Lets see. Invokers know all types of magic. I'd like to see them selectable in the fashion of selecting a specific type of magic to be much stronger in. Much like a blm selects races to be stronger suited against.
An invoker could specialize in fire, shares most of the same magic tree as a normal invoker with enhancements to all fire magics.
Fire specialist
Water specialist
Wind specialist
Lightning specialist
Ice specialist
Etc. Each specialist would have enhanced spells as well as a few that are specific to the specialty.
No real thoughts for now. Just an idea.
Watch out for Nameless. I like the idea- everything needs selections! Ill spring board later.
I like the concept, but without actual skill set and more indepth, it's just a shot in the dark.
For instance:
An ice specialist would receive most of the usual spells, the main spell all the specialists sharing is hellstream. The ice specialist would gain something like icy veins which enhances the effectiveness of ice spells whether it be more dmg, reduced strength, -1 attack from being cold.
There could different forms of firestorm, via a true icestorm (like firestorm but ice), the ability to have enhanced ice shield which could possibly add a bit extra to ac.
Even though this is a specialist in the art of ice, it would share some magics with those of the other trees (exception of the stronger specialized spells and at perhaps a slighter weakened strength.
A special ability could be something small as giving each specialty something towards their respective tree.
Fire = burns (damage upon movement, scratches between moving rooms for an hour or 2, your so badly burned your skin is melting off with each movement)
Ice = frozen blood (-dex and -str for x amount of hours, your body struggles through the immense cold)
Wind = bruising (-int and -wis for x amount of hours, your skull was bashed around from the gusts of wind)
Lightning = static shock (slowed regeneration for x amount of hours, your heart struggles to handle the charge)
Just a few examples. Not actually sure if worth a ****, just off the top of my head.
Of course, one can be less inclined to the polar element. +1 spell level in fire, -1 in ice, as an example. Or perhaps a resistance/vuln for the specialized.
Giving invokers access to + spell level is a relatively moot point. Cannot get into it to specifically, but several cabal choices offer them spell level, and + spell level items are pretty easy to come by.
I don't think this expands the class, as much as it prohibits it. Invokers are mages who specialize in elemental magic, by forcing them into a specialization your creating Pyromancers, Geomancers, electromancers, cryomancers etc etc. I think this kind of detracts from the point of playing an invoker. Being able to capitolize on most vulns with high damage spells.
I've actually been thinking about something similar for Invokers, except I thought they could specialize in specific elemental combinations for varied effects.
all Invokers would know how to work with every element, but their selectable spells would come from combining their elements of focus for devastating results. (of course, my take on this would mean re-working the names of a few spells... but that's me.)
e.g. Hurricane (which I would prefer to be called tornado, even though another skill might have claimed that name) is a spell that functions entirely from the base element of "wind" but combining it with another spell that has the base element of fire, would create an Inferno! to simplify it, certain elemental spells that the Invoker already possesses (maybe some tweaking involved) could be combined with another spell for a unique and devastating effect. a skill called Elemental/Spell Fusion could be required as well... so, there is a variable present in the results... they could do anything from waste mana or make the spell an area effect rather than target or vice versa... haven't fleshed this out so much. thought I would throw it out there so maybe someone could add/enhance it.
see THAT I like. Maybe it is it's own spell that they prepare before hand through meditation. They choose spell A and spell B, and then that spell is the combination of a and b. They want a new one, they have to forget the old one, then leanr a new one.
yeah nameless- so we can have elemental psi's running around- as long as we cater to your style. how are the wheels on the bandwagon?
Giving invokers access to + spell level is a relatively moot point. Cannot get into it to specifically' date=' but several cabal choices offer them spell level, and + spell level items are pretty easy to come by.[/quote']
The whole idea was to show a give/take relationship from the decisions you make with selection rather than the literal. Very much like D&D with wizard specializations. Before you run that point into the ground and out of context, I know that FL is not D&D. I'm merely stating a parallel.
I don't think this expands the class, as much as it prohibits it. Invokers are mages who specialize in elemental magic, by forcing them into a specialization your creating Pyromancers, Geomancers, electromancers, cryomancers etc etc.
That's half the point. The other half is buffing the specialized area. Yes, they are masters of elemental magic, but we're discussing a specialization within the elemental mastery.
I think this kind of detracts from the point of playing an invoker. Being able to capitolize on most vulns with high damage spells.
I don't think it'll detract from it as much as you think it would. While I'm not saying that they can't cast iceball when they become Pyromancers. I'm saying that they can't cast it as well as a general invoker. Certainly not as well as a Cryomancer.
To which, that could be one of the selections. Remaining a 'jack-of-all-trades' invoker where they choose the general path rather than the specialization within.
My opinion on this is that specialization on an elemental damage will always lead to less power in another and thus worsen the class.
Unless you mean to have regular invokers in parallel.
ATM Invokers are fine. They could get a healing skill, but most of you will argue against it, and continue to use consumables.
Maybe they should just get some kind of minor selection. Just being a element you specialize in. Giving some kind of bonus to using that element over the others. Maybe adds some kind of effects to fire, ice, etc..
I really love how most of the time I weigh in on these suggestions and immediately get crucified for my opinion on a topic.
my OPINION was that invokers are a good class as is, and by forcing them into a specialist route, they are losing versatility, which is critical to the class to begin with. I then offered what I felt was a unique idea to counter your own idea, while still offering a selectable, customization of the class. Yet I am on a bandwagon? I may have some strong opinions sure. I have also played here for 12 years, so I believe I might have some experience in FL in which to offer an opinion. Sorry I am not all over supporting every idea tossed into the game. My bad, I will do my best to be an easily influenced person, who has 0 consideration for class balance. My B.
In the future I will make sure to find a public place to voice my opinion to debate it with other people in an adult manner, without resorting to mudslinging. I wonder where a place like this could be. We could possibly call it a forum, where people with similar interests and hobbys can go to discuss that(those) hobbys. In this place people could have discussions about a range of topics, debating the pros and cons of each. Man, where would I go to find a place like this.
I feel that some of that was directed at me and would like to say that I didn't mean to hurt nor offend. If I did, I apologize. The idea was to debate the topic, not attack the opinion. Well, not with malice.
Let's just get back to the topic at hand. With my beginning of the idea in this thread wasnt to divert the versatility of the invoker, but yet to have them focus on one main element while still knowing how to use the rest. With the focus further pinned on one element over the other would add some pros/cons.
Fire for instance. Maybe more of the spells could be enhanced for further use. Like actually using burning hands at lvl 50 and it being worth a ****. Or lightning bolt for those who devulge into lightning. Each smaller spell like this gaining some kind of proc/buff/debuff. As well as each individual element possibly gaining some new and cool whether it be RP related or PK related. Not much needs to be changed or added to gain the diverse aspect of the invoker class.
instead of taking the meditation approach, I thought it would be best to keep its limitations time specific like Mana Charge... having exhausted themselves, they have to wait till they feel up for another fusion.
Invoker A is particularly fond of and talented with the Hurricane and Fireball spells, through such mastery they have learned how to fuse them to create an Inferno... Invoker B however, has a knack for Icicle and Flame Arrow, combining them to create Water Deluge (for those times a body of water can't be found) of course, these combinations don't have to be strictly limited to damage... creating a Fog that acts like a Shroud... or etc. etc. for whatever a fog could be used. lol
The selectable approach would be toward how many spells they've learned to fuse. 2 or 3 fusion spells seems reasonable. meaning a selection of 4 to 6 base spells meant for fusion. of course, the specifics of what base spells can be fused and with what other spells they can be combined and the results of each combination will need to be ironed out.
I think that approach would offer a lot more variation than just saying there are only 6 fusion spells possible... pick 2.
Ayroduth, instead of an Invoker becoming a more powerful caster at a specific element... what if they became racially altered to some extent? was provided some resistances and racial bonuses based on their specific element?
I did mention the resistance bit. But not the racial. Perhaps elaboration is in order for that?