Class: elementalist elemental synergies

Suggestions for game development and improvements. One suggestion to a thread, please.
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Klapaucius
Posts: 292
Joined: Wed Nov 24, 2021 10:36 am

Class: elementalist elemental synergies

Post by Klapaucius »

There's only two viable brands of two pet elementalist that can also use spells: water/air and earth/fire. Because why other combo will increase your spell mana cost, rendering your spells useless.

Furthermore, earth/fire barely had a movement skill and is honestly not usable by comparison.

It doesn't make any sense to me that each element is fully incompatible with two other elements.

I suggest that the extra MP cost feature is replaced entirely, or at the very least swapped so the opposite element (water vs fire, air vs earth) is what gives the increased spell cost. That way you can pair each element with either of these 2 others and make a functional build.
Repinuj
Posts: 71
Joined: Sun Nov 17, 2024 5:02 am

Re: Class: elementalist elemental synergies

Post by Repinuj »

Also change the Quintessence soak adjustments. Currently, it's a pure malus to good Elementalists, but more of a mixed bad for evil ones. Since evil players actually have use for Unholy soak.
Klapaucius
Posts: 292
Joined: Wed Nov 24, 2021 10:36 am

Re: Class: elementalist elemental synergies

Post by Klapaucius »

I don't care much about that. It's consistent with other aligned stuff where you get good soak to your own damage type and bad soak to the opposing ones. E.g. holy enchants, divine armour, etc. it does make quint a mostly bad element which is probably not ideal.

I do think it could be more interesting though. Perhaps the soak could go away and it could change to +1 mp but +2 hp cost of sorcerer's might or something like that. That's probably just a buff to good elementalists though.
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