Mageblade

by Unknown

Back to Ideas.

Unknown2010-09-03 03:51:49
This is what happens when you frustrate me with an incredibly difficult quest. Ideas for an Elementalism specialization for city knights. This would bring the number of specs available to city knights up to equal the number of specs available to forest knights.

CODE
MageBlade             You are a master of two disciplines.

    * Master  0%
      You are both a warrior and a scholar. Your intelligence is increased by 1.

StoneFeet             Strengthen your step.

    * Master 33%
    * Syntax: CAST STONEFEET
              CAST STONERELEASE
      You will be impossible to move except by your own choice. However, you will find it is much harder to walk when your feet are held by the earth (movement rate is reduced by 1 room/s).

StormSurge               Empower your charges with the winds of the storm.

    * Master  66%
      Whenever you try to tackle a target, your chances of succeeding are much greater as the wind blows you forward. This includes abilities like Barge and Charge.

FireHeart             Your passion for battle burns strong.

    * Gifted  0%
    * Syntax: CAST FIREHEART
      You resist being pacified (works like Wolf does for Fear).

Ripple               A sudden rumble.

    * Gifted 33%
    * Syntax: CAST RIPPLE
      Requiring a simple movement of your step and a moment of concentration, this spell will cause the ground to ripple slightly below your targets feet. This will force your target out of any stance he or she is was previously holding. This ability is very fast and takes but a few seconds of equilibrium.

EarthSheathe             The earth provides shelter for your weapons.

    * Gifted  66%
    * Syntax: EARTHSHEATHE
              EARTHDRAW
      You may store up to two weapons in the earth below your feet. At any point, you can draw them from the earth itself. Unlike drawing normally, you can draw your weapons off-balance, but you must have equilibrium.

Defender             Learned in magicks, you are able to channel them for defense.

    * Expert 0%
    Whenever you are hit by a hostile demesne effect, you will gain +2 constitution for 6 seconds. You will regain health equal to the amount gained by the constitution increase. This will not stack with itself.

ClearMind                Allow the soothing winds to clear your mind.

    * Expert 33%
    * Syntax: CAST CLEARMIND
      Your mind is cleared by a light breeze and you are able to better process your thoughts. All drains upon your ego are 5% less effective.

ChilledHeart        The broken heart can turn to ice.

    * Expert 66%
    * Syntax: CAST HEARTFREEZE
      This ability will freeze your target. If your target has light or higher chest wounds, then this ability will instantly put your target in a state of shivering (ignores fire defense, so leaves it up). If your target has heavy or higher chest wounds, then this ability will instantly render your target completely solid.

Sear           Cleanse them of their wounds with a purifying flame.

    * Virtuoso  0%
    * Syntax: CAST SEAR
      Power: 2 (any)
      This will remove all wounds on the targeted bodypart but cause damage equal to half the number of wounds that were on that bodypart. Additionally, if the wounds were heavy or higher, this spell will light your target aflame.

Congeal           Thicken the blood.

    * Virtuoso 33%
    * Syntax: CAST CONGEAL
      Power: 3 (any)
      First, your target must not have be warmed by a fire potion. Then, by lowering the temperature around your target, he will find it much more difficult to clot his bleeding wounds (can only clot once per second). However, all wounds suffered by a target under the effect of Congeal causes no further bleeding. This curse will fade after a time.

Quicksand             Turn the earth below their feet to quicksand.

    * Virtuoso  66%
    * Syntax: CAST QUICKSAND
      Power: 2 (any)
      Turning the ground to quicksand will cause your enemies to have trouble leaving until freed (works like SwampSmudge).

Flame/Frost/Storm/EarthenPlate           Enchant your armour with powerful magic.

    * Fabled  0%
    * Syntax: CAST FLAME/FROST/STORM/EARTHENPLATE
      Power: 5  (respective nexus)
      DMP: 5 (magic), 10 (element)
      Enchanting your armour with a chosen element will grant you increased protection against magic and increased protection against that element (fire/ice/electric/poison).

Shear           Enchant your blades with a shearing ice.

    * Fabled 33%
    * Syntax: CAST SHEARICE
      Power: 2 (any)
      While your blade is covered in ice, you will cut through armour easier, but your weapons will be slowed. The ice will melt in time.

SwiftStrike               Your weapon attacks strike with the speed of the storm.

    * Fabled 66%
    * Syntax: CAST SWIFTSTRIKE
      Your first weapon attack will be made at half-balance. For one-handers, your first two attacks will be made at half-balance. These attacks will be made at reduced damage and wounding.

Shimmer           Intense heat distorts sight.

    * Mythical 0%
    * Syntax: CAST SHIMMER
      Power: 3 (any)
      Intense heat will distort the image of your weapon. All weapon attacks in the next 10 seconds will be perceived by your target as attacking a bodypart other than the one actually hit.

EarthHack             Draw your weapons in a gory display.

    * Mythical 33%
    * Syntax: EARTHDRAW
      Damage Type: 100% Blunt
      You may now draw your weapons from the earth so that they hack through your opponent. This will ignore rebounding and stancing as the weapons are drawn directly from below your target. This counts has a HACK UP for all afflicting and wounding purposes. Unlike earthdrawing normally, this has a balance loss equal to a normal hackup.

Slayer             Use the magics of your enemy to empower yourself.

    * Mythical 66%
    In addition to the effects of Defender, you will also gain +2 Strength for the duration.

Flame/Frost/Storm/EarthenBlade             Enchant your weapons with powerful magic.

    * Transcendent  0%
    * Syntax: CAST FLAME/FROST/STORM/EARTHENBLADE
      Power: 10  (respective nexus)
      Enchanting your weapons with a favoured element is the ultimate show of strength as your two disciplines are melded into one. All weapons you wield will be enchanted with the element. An enchanted weapon will deal 1/3rd of its damage as fire/cold/electric/poison. Furthermore, each of your weapon attacks has a small chance to cause ignite/freeze/confusion/scabies.
Razenth2010-09-03 03:53:55
I must be missing something. How do commune warriors have more specs than city warriors?

Unknown2010-09-03 03:54:38
Night/Crow/Tracking vs. Necromancy/Tracking.
Razenth2010-09-03 03:57:11
Ah, you are correct sir. So um, do you propose giving city warriors a choice between Elementalism, Rituals, and Hunting?
Unknown2010-09-03 03:58:50
I don't propose anything. This was just fun.

(Although, yes, that would be how it would work.)
Shaddus2010-09-03 04:10:21
I support this idea/concept. It needs work, bvt i like it.
Shaddus2010-09-03 04:15:54
Maybe it should be a ritual spec with a racial change. Merians can be Tideborn, Viscanti can be Earthenfist, Dracnari can be Flamesoul, and Trill/lucidian can be
1.21 gigawatt....I mean, Stormseeker.
Unknown2010-09-03 04:19:46
No. Elementalism spec. Whole idea is training alongside mage guilds.
Saran2010-09-03 05:21:49
Two things

If it weren't an elementalism spec then it would be fine, it could be a full skill that the mages develop with the warrior guilds perhaps?
and
The mageknight short description is just... wrong, this looks like mastery over some enhanced applications of the elements but icly it is nothing compared to the mastery a mage has over their dedicated element.
Esano2010-09-03 05:31:16
Also OP.
Eldanien2010-09-03 05:39:47
I definitely like the idea in concept, though I'd rather not see mageknights with access to potent elemental magics relating to the element of their directly opposed org. And if at all possible, I'd rather see them gain abilities entirely based on their org's element of choice (excepting the base Elementalism skillset).
Saran2010-09-03 05:55:46
QUOTE (Eldanien @ Sep 3 2010, 03:39 PM) <{POST_SNAPBACK}>
I definitely like the idea in concept, though I'd rather not see mageknights with access to potent elemental magics relating to the element of their directly opposed org. And if at all possible, I'd rather see them gain abilities entirely based on their org's element of choice (excepting the base Elementalism skillset).



I'm not convinced that the skills here are all that potent really (icly I mean. there are some op things)

If the skill works around channelling fairly basic elemental energies into certain abilities/their weapons then it could be fine on an rp level as they would be more heavily dependant on a focus rather than the current rather mage like state?

If done right there shouldn't be a need for elemental specs for this skill, as long as it's only a step up from elementalism but still, thematically, far from the element specs then the impression I would have would be something like... "aww isn't it cute, it's trying to use air and failing"
Kiradawea2010-09-03 07:48:31
QUOTE (Esano @ Sep 3 2010, 07:31 AM) <{POST_SNAPBACK}>
Also OP.

Yeah... incredibly so. One second stance killer? Double current bleeding, turning wounding into damage, summoning immunity, pacification immunity... clot choke... it's really a bit much.

But still, it is an interesting idea.
Xenthos2010-09-03 11:26:42
Very overpowered; Night is designed for Shadowdancers, Crow for Blacktalon, Necromancy for Nihilists, Aeonics for Researchers, etc. With a little afterthought for what warriors can do with it.

This is designed all-out for warriors. tongue.gif
Unknown2010-09-03 15:12:27
GO WARRIORS!

I was hesitant about the stance killer. Originally wanted some spells that could be cast alongside weapon attacks, see. Increase the stance to two seconds eq, I suppose. Summoning/pacification immunity isn't that bad. Only 1 room/second is slow! Plus was thinking pacification immunity would work like fear immunity from wolf does, anyhow. Whoops, Sear was meant to be half the wounds. I can see how Congeal would be bad, but come on, every skillset needs its Choke - also, eat chervil.
Furien2010-09-03 15:33:18
Yeah, the skillset really isn't that overpowered.

It's not like stancing takes you off bal/eq, it just requires it.
Esano2010-09-03 15:34:18
It was GreaterShatter that really jumped out at me, especially in groups.
Unknown2010-09-03 15:37:06
Hrm, I agree with Esano there. CHANGED.

(I really like the idea of timing effects.)
Kiradawea2010-09-03 15:40:24
The problem with the stance killer is that removing stance is a very powerful ability. It looks like an ability that is either too powerful, or too slow. Also, summoning immunity isn't anything to scoff at. Especially since you can put on and off the stonefeet when it suits you.

And I'm a bit worried about how you could combine Congeal, Razorwind and something that gives a lot of bleeding, such as Shadowbeat, FOR MASSIVE DAMAGE BLEEDING.

How about instead adding some fun utility stuff to it?
Unknown2010-09-03 15:45:00
1. I hardly care about balancing around what groups can do.
2. Eh, warriors already have Standfirm. This is an improved version that lets you move around. The moment you are most likely to get summoned is before a fight, anyways, in which case, there's nothing stopping you from standing firmly.
3. If you have ideas for fun utility abilities that fit the theme? The MageBlank abilities were filler because I ran out of steam.
4. It was fun to design, I've always fancied myself the idea man (probably the best idea man around, too). Xenthos is my balance-go-to-guy.
5. Haters gonna hate.