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Invockers and Magic resist races: Earth!!

Invockers and Magic resist races

As you know Invokers have a very harder time fighting magic resist races.

This in the days before Blademasters was not a big issue, but now Dwarven Blademasters and Halflings blademasters can walk over a Invoker if the skill level is the same.

This is due to various factors.

  • One is that magic resistance reduces damage from all non physical damage type.

  • Another is that magic resistance allows spells to be more easily saved.

This reduces the damage output of a Invoker, whose fights against a rightly prepared enemy tend to be very close. One can argue that they are very powerful vs an unprepared enemy, but that is the same for most classes.

Invokers are also lacking an element on their repertoire, Earth.

They have Fire Fire arrow/Fireball/Firestorm.

They have Ice Icicle/Icestorm.

They have Water Jet Steam.

They have Air with Hurricane.

They have Electrical with Call Lightning.

They have "Magic Energy" with Hellstream.

But they do not have Earth.

So I suggest the addiction of the Earth element.

This element is present in FL mostly through the spell earthquake. One of the few spells dealing physical damage (the others being mainly sharpmetal and meteor storm).

Now this is where we can become creative.

Earthquake is not like most spells in FL. I will not specify why, but I will tell that flying will prevent it's damage completely.

But earthquake has almost no use ATM other than:

  • Evil Cleric area spell vs hiden/camo.

  • Low level damage.

Due mostly to how low damage it makes and how easy it is to prevent it.

Earthquake could easily be altered to provide a bonus to some PC's.

This could be the Invoker class, or simple to anyone with 50+ AFF spell level.

I prefer the former as it adds something to everyone.

The bonus would be added damage and a 50% damage cut (save) in the case of the victim being flying. Remember Invokers can Airthrash with Hurricane spell.

But what is the ideal damage for such a spell?

Well 82-220 would be a good range. Which is in line with other Invoker spells.

The message could be "The earth trembles and shivers as a lance of pure earth shoots at you."

We could also add the perk of anyone with 100%+ proficiency in earthquake being able to change the damage type to water. "The water trembles and shivers as a lance of pure water shoots at you."

And prevent it from being cast on water for 100% or less proficiency.

So I suggest the addiction of the Earth element.

lol

Yeeh Yehh!!. I also though it sounded funny. But it sounded plausible.

So, what is the correct term ?

Addition. Remove the C.

Addition*, and invoker*

I'm sorry Mya I wasn't trying to mock you, I just couldn't help but laugh at that one. You truly are the savant of misspellings. :clap:

So I suggest the addiction of the Earth element.

Yeah, earthquake would be nice

If BMG's can't get magic missile, invokers shouldn't have a way around their weaknesses

I'd just be happy if both classes got summon.

If BMG's can't get magic missile' date=' invokers shouldn't have a way around their weaknesses [/quote']

If I understand correctly, you are saying that the Batlemages weakness is not having a way to decrease saves.

While it is true that this is a battlemage limitation, it has a more reduced impact in the class. As Battlemages have two option. Win by magic or win by meele.

Sear, sharp metal and dispel alows them to be very powerfull spell casters.

Blades, Dancing weapon, rust and slow alows them to use meele effectively when oponents saves are to high.

In my view, short of a Dark Knight, Battlemages are one of the most complete classes, lacking mainly in the saves erosion department. But there is one cabal that aids with that part.

There is also a cabal that aids with damaging races that are resistant to magic with magical attacks

I like the idea of an upgraded earth spell for invokers. This would work great in line with Celerity's old tiered skill plan, with player's being able to upgrade earthquake, but in the mean time, a usable earth spell at 50 would be great, assuming it stays a physical damage spell. It fits with their role as the master of elements, you aren't overpowering the class, just adding an extra option.

I like the idea of an upgraded earth spell for invokers. This would work great in line with Celerity's old tiered skill plan' date=' with player's being able to upgrade earthquake, but in the mean time, a usable earth spell at 50 would be great, assuming it stays a physical damage spell. It fits with their role as the master of elements, you aren't overpowering the class, just adding an extra option.[/quote']

Elemental Selectables for Invokers, allowing them to specialize in one or the other. Those who are specialized in one particular path have a better advantage to bypass an opponents saves or resistance in that area.