thu Jun 04, 2009 6:14 am

Yeah...I actually would prefer it if that didn't use magic
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