New mage class: The Elementalist
Posted: Sat Dec 16, 2017 2:15 am
My theory for this class is a mana-based summoning class that derives its power from having a summon in play, i.e., you summon one elemental into the field of play, and for the duration that it exists, you gain a collection of elementally-derived powers.
The drawback being that if you can't summon anything, you're a sitting duck. That would make first-strike status effects like stun or sleep especially brutal on this class.
More so, the class would be magic and constitution based.
You'd possess eight total summons, one lesser and one greater of each of the elements. You *should* only control one at a time. Controlling more than one reduces your ability to control them BUT grants even greater power in the right combination, although you wouldn't be able to control diametrically opposed elements at the same time, such as fire and water. Combining multiple lesser elementals would be standard play. Advanced would be a lesser and a greater of the same type. Risky would be lesser and greater of different type. Reckless would be combining two or more greater elementals.
The lesser ones grant numerous abilities and last for "x" turns. Ideally, you'd finish the fight while the summon is in play. Once its duration expires, the summon returns to the elemental plane, or whatever.
Greater summons are riskier... they grant huge abilities BUT they're immensely hard to control and there is a risk of them breaking free from your control (there would be an ability to mitigate that risk but at the cost of global speed) and either becoming neutral or even hostile.
All summons would be hard to kill, possessing massive life and 100% absorption and resistance penetration for their element and over 50% resist to two of the other three, each also possessing an elemental weakness. In other words, it'd be best to ignore or displace elementals as enemies and focus on killing the Elementalist itself.
The summons would have most of their power constrained, i.e., used by the Elementalist. They'd basically just be simple golems and meat-shields, so to speak. However, should a greater one escape control, it'd possess full control over its power and the Elementalist would lose said power, making escape prudent. In that situation, its duration would increase by an indeterminate amount, but eventually it'd go home.
All summons could be canceled, while under control, thus allowing you to get rid of a greater summon before you lose control (there'd be a percent warning). That wouldn't be possible if you're put asleep or frozen so losing control would generally be rare, but dangerous.
Most talents would be oriented around increasing duration of control, defense, escape, and status-effect mitigation. Each elemental would grant between two and four abilities, changing depending on type and combination.
I'd suggest having the lesser and greater in the same unlocked tree, one in the first, and one in the capstone skill. The locked trees would include all of the ancillary skills for defense, escape, and status-effect mitigation.
Basically, if you want to ignore safe play, you'd be able to max the unlocked trees, although it'd be a suicidally reckless style of play. You could also focus on one element and the locked trees for safety... or some combination. Ideally, this class would play anywhere from hype-offensive glass cannon all the way to absurdly defensive tank, and everywhere in between.
I'll try and lay out some talents in an update IF anyone actually likes this idea.
The drawback being that if you can't summon anything, you're a sitting duck. That would make first-strike status effects like stun or sleep especially brutal on this class.
More so, the class would be magic and constitution based.
You'd possess eight total summons, one lesser and one greater of each of the elements. You *should* only control one at a time. Controlling more than one reduces your ability to control them BUT grants even greater power in the right combination, although you wouldn't be able to control diametrically opposed elements at the same time, such as fire and water. Combining multiple lesser elementals would be standard play. Advanced would be a lesser and a greater of the same type. Risky would be lesser and greater of different type. Reckless would be combining two or more greater elementals.
The lesser ones grant numerous abilities and last for "x" turns. Ideally, you'd finish the fight while the summon is in play. Once its duration expires, the summon returns to the elemental plane, or whatever.
Greater summons are riskier... they grant huge abilities BUT they're immensely hard to control and there is a risk of them breaking free from your control (there would be an ability to mitigate that risk but at the cost of global speed) and either becoming neutral or even hostile.
All summons would be hard to kill, possessing massive life and 100% absorption and resistance penetration for their element and over 50% resist to two of the other three, each also possessing an elemental weakness. In other words, it'd be best to ignore or displace elementals as enemies and focus on killing the Elementalist itself.
The summons would have most of their power constrained, i.e., used by the Elementalist. They'd basically just be simple golems and meat-shields, so to speak. However, should a greater one escape control, it'd possess full control over its power and the Elementalist would lose said power, making escape prudent. In that situation, its duration would increase by an indeterminate amount, but eventually it'd go home.
All summons could be canceled, while under control, thus allowing you to get rid of a greater summon before you lose control (there'd be a percent warning). That wouldn't be possible if you're put asleep or frozen so losing control would generally be rare, but dangerous.
Most talents would be oriented around increasing duration of control, defense, escape, and status-effect mitigation. Each elemental would grant between two and four abilities, changing depending on type and combination.
I'd suggest having the lesser and greater in the same unlocked tree, one in the first, and one in the capstone skill. The locked trees would include all of the ancillary skills for defense, escape, and status-effect mitigation.
Basically, if you want to ignore safe play, you'd be able to max the unlocked trees, although it'd be a suicidally reckless style of play. You could also focus on one element and the locked trees for safety... or some combination. Ideally, this class would play anywhere from hype-offensive glass cannon all the way to absurdly defensive tank, and everywhere in between.
I'll try and lay out some talents in an update IF anyone actually likes this idea.