If it would be possible to either have a script in place that automatically causes "threads" to ignore certain mobs, or a SIMTool command that allows you to set such preferences yourself--that would be pretty cool. Perhaps this mechanic could even be something that requires more "experience" as a Threader (not just as a Threader player in terms of metagame knowledge) in order to use.
Also, would it be possible to maybe (through SIMTool commands) "set" your LT's threading so that it only targets allies or only targets enemies; in this "mode" either healing or damaging would be respectively enhanced? I'm thinking that it would be cool for an offense-minded Threader with many more WM levels than cleric have the option to go full offense by trading in her (admittedly more limited) healing ability in for greater damage if she so desired, depending on the situation. Conversely, a LT with the 30 cleric levels for the maximum healing multiplier could, when desired, "turn off" her (admittedly more limited) offensive capabilites in exchange for greater party support capability.
Perhaps something like this would also be a way to segway in some of the alternate threading effects mentioned above, such as dodrudon's ideas (that sensically already differ by having "friendly" effects and "enemy" effects). For example, in "heal" mode maybe allies receive "buff damage, AC, restore each round, AB, skills..." rather than simply enhanced healing; "damage" mode enemies might be subject to "lower [something], [element] damage... ".
This is a bit of a vested interest for me, but I think the option to--if desired-- temporarily "spec" in healing or damage (the option to do so would be limited to once per rest, for example, to prevent "abuse") would really open this class up a bit more both build-flexibility-wise as well as to those lacking the gear and/or subbies to really build an "optimal" caster in the first place.
However, I'm well aware of the problems inherent with this idea (and there are several, which I believe are obvious enough that I don't need to explain)...just tossing it out there.
One thing I thought is that few people go the route of 30 Cleric or at least few that I see. Perhaps we also need to look at giving incentive to going for more Cleric levels.
Currently all you gain is +.5x Healing @ 25 & 30 and Epic spells but how useful are these? Your threading consumes spells so what good do all the foci do you besides their respective epic? I feel that while epics are nice it is a 1 shot per rest bonus and if you intend to thread you won't get much if any casting in. Lets look at the other bonus you get +.5x Healing twice for a total of +1x which is great but most parties don't care how well you can heal.
Here is the idea I had for improving Cleric based Threaders @l25 in addition to the healing multiplier they also get the option to do Breach threading this will "cast" Greater Spell Breach on each target in threading radius while still doing normal healing and damage. @l30 in addition to the healing multiplier they also get the option to do Restore threading this will "cast" Greater Restoration on each party member in the threading radius while still doing normal healing and damage.
I debate if the restoration should remove Hell penalties as parties would love a near endless Greater Restoration and the threader would need to remain standing and alive to keep it up and it only lasts for as long as there are spells. This still seems overpowered so perhaps just replacing with a restoration that removes inflictions, disease, poison, ability drain, and wounding.
These would be in addition to adding a single target threading option.
Chirality, I believe Skill Mastery only has to do with rolling 20 for skills and situations where your checks can be affects. I'm talking about "hell pens" which is HG specific, but affects Skills alongside of DC, AB, AC, etc.
According to the hgwiki, Skill Mastery reduces Hells penalties for skill checks: "Skill Mastery: At Rogue 21, all skill penalties in the Hells are lowered to 2/3; at Rogue 31, they are lowered to 1/3; at Rogue 40, the Rogue suffers no skill penalties at all in the Hells."
Not trying to get into the symantics. I guess skill mastery is one rogue specific way to reduce hell pens, some items reduce hells pens (in additional to demi and GR) and are generally not referred to as granting any skill mastery.
Maybe if you stopped assuming what I was trying to say or what I was thinking, and just read what I said, this miscommunication wouldn't happen. The only reason I even mentioned Skill Mastery is because it was my understanding that it is a "hell pen reduction ability" which was what you specifically mentioned. It was just a simple example that I put in as a sidenote because it was the first thing that popped into my head.
I never said anything about items being referred to as granting Skill Mastery so I'm not sure where you got that from, but thanks for the information.
If more damage types were to be implemented, I would be interested in this quasi. From what I have seen, from past logs to the logs I have currently seen, LT got hurt. I like the original idea posted here about the types. Add Bludg, Pierce and Divine and the quasi will be fixed. That is just my opinion of course, could be wrong but I like the idea of more damage types.
I have 2 threaders, wis and uni. They are still good toons. The two biggest misconceptions I see about threaders are:
1) They used to do huge damage - yes, but most of it was wasted on insta-kill mobs. No class has inflated damage numbers like a threader. I'd imagine on the average hell spawn 75% of the mobs or more are insta-d after the threader has been damaging them. That's alot of fluff damage.
2) The healing is MASSIVELY underestimated. Seriously... Healing in general on HG is ignored due to the ease of heal pots (Half of me wants to see heal pots nerfed =P). Threading is the best healing in the game.
That said, Gandoron's points still remain, so I woul;d suggest some combination of:
1) Allow a pure threader to swap between all three phys damage types. 2) Allow threaders to continue to thread when they are KD'd (but not STF, Paralyze, Dominate, etc...) at 25% of their non-disabled threading. 3) I dig the restore idea, though 3 layers might be extreme. I'd cap it at 1 for WM focus'd threaders and 2 for clr focus'd threaders. 4) When threading a party kickback mob, the threaders healing is turned off but party kickback caused by threads (not other party members) is reduced by 75%.
1) Allow a pure threader to swap between all three phys damage types.
By "pure" you refer to a threader with only cleric and weaponmaster levels, correct? Just wanting to make sure I've got it right in my head. ;D
Anyway, great points. I think I may indeed have been one of those under the misconception that (in general) Threaders "used to be" "a lot better" than they are now.
2) Allow threaders to continue to thread when they are KD'd (but not STF, Paralyze, Dominate, etc...) at 25% of their non-disabled threading.
As much as I like the sound of this, something just won't let me support the idea of anyone being able to access their special class (or quasi-class, as the case may be) features when they're lying helpless on the ground--no matter how reduced the effectiveness of said ability is. Sure, it would be great, but I think this would be a bit too much.
After all, that healing is, as you say, massively underestimated...even operating at 25% efficiency it would still be fairly useful, right?
However, I wouldn't be opposed to something (such as a feat?) that would allow your proposal. I'm not sure off the top of my head if the CEP and/or HGE expansions include this, but in D&D there are several feats that allow characters to continue doing <whatever> while they are prone, or otherwise offer benefits/negate penalties when prone.