Magi will be losing Enchantment, possibly within the year. So an additional skill will be added to replace it.
Purpose of this thread:
- To define what the magi class is or is supposed to be
- To suggest changes or additions to Elementalism and Crystalism
- To help define what new skill might replace Enchantment
- All of the above, focusing on enhancing a Magi's purpose without overpowering or underpowering them
Rules:
- Retardation is a staple of the class. It is not overpowered just because you can't fight in it. It's not going anywhere.
- From HELP MAGI, "Perhaps more than just about any other class, a magus has the ability to attack multiple opponents at once."
- Hinder and Damage class. They cannot lock and while they do break limbs, it is to hinder rather than prep.
- If a solution/fix/addition makes things too overpowered or underpowered, explain scenarios in which that is the case
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Comments
First, I want to talk about Rule #2. Multi-combat. Magi get to be the 1 vs X class.
Part of the reason that's possible is because of retardation. Skills like deepfreeze, hailstorm, stormhammer, coupled with the vibrations that decay over 90 seconds, they all hit enemies.
Magi are also designed to have multi-enemy combat outside of retardation, able to keep the vibrations active to cause passive damage and hindering to stack with their active damage from hailstorm, stormhammer, and holocaust.
The class has not had any particular attention since the days of Nexus combat, so some of the assumptions on its effectiveness are outdated, at least in the multi-target department.
The chief problem with multi-person retardation combat is that it relies on keeping everyone in the room. Deepfreeze serves to help prevent tumbling, but while a single person can be watched and braziered without a problem, the other two can escape. Adduction was the theoretical counter to this in early days, but that vibe mainly serves as a buffer now due to people always using mass.
The problem with someone getting out of the retardation while the Magi is still in it is that many/most fighters have bows and love delph sniping. This isn't just a problem for the magi but also for their victim. It turns Magi into archers who want to stick people in their vibes and snipe them from outside the room.
"Well if you want to fight multiple people, just don't use retardation?"
This brings us to the damage competition. While not the absolute best, Magi are definite contenders for the most able to outdamage, aided by outhealing with Harmony and blocking damage with reflections. While Stormhammer can target 3 opponents, it's the defensive side of damage multi-combat that falls short as more enemies join the fight.
The one skill that is supposed to equalize this is Energise. A vibration that deals damage to all enemies and stores about 10% of the damage dealt as health that can be used to heal with ABSORB ENERGY. 3 upper level enemies can keep up with repeated stormhammers for a while but it's the holocaust that finishes them. Unfortunately it's a double-edged bomb and can spell death for the magi as well.
What's the point in mentioning these things? Magi can handle people 1v1 just fine. Well, yes, but several skills are supposed to be able to apply to multiple enemies at once, and there is no longer a practical market for that, so my suggestions will try to bring a few things up to par in 1 vs 3 applications. Increasing multi ability without overpowering individual encounters.
I'll pitch my ideas, improvements first, then new abilities.
Elementalism
Light: The first spell you learn. Fittingly the most useless. I propose changing it to remove blindness from all enemies.
Skills helped: Transfix
Reflection: "One of your reflections has been destroyed! You have 0 left."
The only time that number will read anything other than zero is with a Wand of Reflections. You know, that artefact that nobody has.
Reflection costs 50 mana, 5 willpower, and 1.8s EQ. I propose allowing CAST REFLECTION AT <target> [<#>] to conjure several at once if the target has 0. Each additional reflection x3 mana, x4 willpower, x2 EQ (max 6s eq) (3 reflections = 450m, 80w, 6s .. 4 reflections = 1350 mana, 320w, 6s) Compare with staffcast (30w) and holocaust (1000w).
Skills helped: retardation-arrows, multi-combat, raid support
Erode: Allow up to 2 more targets at a doubled willpower cost
Skills helped: multi-combat
Lightning: Allow up to 2 more targets at a doubled willpower cost
Skills helped: multi-combat
Flood: Largely useless to anyone who isn't a Grook, and race was supposed to stop playing a part in which class you chose. Or visa versa. Let it prevent/cancel firewalls.
Skills helped: icewall
NEW
Vacuum: After a channel of summoning wind, draws all adjacent into the room, massed or not. Can be stopped the same ways as beckon. Warning message in adjacent rooms.
Skills helped: brazier
Windwall: Similar to lightwall, simply reduces arrow accuracy, short duration (~40s, 66%?) and medium willpower cost. Can be removed by casting gust in either room.
Skills helped: retardation, raid support
Flameshield: Short defense that prevents 30% of fire damage. (~10s)
Skills helped: Holocaust.
Crystalism
Energise: Do not destroy vibration on absorb. No point having to respin when it already has to re-syphon health from enemies.
Dissonance: Currently causes damage in enemies without dissonance, has a chance to afflict dissonance. Enemies with dissonance lose defenses periodically. One possible fix to the mass issue is having this vibration strip mass before other defenses.
Skills helped: Gust, Adduction
Gravity: Cause damage to massed enemies on tick, to discourage fighting the magi with mass.
Skills helped: Gust, Adduction
Cataclysm: Instead of requiring 3 Magi, just require 3x the crystals for one mage to spin in adjacent rooms. The class's best raid skill never gets used because it's hard to have 3 magi around at once.
NEW
Resolve vibration: willpower regeneration. Alternatively, just add willpower to the harmony vibe. (1 crystal)
Skllls helped: holocaust, stormhammer, willpower defs
Mirage vibration: Grants the Magi a reflection periodically. Limited to 90s like Plague. (4 crystals)
Skills helped: multi-combat, retardation vs. passive offense classes
Awakening vibration: Grants insomnia defense to the Magi on tick. Limited to 90s like Plague. (2 crystals)
Skills helped: retardation-arrows
Stasis vibration: Prevents all vibration decay in its room. Limited to 150s. Like reverb, does not follow focus vibe. (2 crystals)
Skills helped: vibes
Most of the changes and additions are self-explanatory but if you don't understand the balance or see something you think could be exploitable, feel free to point it out.
Spellweaving
My replacement skill for Enchantment is an idea I was going to incorporate into my battlemage class idea, but given that it had a 3rd skillset that was not only a tradeskill but was called "Talismans"… probably going to scrap the class and just adapt one of its skills to Magi.
Thanks Sarapis Obama.
EDIT: Will touch-up the ability list and submit at a later time. For now, feel free to tear me a new one for my classleads for Elementalism and Crystalism.
I would love to see specialisations for Elementalism. Fire, water, earth, and air. It's such fertile territory, the ability to become not just a magi, but a fire mage, or ice wizard, or geomancer. It would be a huge opportunity for mage Houses to develop their identity. And it would be a cool new twist on an old class.
The way I envision it, Elementalism would remain largely the same, but there'd be a new 'Specialisation' ability gained either after Skilled (for post-level 20 Journeymen) or after Fabled (post-level 50 full class members only). Specialising would give you a mixture of reskinned but functionally identical abilities - eg. Firelash might become Windslash, Waterwhip, or Stonescourge - and one or two new abilities, largely for flavour, unique to each element.
As for replacing the Enchantment skill...
It's a good opportunity to expand on mages' notoriously simplistic PK, where they've long been limited to damage + retardation + couple of tricks like erode and staffstrike.
I don't know exactly how that might work though, so here's some other ideas instead.
Call the skill Wizardry. Make it about being a kickass wizard. Maybe have elemental specialisation pertain to this skill, instead of Elementalism.
Familiars. Take the slain corpse of any non-sentient NPC and bewizard it, channelling your chosen element through its lifeforce, turning it into your elemental familiar. So you could have "a fiery gorilla familiar", or "an aqueous shark familiar", or "an aeriform lion familiar". They'd all have the base template of 'familiar', and couldn't be targeted as gorilla/lion/shark, but having to go out and kill a thing, and being able to bring its shape under your power, would be awesome fun. Familiars should not have a standard damage attack, because magi already have ample passive damage. They might instead have a couple of affliction combo attacks, and would be able to carry out certain basic orders.
Sigilomancy. Create a list of 30-40 different sigil elements, eg. horizontal line, vertical line, upwards-curving semicircle, vertically bisected circle, incomplete triangle, etc. Similar to the process for Heraldry. A mage mixes and matches 5-6 different elements to create their own unique, personal sigil. The sigil is then used for... I don't know. But it'd be cool.
Elemental Form. Become a rampaging elemental based on your specialisation. Since this is kind of stealing sylvans' Viridian schtick, maybe make it only last for 5 minutes before dumping you out, but be awesome. Water elementals get a tidal surge, turning into a wave to dash several rooms in whichever direction before crashing into an enemy. Air elementals can form a swirling vortex that briefly dumps everyone in the skies.
Elemental nexuses. Ley lines. Planar rifts. No idea how those concepts would be translated into abilities.
Ok my brainstorm is subsiding.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
So, I don't know. It could be really cool. It would be wonderful if there was more pertaining to the elemental planes in Achaea. It would need the right approach though.
For sigils, maybe they could be crazy formula things that create actual, deterministic, but calculated effects, so there's an annoying but cool underlying system to it that makes next to no actual sense, leaving a sense of experimentation and research to the class.
That might not fit mechanically, but my favorite thing about wizards is their ability to research and invent new means of wielding magic. The fact that magi effectively cannot makes them much more boring to me.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Water mage please!
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I liked the post about letting the Magi focus on certain elements. That could be a really cool idea, possibly have the Magi focus on a specific element at a time, maybe something that could be done off balance but not off EQ? That would make it usable with staffstrike. Then have a handful of skills that change effects based on the element they're current focused on.
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