Arcane Blade Discussion
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- Wyrmic
- Posts: 217
- Joined: Mon Oct 30, 2006 1:47 am
Re: Arcane Blade Discussion
yeah, some very good suggestions from grey.
Re: Arcane Blade Discussion
I've been giving this a little more thought, and if my suggestions are taken up I think the following might be a suitable replacement for Divination on Arcane Blades:
Talent Category: War Magic
War Magic is focused on applying the arcane arts in melee battle. Only available to Arcane Blades, though it requires a category point to open up initially.
Arcane Fury
Use mode: Activated
Stamina cost: 8
Mana cost: 8
Range: melee/personal
Cooldown: 6
Strike a regular blow in melee. If the attack hits then the target is hit for an additional x arcane damage and knocked back.
The damage dealt will increase with the Magic stat.
(x = base around 30, scaled up with magic and talent level)
Close Wounds
Use mode: Activated
Stamina cost: 18
Mana cost: 18
Range: melee/personal
Cooldown: 10
Focus your energies to restore your damaged flesh, healing yourself for x life and stopping bleeding.
The amount healed will increase with the Magic stat.
(x = about half the amount of the nature 'Heal' spell)
Elemental Aura
Use mode: Activated
Stamina cost: 35
Mana cost: 35
Cooldown: 45
Summon an elemental aura around you for x turns that inflicts nearby foes with random bursts of fire, ice, lightning and acid.
At talent level 3 the aura stretches 2 squares around you; at level 5 it stretches 3 squares.
Duration of the spell and damage of the bursts will increase with the Mana stat.
(Similar to the Thunderstorm spell, but temporary, lower range and random elements.)
Arcane Supremacy
Use mode: Sustained
Stamina cost: 80
Mana cost: 80
Range: melee/personal
Cooldown: 30
Steady focus on your powers allows you to activate spells in Arcane Combat without costing any mana. In addition your spell critical chance is increased by x%.
This powerful spell will continuously drain the mana stat.
The spell critical chance will increase with Dexterity.
(x = 5*TalentLevel + Dex/5)
I'm not sure if some of these suggestions are too overpowered or too useless, but overall I'd say they're at least more in theme with the class than Divination.
Talent Category: War Magic
War Magic is focused on applying the arcane arts in melee battle. Only available to Arcane Blades, though it requires a category point to open up initially.
Arcane Fury
Use mode: Activated
Stamina cost: 8
Mana cost: 8
Range: melee/personal
Cooldown: 6
Strike a regular blow in melee. If the attack hits then the target is hit for an additional x arcane damage and knocked back.
The damage dealt will increase with the Magic stat.
(x = base around 30, scaled up with magic and talent level)
Close Wounds
Use mode: Activated
Stamina cost: 18
Mana cost: 18
Range: melee/personal
Cooldown: 10
Focus your energies to restore your damaged flesh, healing yourself for x life and stopping bleeding.
The amount healed will increase with the Magic stat.
(x = about half the amount of the nature 'Heal' spell)
Elemental Aura
Use mode: Activated
Stamina cost: 35
Mana cost: 35
Cooldown: 45
Summon an elemental aura around you for x turns that inflicts nearby foes with random bursts of fire, ice, lightning and acid.
At talent level 3 the aura stretches 2 squares around you; at level 5 it stretches 3 squares.
Duration of the spell and damage of the bursts will increase with the Mana stat.
(Similar to the Thunderstorm spell, but temporary, lower range and random elements.)
Arcane Supremacy
Use mode: Sustained
Stamina cost: 80
Mana cost: 80
Range: melee/personal
Cooldown: 30
Steady focus on your powers allows you to activate spells in Arcane Combat without costing any mana. In addition your spell critical chance is increased by x%.
This powerful spell will continuously drain the mana stat.
The spell critical chance will increase with Dexterity.
(x = 5*TalentLevel + Dex/5)
I'm not sure if some of these suggestions are too overpowered or too useless, but overall I'd say they're at least more in theme with the class than Divination.
Re: Arcane Blade Discussion
Ok I have applied most of the ideas of your previous post 
I'm considering war magic too

I'm considering war magic too
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Thalore
- Posts: 145
- Joined: Tue Jan 10, 2006 6:57 pm
Re: Arcane Blade Discussion
one more thought that I had while playing this class is that with increased points in Arcane fighting, there's a small chance that you fire off the spell for no mana cost - maybe 1% per skill point?
i like the idea of keeping the spells fired off on the cheap side.
i like the idea of keeping the spells fired off on the cheap side.
Re: Arcane Blade Discussion
I'd like to revive this Thread!
Starting up an arcane blade myself, knocked down old forest and proceeding accordingly.
Really interesting class! Lot to them, lot to choose from, have to be very careful when using stats and skill points as they can be spread out very thin..
My first main question is regarding arcane feed.
With the current mana rune situation and the feeble amount arcane feed regenerates per turn, do players find this worth it as a 5 point ability? or just 1 point for the synergy with a manasurge effect?
Starting up an arcane blade myself, knocked down old forest and proceeding accordingly.
Really interesting class! Lot to them, lot to choose from, have to be very careful when using stats and skill points as they can be spread out very thin..
My first main question is regarding arcane feed.
With the current mana rune situation and the feeble amount arcane feed regenerates per turn, do players find this worth it as a 5 point ability? or just 1 point for the synergy with a manasurge effect?
Re: Arcane Blade Discussion
1 point initially then pump to 5 only at end-game if you don't want to carry a second manasurge.Dranwin wrote:I'd like to revive this Thread!
Starting up an arcane blade myself, knocked down old forest and proceeding accordingly.
Really interesting class! Lot to them, lot to choose from, have to be very careful when using stats and skill points as they can be spread out very thin..
My first main question is regarding arcane feed.
With the current mana rune situation and the feeble amount arcane feed regenerates per turn, do players find this worth it as a 5 point ability? or just 1 point for the synergy with a manasurge effect?
Re: Arcane Blade Discussion
What is your opinion on the enhancement tree? The last ability increasing stats per level as a sustained power seems very nice as long as I have the excess mana to keep it going. The fire hands move seems like it could be effective in conjunction with my fire spells but the frost hands ability seems fairly limited as ...arcanes dont get any frost spells...
Re: Arcane Blade Discussion
Frost hands causes cold damage on hits, which have a chance to freeze an enemy. In truth this is much more powerful than Fiery Hands.
Arcane Blades are at serious risk of being spread too thin, without all stats bar Cunning being integral to the class (and even cunning can be important if you want to make full use of the cunning trees). I find it's best to concentrate early on pumping Str and then Con, maxing out Stunning Blow quickly. Later on you can add magic slowly, with the sustains being quite handy and Arcane Feed making continuous Arcane Combat both viable and fun. Flameshock is also fantastic to get whenever possible.
Arcane Blades are at serious risk of being spread too thin, without all stats bar Cunning being integral to the class (and even cunning can be important if you want to make full use of the cunning trees). I find it's best to concentrate early on pumping Str and then Con, maxing out Stunning Blow quickly. Later on you can add magic slowly, with the sustains being quite handy and Arcane Feed making continuous Arcane Combat both viable and fun. Flameshock is also fantastic to get whenever possible.