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        <title>Classleads — Aetolia&#039;s Forums</title>
        <link>https://forums.aetolia.com/index.php?p=/</link>
        <pubDate>Fri, 24 Apr 2026 07:41:03 +0000</pubDate>
        <language>en</language>
            <description>Classleads — Aetolia's Forums</description>
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        <title>Automation-related Ideas!</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/3771/automation-related-ideas</link>
        <pubDate>Sat, 28 Nov 2020 23:32:52 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Drayne</dc:creator>
        <guid isPermaLink="false">3771@/index.php?p=/discussions</guid>
        <description><![CDATA[I was reading the automation thread and it got me thinking about this subject for the first time in awhile.

One idea I had that I haven't seen implemented anywhere (and I have no idea if this would work in current Aetolia, but I feel like sharing it) would be a "windup" skill.

What this does is that if you haven't attacked, it saves up the time value (up to a limit, such as 3 or 4 seconds for example).  Then, your next attack will do bonus damage and push back healing balance times depending on how long you didn't attack for.

The reason for this is that, instead of everyone needing to attack as quickly as they possibly can in order to pressure each other's healing balances, you have the option to wait a reasonable amount of time, see what your opponent does, then take a swing.

I was working on a version of this, along with slower cure times and slower affliction rates, for a MUD I wanted to make but due to stagnant player population levels I don't think it will be happening, so I'm just going to leave it here in case anyone finds it interesting.]]>
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        <title>Breeding</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/2953/breeding</link>
        <pubDate>Sun, 26 Aug 2018 21:12:53 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Toz</dc:creator>
        <guid isPermaLink="false">2953@/index.php?p=/discussions</guid>
        <description><![CDATA[Proposed Hound Breeding Changes:

- Remove all stats/minors/majors from the system
- Add cosmetic differences and a 'heritage' bonus
- Breeders unlock types of hound builds/fur colors/eye colors/heritage bonuses based on breeding
- Create a 'line' of breed stock with a certain heritage, then tweak/breed with other lines for unlocking various aesthetic dog types
- Heritages would be unlocked through breeding within your own line (rng % chance to branch), or increased mutation chance when breeding with someone else's dog (rng %+ chance to branch).
- Breeding physical traits into your line from another's highest chance to gain traits, with a lesser % chance for random mutations

Example:
HOUND LINE FOUND name
HOUND LINE name HERITAGE trait

You create the Ostra hound line.
The Ostra hound line's heritage is Heavy.
(Heavy: 5% extra damgage on physical attacks)

HOUND BREED LINE LINE [M|F]
You order the kennels to produce you an offspring from the Ostra line and the Dram line.
(Where Dram line is someone else's. You could also just do OSTRA OSTRA to get yours)

While the hound is being bred, you have the option to change the aesthetics to anything you currently have, though this will prevent it from developing any mutations at all:
HOUND TAILOR build|body|eyes|fur|special option

Ideas for these:
- Build: large, small, compact, lanky, wiry, bulky, skeletal
- Body: long, wide, stunted, narrow, twisted, misshapen
- Eyes: red, blue, green, gold, amber, cyan, black, brown
- Fur: red, black, brown, gold, tan, mottled, spotted, gray
- Special: two-headed, two tailed, warty, cancerous, smushed_face, long-nosed, fanged, winged, spike-furred, burning, frozen, electric, twitching

None of the above would have any impact on what the dog actually does, and only very basic ones would be unlocked for the fresh Carnifex. They would have to breed regularly and hope for mutations, or breed their dog with an already mutated dog to unlock such options for their own lineages.

Howling happens, greet a kennelmaster

You are presented with a healthy male/female puppy.

HOUND PUPPY TRAIN major
HOUND PUPPY TRAIN minor
Unlocks per level, gain a major slot at 1, 7 and 10, gain a minor slot at 2, 3, 4, 5, 6, heritage manifests at 9, showing which heritage it has (Dram or Ostra).]]>
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        <title>Icon Of Divinity Changes</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/2594/icon-of-divinity-changes</link>
        <pubDate>Tue, 23 May 2017 05:10:38 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Meltas</dc:creator>
        <guid isPermaLink="false">2594@/index.php?p=/discussions</guid>
        <description><![CDATA[Just want to gather ideas and hope that changes could be looked at for the Icon of Divinity. 
As it is now, you are required to have10 shards to create it or 500cr to buy a perma one, Overall it's not a great item, it requires 3.5sec of eq to use spin or point and the damage and affliction output with either of those skills is horribly slow. You have to wield the item to be of any use, otherwise, you can't use the icon at all and the afflictions can't even be tracked from the icon spin ability. Overall it uses ylem reserves at a consistent rate if you attempt to use flail/whirl and icon raise uses close to 3sec of eq as well. Practically speaking it's not very "user-friendly". If possible and to give the icon a bit more life I'd like to see some of the following changes: 

1) Lower the eq cost of all the skills by 1.30sec eq, that would still keep the skills at an average speed and not give it overpowering speed. 

2) Allow Icon Spin + Raise to both be used off bal, like some of the other skills in the game that don't require you to have bal to use but will use/consume eq/bal once the skill is used increasing the overall recovery time. 

3) Allow the above to only be done with the Artifact Icon, that way there is actual meaning to getting the Arti version, otherwise increase to 30 shards to create the icon. Which again gives the icon more meaning and increase decay time of that icon so it doesn't decay so soon. (extra 25 ig weeks) 

4) When considering how much ylem reserves are used up for the Icon. Consider lowering the amount by 50% for all Icon skills. 

]]>
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        <title>New Shaman Concept</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/2266/new-shaman-concept</link>
        <pubDate>Thu, 07 Jul 2016 14:58:23 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Illikaal</dc:creator>
        <guid isPermaLink="false">2266@/index.php?p=/discussions</guid>
        <description><![CDATA[@Keroc @Razmael 

I know you two have a lot on your plate concerning Aetolia devlopment, content releases and a slew of everything else, which is kinda why I made this thread. 

I had an idea for Shamans that would take a lot of work to implement and couldn't possibly be done through classleads. I'd appreciate it either of you just took a glance at my proposal, and pending your approval, tenative as it may or may not be if any, I could go to work trying to flesh it out. I'll try to keep it as short as possible.

Problem: Vinethorn route is just unhealthy in every aspect. If you stay and try to fight, you're either going to have to constantly get balance knocked pulling the thorns out. If you don't pull the thorns out you'll get wrecked by strangle, provided you don't hold your breath which is its own issue. If you're not tanky enough you just get rolled in a really unfun way, which means you're left with two options. Run away, or stand there and not fight while diagnosing the loki away and pulling the thorns out until your opponent gets bored. 

I feel like this alternate route has incredible potential and can open up an alternative playstyle for Shamans. For starters, the following abilities will need adjustments: Claw fetish, boosted leafstorm, boosted vinelash, maybe the bear familiar, strangle, and Vinethorns (from boosted vinelash).

Concept: Shamans split their staff in half, dual wielding vine whips. Their primary attack would be a loki DSL (obviously speed/damage would need tweaking). Vinethorns sticking to the target would somehow be dependent upon loki delivery, and sticking them would come through whatever new mechanic the claw fetish would implement. The endgame is to stick X amount of vinethorns in them, and strangle them to death, as it presently is. However, the Vinethorns would act as lighting rods and you can electrocute your target to death with usage of Boosted Stormbolt while you're strangling. Omen wouldn't be usable while the staff is split, and other penalties/restrictions may occur as well. 

Things that need to go: Balance knock when removing vinethorns from the body, however it may be. The run or die if you can't tank it gameplay. Finally, the "I'll just stand here and do nothing until they get bored." gameplay.

Thank you for your time and feedback. ]]>
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        <title>January 2015 Liaison Discussion</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/1770/january-2015-liaison-discussion</link>
        <pubDate>Mon, 19 Jan 2015 13:59:02 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Oleis</dc:creator>
        <guid isPermaLink="false">1770@/index.php?p=/discussions</guid>
        <description><![CDATA[Someone usually makes one of these things. Why not me?]]>
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        <title>Curing Speed</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/283/curing-speed</link>
        <pubDate>Wed, 06 Feb 2013 20:41:04 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Angwe</dc:creator>
        <guid isPermaLink="false">283@/index.php?p=/discussions</guid>
        <description><![CDATA[<blockquote>&#13;
  <div><a rel="nofollow" href="http://forums.aetolia.com/profile/Haven">Haven</a> said:</div>&#13;
  <div>I think discernment is fine where it is.<div><br /></div><div>The&#13;
 problem in my opinion is the 1243545432432412346454341232134534234324 &#13;
curing abilities in the game. Nuke endgame curing and call for a &#13;
reduction in passive curing across the board but above all slow down &#13;
combat.</div></div>&#13;
</blockquote>&#13;
&#13;
So, the <a rel="nofollow" href="http://forums.aetolia.com/discussion/280/discernment">Discernment thread</a> I posted seems to be pretty much dead. This is a different and much larger topic, so I decided to make another thread! I have to agree with Haven, and it's been one of the things I gripped about right from the start of my Aet career.<br /><br />Discuss.<br />]]>
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    <item>
        <title>Liason reports in consideration.</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/344/liason-reports-in-consideration</link>
        <pubDate>Wed, 06 Mar 2013 19:18:55 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Calipso</dc:creator>
        <guid isPermaLink="false">344@/index.php?p=/discussions</guid>
        <description><![CDATA[This thread can be used for the discussion of Liaison reports currently up, suggestions for them, etc. Also if anyone has any suggestions for the current system or any general dislikes or such, can post here too.<br />]]>
        </description>
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    <item>
        <title>Crowd Control</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/145/crowd-control</link>
        <pubDate>Tue, 18 Dec 2012 10:27:05 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Illikaal</dc:creator>
        <guid isPermaLink="false">145@/index.php?p=/discussions</guid>
        <description><![CDATA[<b>Crowd control (also called CC) is a term used in MMORPGs (Massive Multiplayer Online Role-Playing Games) and MOBA (Multiplayer Online Battle Arena) games to refer to the ability to limit the number of mobs actively fighting during an encounter.[1] It can also refer to abilities that influence or prevent the abilities or actions of other character(s). Crowd control can be extremely powerful, controlling the possible outcomes of an encounter, as it forces opponents to use a smaller set of abilities/actions. Players use crowd control to create offense/defense ratio imbalances between themselves and their opponent(s); used properly, CC often renders an opponent nearly useless, allowing the CCer to use abilities/actions against an opponent without fear of retaliation or response. In a group setting, crowd control often makes combat safer, easier, or viable. &lt;---- taken from wikipedia. </b><br /><div><br /></div><div>The above statement is dead on accurate, imo. Hence, why I'd like to have a discussion about crowd control. I absolutely love it as a mechanic in Aetolia, but where is the line between good crowd control, and over the top crowd control? I personally believe that -good- crowd control should have very little damaged tied to it, if any at all, such as hanged man and cocoon, as great examples. I personally don't think that crowd control should have high damage and or secondary crowd control tied to it, impale being the biggest culprit. On Templars, Carnifex, Sentinels, and  Teradrim (though soon due for a rework) alike, I think there's a slight imbalance between all the skills. </div><div>-----------------------------------------------</div><div>We'll start with Teradrim first. Although I know they're up for revamps soon, I'll just go ahead and post the numbers anyhow.</div><div><br /></div><div>Assuming all of the following are Dexterous, and the target has a roughly high audit. 80% is what was used.</div><div><br /></div><div>4.20 seconds on Impale, 764 cutting damage. </div><div><br /></div><div>675 impale tick. Cutting</div><div><br /></div><div>3.44 seconds Shatter, 2702 unblockable damage. Stalagmite destroyed after shattering, needing a reimpale. </div><div>-------------------------------------------------</div><div>Templars with a bastard sword:</div><div><br /></div><div>4.3 second impale. 497 damage. </div><div><br /></div><div>415 cutting damage on impale tick.</div><div><br /></div><div>3.44 Second disembowel, 2301 unblockable. Weapon automatically removed after Disembowel. </div><div>---------------------------------------------------</div><div>Carnifex with a basic polearm: </div><div><br /></div><div>3.44 Seconds impale(skewer) time, 965 cutting</div><div><br /></div><div>567 impale tick. Cutting. </div><div><br /></div><div>2.58 pole wrench time, 2120 cutting. Weapon does not get removed, meaning the impaled target can be wrenched repeatedly after that if left impaled. </div><div>--------------------------------------------------------</div><div>Sentinels: </div><div><br /></div><div>3.44 second impale time, 467 damage on initial impale time</div><div><br /></div><div>567 on impale tick, cutting damage.</div><div><br /></div><div>2.58 second balance time, 1391 cutting on Gore damage, weapon stays impaled after goring, leaving access for multiple gores provided the target doesn't writhe.</div><div>-------------------------------------------</div><div>We do have access to the flame tattoo and disperse. Both help, but at the end of the day are pretty laughable ways to deal with crowd control chained back to back. Don't get me wrong though, if you have 3+ people attacking you at the same time, you probably deserve to die. However, having high damage tied to crowd control, and secondary crowd control seems a bit out of hand to me. By 'secondary' crowd control, i'm referring specifically to impales that maintain their status even after dealing the heavy damage they're intended to deal. Even though I still don't like the idea of the damage that is tied to templar impale, and teradrim impale, most of the damage is put into their finishing ability (which is as it should be), and the crowd control is also removed in the process. </div><div><br /></div><div>Side note: I'm not sure on Butterfly, someone please correct me if i'm wrong, but it transfixes without damage. Ascendril also do not transfix with damage or affs tied to it. I'm not sure what the reasoning behind it is, but Sciomancers have a decent chunk of damage 780ish so i'm told, + the transfix itself (if not blind) + dementia and confusion, with the chance of tacking on hallucinations at the end. </div><div><br /></div><div>My whole point is this - Since crowd control by itself is so fight changing (and it is), why then are there all these excess effects that just seem unnecessary tied to them? If stun got diminishing returns because it was deemed to be too powerful due to incessant stunlocks, then what is the reasoning behind writhe stacking transfixes, impales, entanglements, jawlocks, webs, snares, and the like if they're just stunlocking in a slightly different fashion? </div><div><br /></div><div>Combatants, discuss!</div>]]>
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    <item>
        <title>Packhowls</title>
        <link>https://forums.aetolia.com/index.php?p=/discussion/140/packhowls</link>
        <pubDate>Mon, 17 Dec 2012 01:14:32 +0000</pubDate>
        <category>Classleads</category>
        <dc:creator>Aarbrok</dc:creator>
        <guid isPermaLink="false">140@/index.php?p=/discussions</guid>
        <description><![CDATA[Currently in testing with a variety of wolves, and the lack of description that the AB HOWLING PACKHOWLS offers.<div><br /></div><div><div>Howling - Packhowl</div><div><br /></div><div>In combination with other howlers in your pack, you can howl across an</div><div>area, bringing afflictions onto your enemies, depending on your</div><div>affiliation.</div><div><br /></div><div>There are a few howls that you cannot howl across an area.</div></div><div><br /></div><div><br /></div><div>There is not much description on how to properly handle these, that being said you can...</div><div><br /></div><div>PACKHOWL WITH &lt;Howlname&gt; once a Packhowl has been initiated, although at this time the only Howl I am seeing able to be used is Baleful - Sensitivity.  It says there are a few howls you cannot howl across an area, but in testing we were unable to howl many.</div><div><br /></div><div>Perhaps the Packhowl system, as I understad should be similar to a mages cataclysm vibration in the ability to cast effects across the area, I understand that this should require the coopeation of numerous wolves, but it its current description and means it seems a bit broken.  Perhaps something to look into.</div><div><br /></div><div>Thank you.</div>]]>
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