Aquamancers/Water Plane

by Varrin

Back to Ideas.

Varrin2004-12-06 16:04:59
The link between Aquamancers and the water plane seems rather bland. What i mean is the Water Plane is of such high importance to them but how is that link actually expressed. The water plane holds little that can give them a spiritual and physical bond with it. Whats there? A river, a dream area and the main. All that exists there are parasites. An area thats simply for bashing and essence. You can contribute to the city by getting essence but where is.......the connection a aquamancer can feel with the plane.

I know they can build up a bond in rping terms but still come on. It seems to me that its the beggared little 3rd cousin of the Celestial plane. Anyway my suggestion is to put quests and beings there that can express this link. Perhaps some sentient life long ago made the plane its home. Beings of denser water/gel which dwell in the dark depths of the water there. Theyd be luminous. They could talk about there link with the plane, have quests and express that shared world of water. Being in the depths theyd be safe from them leeches and starsuckers. Add in some non sentients along with them and hay presto something the Aquamancers can care about and protect .
Shiri2004-12-06 16:23:09
Hear hear. It always seemed odd to have dream leeches and a lake of dreams with, uh, nothing really to do with dreams about. It'd be nice if there was something to do there, especially when compared to Celestia.
Richter2004-12-06 16:32:14
I thought the elemental planes were rather boring. Let's throw in some basic quests, some named mobs, and some neato stuff?

The water plane should be the place where water elementals live, pretty much. Right now, it's just a bashing area, and not some place that feels -real-.
Shiri2004-12-06 17:12:38
Considering the Lord Auseklis (amongst others) said there wouldn't be pure bashing areas (essence, meh...similar) like Moghedu, it is a bit bland. But I have faith that they were planning on adding something already because of that.

(the reason I post again instead of editting is because I remembered an idea I had overnight - why not let Aquamancers and Geomancers move around the elements without those bloody currents and quakes getting at them? It would make sense for them to have some sort of control over their chosen element, after all.)
Unknown2004-12-06 17:47:19
Please please please please please! Or at least allow us to learn a skill/spell/something that can help us ignore 'em...Could have it upset your balance or something instead of pushing you around. Would this be better as a general Elementalism skill or as a specialized one, though?

Other nice suggestion: a spell that duplicates a tinderbox. Either basic Elementalism (again) or really, really low-level Pyromancy.
Dritex2004-12-07 00:08:48
I'd love to see an ability within a skillset(probably specilizations), that causes the movements of the plane not to push us around.

I'd also love it if we got some depth to the water plane, so that we can go beneath the water. Maybe have stronger versions of the things already on the surface? Could also add this into the Earth plane by havving lower areas to be burrowed too. The Fireplane could have multiple levels of some sort, and the Air plane would just be a big sky filled area, with sky up, and sky down.

As for the linking to the plane, I think it has to do more with the mages affinity for the specific element. Their philosophies shoudl represent the element itself. Aqumancers could be fluid and smooth; Geomancers are hard and stubborn; Pyromancers are heated and passionate; Aeromancers are light and flighty. These don't have to be the philospphies, but something along those similar lines.
Richter2004-12-07 00:13:02
In reply to the last two posts:

I've hated how you can summon awesome fire, but not light a pipe. Bleh.

And, creatures burrowed would have to be in caverns, not just burrowed. You can't fight when burrowed. O_o
Shiri2004-12-07 00:23:34
The fire plane could have a volcano - the surface surrounding it, the charred plains on the outside, and then inside the volcano itself. Takes some sort of fire resistance to survive, similarly to taking fluidswim and what have you to survive water. (or trout, or waterbreathe, or waterwalk. So like everyone can do it. huh.gif ) And the air could be...hmm, maybe a big windy cliff-face type thing, and then...walking on some real thick clouds on top of it. And then just some freeform flight on top of that.

(Hopefully, you WILL be able to fight burrowed, Richter...or at least, some such equivalent. *hum* Assuming these ideas all get implemented from the boards anyway!)

EDIT: Also, the non-moving things could go into environment as well as the specialisations. 'cause that skillset's a little lame now. Or so it seems to me.
Richter2004-12-07 00:50:03
I like the caverns below the ground that you have to burrow to idea. Imagine yourself trying to move, surrounded by dirt.
Dritex2004-12-07 07:58:06
I menat that you'd burrow down to lower level caverns and find the creatures there, not actually within the gound.
Daganev2004-12-07 12:17:15
the ability to create your own tinderbox costs 15 lessons and lasts a lifetime.

And a fireball doesn't light pipes very well, though it does make good charcoal
Shiri2004-12-07 13:18:46
I wonder if Pyromancers might need coal comms to boost some of their skills. That'd be interesting. And yeah, but you don't have to fireball the pipe Daganev...just, y'know, give out ciggy-lighter flame!
Unknown2004-12-07 15:22:17
that would be curious to see, though it does make sense coal will have some type of effect on pryomancers abilities, like making a fire last longer
Unknown2004-12-07 16:23:33
The water plane looks like a quicky area. One that was just quickly made during the final rush to open beta. Maybe the gods will get around to fleshing it out at a later date. At least I hope so, it really is bland. And of all the classes, mages dont need another down point.

Celest has no comm shop, the aquamancer skills are being put down left and right in the forums, they are last on topguilds most of the time......and their primary plane of control isnt much bigger than a fish tank at an aquarium. Tell me why again its great being an aquamancer?

Its hard not to think the mage class didnt have enough support when the game was coming together. Until the class gets worked on a bit more I think Ill just stick with my guardian type chars. Why put a ton of time into a class thats struggling when you can have fun with one thats working.
Shiri2004-12-07 16:34:38
Just to clarify, Celest DOES have a comm shop - all N, D, all N, E, E, N from the Pool, at last check. But see, they keep it locked the whole time. The minister of Trade has a key, and I think someone else does too. (last time I went it was there Erion and one other dude had one, so, uh, yeah)
Dritex2004-12-08 00:01:50
The water plane is a lot more complex than you give it credit. With the mystic river and its unending properties, the other two areas continually looping around on themselves, and the waves within the sea. Would have taken a lot of work to do.

And honestly, there is great RP potenmtial within teh mage classes if you really look into some of the ways each of them works and is based.
Shiri2004-12-22 15:40:23
Well, just thought I'd bring this up in light of the recent "development-focus" poll. Expanding the planes to make them more useful might A )Draw PK away from the Prime, and B )...er, be a new area. biggrin.gif As well as the original purpose in this thread. *nod me*
Auseklis2004-12-22 15:43:09
Difficulty is, that if one city/group claims a plane, and planes have free PK, then there's little point in expanding there over expanding something on the prime which everyone can enjoy.
Shiri2004-12-22 15:48:34
Point. Wouldn't be much of an event if only 1/3 of people could take part. All the same, since the planes are supposed to be more for PK stuff (well, the way I understand it - Avechna not bothering outside the Prime and so forth), it might help to nail one and a half problems at a go.