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Post by zekk on Jul 18, 2008 17:44:47 GMT -5
The geomancer is a mage that uses the surrounding elements to fight his/her opponent. if there isn't anything to use, they conjure something that can be used.
I really have only thought of a few things... in fact 3.... but I hope that others can add their thoughts to make it work. hopefully. well, here's the 3 abilities I've thought of.
Collapse (Active) - This ability causes a sudden force to crumble the walls around a monster, crushing it under debris. When a monster is targeted with this attack, all immovable objects (Walls, trees) in a 1 radius dissapear (or maybe become rubble?) and deal 5/int-5 damage per wall. extra points multiply the force of the attack.
Kockback (Active) - using a strong gust of wind, the geomancer can push the monster back a space. this attack does no damage in itself, but will harm the monster if it is incapable to move back. if this is due to there being another monster behind it, that monster will also take damage. more points will increase the damages as well as the knockback. a higher knockback can damage several monsters behind the target, making this skill deadly againts a group, especially in a corridor.
Resist elements (passive) - this skill increases the geomancers resistance to fire, cold, electricity (?), wind, and earth. starts at 25% and increases by 1% for each extra point. (Based off of resist impure.)
Well, I hope I can add to this later.
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Post by Gando on Jul 18, 2008 22:18:38 GMT -5
I think the main thing you have to think about is not simply the flavoring of the class but what does it add to the game that other classes do not give already. Hopefully when you answer that question you can come up with a class that will be usable. Also if you have an idea for the abilities...you should ask yourself...is this doable? If you aren't sure then ask us. Im pretty sure dungeon wrecking magic such as the first ability above is not something desirable, particularly with quest levels etc.
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Post by zekk on Jul 19, 2008 11:38:38 GMT -5
eh...... didn't really have that much hope for it......
I see your point, and thats why its so hard to think of abilities. I'm pretty sure both the active abilities are pretty unique. Yeah, it would probably be too hard to code anyway. oh well.
hm....
Create water (active) - creates water on a space! xD
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Post by Variaz on Jul 19, 2008 18:21:00 GMT -5
Even without having a "Geomancer" class, it's very possible to make a Geomancer-type character. For example, a mage that cast Fire, Earth, Water and Wind spells, can conjure Thorned Vines and Storms, and then has "Nature" abilities such as Entangle and/or Forestry could very well be a Druid/Geomancer type character. You can then create custom conjuration for Earth Elementals or Golems for earth-shaping abilities.
So I'm not sure about what the class would bring that a regular mage can't already do.
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T10
Veteran
Posts: 99
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Post by T10 on Jul 19, 2008 23:12:38 GMT -5
There are no dungeon-altering spells in game (like the old angband's genocide or rock to mud) Geomancer may bring back some earth shaping ability. Summons and destroys walls, doors, pits, or shafts. Summons and controls elementals, as like as the ranger controls animals. Casts and dispells elemental fields.
On quest levels his powers may de squeezed but he isn't the only one.
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Post by Variaz on Jul 20, 2008 10:01:44 GMT -5
There are no dungeon-altering spells in game (like the old angband's genocide or rock to mud) Geomancer may bring back some earth shaping ability. Summons and destroys walls, doors, pits, or shafts. Summons and controls elementals, as like as the ranger controls animals. Casts and dispells elemental fields. On quest levels his powers may de squeezed but he isn't the only one. Except for terrain altering spells, almost everything else you mentionned can be done through Conjuration spells. Now, I thought about something. I thought about the Geomancer class from the game Final Fantasy Tactics, and their concept was that they drew powers from the terrain they stood on and produced various effects. Now, if we had something like this, it would be completely unique! Based on this concept, the abilities would be simply something like this: Level 1: Lava Void(dark pits) Snow Mountains Water Glaciers(Ice-version of mountains) Level 6: Forest Grass Dirt Level 10: Floor The abilities starts with the least common or more difficult to use terrains(such as mountains and glaciers requiring flying), up to the most common terrain, Floor, at level 10. Whenever you stand on one of these terrains, you could use the related ability to draw powers from the specific terrain type. Placing more points in an ability would not only improve the initial power, but allow you to unlock more powers related to the specific terrain. For example, at level 1, "Forest" could allow you to cast "Razor Leaf" or something, a bolt spell. Placing more points in Forest would improve Razor Leaf, but maybe at level 5 or 10, a new power could be unlocked, such as Leaf Shield, which would provide temporary defense. Placing further points in Forest would improve both Razor Leaf and Leaf Shield, and eventually unlock Leaf Storm, and so on. The main drawback would be that the powers are fairly situational, so we would have to make sure that they are powerful enough even with a few points, since a Geomancer most likely won't place all points into a single ability. I think a class like this has a lot of potential, and would definitly bring something new to the game. Done properly, it could be very fun!
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Post by zekk on Jul 20, 2008 13:25:02 GMT -5
Ah.....FFT....Completly forgotten about it. My main though is that the Geomancer should use "real" things, such as lava compared to a fire bolt. As in, controlling things that are actually in nature. Using spells based on your floor tile fits in completely with this. Almost like a ranger, except not limited to forests, and relying completely on it instead of a bow or a sword.
How about a "Create Terrain" conjuration spell to fit in with the Geomancer? this could allow them to create the tiles they need to attack. That being said, it would kinda ruin the point of "rarest to most common" due to the fact you can just conjure what you need.
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Post by Gando on Jul 20, 2008 13:42:27 GMT -5
Intriguing idea...but the hitch of needing special powers to cross some terrains could make this class difficult to use to its fullest extent. Also Zekk has a point with the create terrain idea...the problem being again that such an ability comes close to destroy dungeon effects.
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Post by phlinn on Jul 21, 2008 10:04:15 GMT -5
Well, you could code an exception to the terrain movement like the ranger ability does with trees. If you have 'void' then you automatically can walk over dark pits with no problem.
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