Post by Variaz on Dec 12, 2009 19:25:53 GMT -5
The Elemental Lord is basically Portralis' version of the Warrior Mage character. The Portralis version specializes in one specific element, and seeks to master it and use it to the exclusion of all other elements, while applying it to melee attacks and offensive spells.
However, the class has issues. Some of it's abilities are underpowered, but what hurts it the most is that it hasn't been properly adapted to the "counters" that higher level monsters have. So abilities like Element Strike are flawed, because it's damages are based on melee damages(and therefore strength), but as a magic attack, it uses Intelligence+Wisdom for the purpose of bypassing magic blocking counters. In the end, the Elemental Lord becomes a difficult class to build properly, and instead of spending time wiping hordes of monsters with your flaming sword, you end up grinding blues to balance strength and intelligence equally, and worrying about your constitution being too low as a result.
So I am making some changes to the class and it's abilities. Below in yellow are the current abilities, and in green are the changes.
Useless. It's weak, does not benefit from Elemental, does not benefit from rods, and besides, it's too easy to create a spell that is better than this. The description may have been true in old NewAngband, but as of the Portralis, it's not true anymore. This can't even be useful as a one-point ability early on, since Elemental Lord is an advanced class.
The main issues with the class are the difficulty of balancing strength and intelligence, as well as magic blocking counters. So! Here's an ability that will help for those two issues:
1. <Element> Knight(Passive, level 1)
Effect: Your base strength and base weapon skills provides bonus to your
intelligence and Elemental skill, while your base intelligence
and base Elemental skill provide bonus to strength and weapon skills.
Bonus to Strength: 33% of base Intelligence.
Bonus to Intelligence: 33% of base Strength.
Bonus to weapon skills: 10% of base Elemental skill.
Bonus to Elemental: 10% of base weapon skills.
Extra points: +33% to stats bonus.
+10% to skills bonus.
With 10 or more points, your strength will be added to your
intelligence and wisdom for the purpose of overcoming magic
blocking counters. This applies to all magic spells and abilities.
This passive ability will allow you to easily balance strength and intelligence,
so that you will become skilled at both melee combat and spellcasting. The stats
bonus is rather high, meaning that this ability will not only help balancing
the two stats, but make them higher overall. There is also a bonus to skills,
which will complement the stats bonus. With 10 or more points, strength
will be added to intelligence to help overcoming enemies magic blocking counters.
This is a lot better, and is a true "Warrior Mage" ability. This allows you to balance strength and intelligence much more easily, and since the bonus are rather high at 33% per points, this will provide a nice boost to both stats. Skills are also enhanced in a similar way, though the bonus isn't as big(but skills are naturally higher than stats). And finally, at 10+ points, it helps fixing what is currently one of the class' main issues: magic counters.
If the attack did exactly what it says, it would be very good. Unfortunately, here's the truth about this one:
- It's NOT a melee attack, it's a MAGIC attack.
- And it's NOT "never miss". There's no hit rate test, but it can be blocked by magic counters, which needs intelligence/wisdom to overcome. So you either raise Int and nerf your damages, or raise strength and have this attack become blocked a lot.
With this drawback, and the fact that we now have elemental weapons, there is no reasons to use this over Accurate Strike or Spin Attack. However, with the above ability added, it will fix a lot of the problems with this ability.
Still, it needs a distinct advantage over Accurate Strike. So, here's some improvements:
2. <Element> Strike(Active, level 1, combat feat)
Effect: A close-range magic attack that does elemental damages.
Damages: Base weapon damages.
Elemental Type: Chosen element.
Extra points: +15% to damages.
+1 to radius every 10 points.
This ability is treated as a magic attack, meaning it doesn't require a hit rate
test to hit enemies, and isn't blocked by melee blocking counters. However,
magic blocking counters can block it and intelligence will be required to
overcome them. Also, unlike most magic attacks, this attack isn't affected by
Spellcraft, since melee damages are already very high, but does gain radius
with enough points. Magic returning enemies will not return damages from
this ability.
A small damages boost to make it a bit stronger, but more importantly, the ability to gain radius with 10 or more points. This makes it quite good at higher levels to quickly down multiple enemies with extra lives at once.
Not much to say about this one, other than that the description is outdated. And the damages only benefits from Spellcraft, they should benefit from Elemental as well, since it's an ELEMENTAL lord ability!
So here's the new, slightly improved version:
Damages now benefits from Elemental, not just spellcraft, which makes sense for an Elemental Lord.
Honnestly, this ability is out of theme with the class. This class is a warrior advanced class with a mix of elemental power, so it's about weapon skills and Elemental. Martial Arts will have to pass. The perk was the radius every 30 points(which is not so exceptional anymore), and Element Strike now has that every 10 points instead. Monks and High Monks will be improved in due time, but for now, the focus is the elemental lord.
Elemental Lords will probably wield heavy armor, which becomes a problem when it comes to mana, especially since they must have some strength too. So, here's something that will help get more mana:
Well, it does more than just give mana. It gives an elemental weapon, something Elemental Lords should have had from the start. Then comes the actual mana bonus, but with 10 or more points, you also get a bonus to your elemental spells of your chosen element, similar to the one you get with rods.
This ability does everything it has to do. Except, with not enough power. It shouldn't take 30 points just to bypass "Halve Damages" 100% of the time. Nor 48 points to bypass returning. Here's a boost:
All bonus have been doubled, and in the case of the chance increase, it has increased even more. It will now require much less points to make it useful. And with the addition of radius, it can be cast on a group of enemies.
Way too weak. Power is laughable, and it only uses Spellcraft, not Elemental. Now, to buff it:
Damages are now on par with Shield of Element, radius will increase faster and it now benefits from Elemental. This should make it a lot more useful.
As this one of the newer abilities, and provide nice crowd control if you take the correct element, no changes to this one.
Recharge for 5 turns??
Anyway, other than the awful description, what needs to be changed is that Spellcraft should not increase damages of attacks that are based on melee damages. They are high enough already. On the other hand, none of the elemental lord's abilities are affected by magic returning, except this one.
So it's no longer affected by Spellcraft. But on the other hand, it's no longer returned. This ability is mostly useful for clearing groups of enemies, so I think that bypassing returning is more suited for what this ability is meant for.
I don't like this one. Early on, it's really weak. But if you were to place tons of points in it, it would be overpowered. Essentially a non-piercable immunity to almost everything. Basically: turn the entire game into a nightmare, until the end, where it becomes cakewalk. Oh wait, there's still physical attacks...
So instead, let's normalize it to use the roll system that is used everywhere in Portralis:
More useful early on, and not in the late game. This makes it more balanced, and more on par with other spell negating abilities.
I've only changed the description a bit, Mastery of Element is otherwise unchanged. It's not the most exciting ability ever, but due to the multiplicative passive bonus in Portralis, it's very powerful.
I believe that with those changes, the class will be easier to play as a melee/magic hybrid class, but it can also be tuned more toward melee or more toward pure casting. Most of it's abilities have been improved and made more useful, so the class should be fun to play once again!
However, the class has issues. Some of it's abilities are underpowered, but what hurts it the most is that it hasn't been properly adapted to the "counters" that higher level monsters have. So abilities like Element Strike are flawed, because it's damages are based on melee damages(and therefore strength), but as a magic attack, it uses Intelligence+Wisdom for the purpose of bypassing magic blocking counters. In the end, the Elemental Lord becomes a difficult class to build properly, and instead of spending time wiping hordes of monsters with your flaming sword, you end up grinding blues to balance strength and intelligence equally, and worrying about your constitution being too low as a result.
So I am making some changes to the class and it's abilities. Below in yellow are the current abilities, and in green are the changes.
1. <Element> Ball(Active, level 1)
Effect: Cast a ball spell of your chosen element.
Damages: 10/(Int - 5)
Type: Varie
Radius: 1
Extra points: +10 damages/(Int - 5).
+1 to radius for every 20 points.
This ability allow you to cast a ball of your chosen element at your enemies.
It costs no mana, and if you invest some points into it, it can become very
powerful. If you enjoy this ability, having a high Spellcraft skill can
empower it further. Because Elemental Lords are more combat-oriented, this
ability can make up for the lack of spells.
Effect: Cast a ball spell of your chosen element.
Damages: 10/(Int - 5)
Type: Varie
Radius: 1
Extra points: +10 damages/(Int - 5).
+1 to radius for every 20 points.
This ability allow you to cast a ball of your chosen element at your enemies.
It costs no mana, and if you invest some points into it, it can become very
powerful. If you enjoy this ability, having a high Spellcraft skill can
empower it further. Because Elemental Lords are more combat-oriented, this
ability can make up for the lack of spells.
Useless. It's weak, does not benefit from Elemental, does not benefit from rods, and besides, it's too easy to create a spell that is better than this. The description may have been true in old NewAngband, but as of the Portralis, it's not true anymore. This can't even be useful as a one-point ability early on, since Elemental Lord is an advanced class.
The main issues with the class are the difficulty of balancing strength and intelligence, as well as magic blocking counters. So! Here's an ability that will help for those two issues:
1. <Element> Knight(Passive, level 1)
Effect: Your base strength and base weapon skills provides bonus to your
intelligence and Elemental skill, while your base intelligence
and base Elemental skill provide bonus to strength and weapon skills.
Bonus to Strength: 33% of base Intelligence.
Bonus to Intelligence: 33% of base Strength.
Bonus to weapon skills: 10% of base Elemental skill.
Bonus to Elemental: 10% of base weapon skills.
Extra points: +33% to stats bonus.
+10% to skills bonus.
With 10 or more points, your strength will be added to your
intelligence and wisdom for the purpose of overcoming magic
blocking counters. This applies to all magic spells and abilities.
This passive ability will allow you to easily balance strength and intelligence,
so that you will become skilled at both melee combat and spellcasting. The stats
bonus is rather high, meaning that this ability will not only help balancing
the two stats, but make them higher overall. There is also a bonus to skills,
which will complement the stats bonus. With 10 or more points, strength
will be added to intelligence to help overcoming enemies magic blocking counters.
This is a lot better, and is a true "Warrior Mage" ability. This allows you to balance strength and intelligence much more easily, and since the bonus are rather high at 33% per points, this will provide a nice boost to both stats. Skills are also enhanced in a similar way, though the bonus isn't as big(but skills are naturally higher than stats). And finally, at 10+ points, it helps fixing what is currently one of the class' main issues: magic counters.
2. <Element> Strike(Active, level 1, combat feat)
Effect: A melee attack that does elemental damages.
Damages: Base weapon damages.
Type: Varie
Extra points: +10% to damages.
This ability allow you to perform a special melee attack that will do damages
of your chosen elemental type. Because Elemental Lords are melee fighters,
this attack can become extremely deadly. First of all, it's an always-hit
attack. Second, it's considered a magical attack, allowing you to take down
the monsters immune to weapons and physical attacks. Note that bosses
immune to magic will not be affected.
Effect: A melee attack that does elemental damages.
Damages: Base weapon damages.
Type: Varie
Extra points: +10% to damages.
This ability allow you to perform a special melee attack that will do damages
of your chosen elemental type. Because Elemental Lords are melee fighters,
this attack can become extremely deadly. First of all, it's an always-hit
attack. Second, it's considered a magical attack, allowing you to take down
the monsters immune to weapons and physical attacks. Note that bosses
immune to magic will not be affected.
If the attack did exactly what it says, it would be very good. Unfortunately, here's the truth about this one:
- It's NOT a melee attack, it's a MAGIC attack.
- And it's NOT "never miss". There's no hit rate test, but it can be blocked by magic counters, which needs intelligence/wisdom to overcome. So you either raise Int and nerf your damages, or raise strength and have this attack become blocked a lot.
With this drawback, and the fact that we now have elemental weapons, there is no reasons to use this over Accurate Strike or Spin Attack. However, with the above ability added, it will fix a lot of the problems with this ability.
Still, it needs a distinct advantage over Accurate Strike. So, here's some improvements:
2. <Element> Strike(Active, level 1, combat feat)
Effect: A close-range magic attack that does elemental damages.
Damages: Base weapon damages.
Elemental Type: Chosen element.
Extra points: +15% to damages.
+1 to radius every 10 points.
This ability is treated as a magic attack, meaning it doesn't require a hit rate
test to hit enemies, and isn't blocked by melee blocking counters. However,
magic blocking counters can block it and intelligence will be required to
overcome them. Also, unlike most magic attacks, this attack isn't affected by
Spellcraft, since melee damages are already very high, but does gain radius
with enough points. Magic returning enemies will not return damages from
this ability.
A small damages boost to make it a bit stronger, but more importantly, the ability to gain radius with 10 or more points. This makes it quite good at higher levels to quickly down multiple enemies with extra lives at once.
3. Shield Of <Element>(Active, level 1)
Effect: Absorb all damages from the chosen element. Also deals elemental
damages to all monsters who would attack you with melee attacks.
Damages: 30/(Int - 5)
Type: Varie
Duration: 10
Extra points: +30 damages/(Int - 5).
+1 to duration.
This ability allow you to create a magical shield around you that will cause
elemental damages to melee attackers, as well as making you immune to your
chosen element. It is very useful when you get yourself surrounded, or if you
have a lot of armor and wish to take on a physical immune monster. It is also
useful if you are slow or unable to move(either knocked out or paralyzed).
And of course, if you are about to face a monster who use magical attacks of
your element, it will make their spells useless. Magic damages from this
ability are not returned by magic returning bosses.
Effect: Absorb all damages from the chosen element. Also deals elemental
damages to all monsters who would attack you with melee attacks.
Damages: 30/(Int - 5)
Type: Varie
Duration: 10
Extra points: +30 damages/(Int - 5).
+1 to duration.
This ability allow you to create a magical shield around you that will cause
elemental damages to melee attackers, as well as making you immune to your
chosen element. It is very useful when you get yourself surrounded, or if you
have a lot of armor and wish to take on a physical immune monster. It is also
useful if you are slow or unable to move(either knocked out or paralyzed).
And of course, if you are about to face a monster who use magical attacks of
your element, it will make their spells useless. Magic damages from this
ability are not returned by magic returning bosses.
Not much to say about this one, other than that the description is outdated. And the damages only benefits from Spellcraft, they should benefit from Elemental as well, since it's an ELEMENTAL lord ability!
So here's the new, slightly improved version:
3. Shield Of <Element>(Active, level 1)
Effect: Absorb all damages from the chosen element. Also deals elemental
damages to all monsters who would attack you with melee attacks.
Damages: 30/(Int - 5)
Type: Varie
Duration: 10
Extra points: +30 damages/(Int - 5).
+1 to duration.
This ability allow you to create a magical shield around you that will cause
elemental damages to melee attackers, as well as making you immune to your
chosen element. Unlike most non-spells magical abilities, this one is also
affected by Elemental, so if you want to raise damages, Elemental is a better
skill to use than Spellcraft. Magic damages caused by this ability will not
be returned by magic returning enemies.
Effect: Absorb all damages from the chosen element. Also deals elemental
damages to all monsters who would attack you with melee attacks.
Damages: 30/(Int - 5)
Type: Varie
Duration: 10
Extra points: +30 damages/(Int - 5).
+1 to duration.
This ability allow you to create a magical shield around you that will cause
elemental damages to melee attackers, as well as making you immune to your
chosen element. Unlike most non-spells magical abilities, this one is also
affected by Elemental, so if you want to raise damages, Elemental is a better
skill to use than Spellcraft. Magic damages caused by this ability will not
be returned by magic returning enemies.
Damages now benefits from Elemental, not just spellcraft, which makes sense for an Elemental Lord.
4. Fist Of <Element>(Active, level 1, combat feat)
Effect: Powerful punch imbued with elemental energy.
Damages: Base unarmed damages.
Type: Varie
Extra points: +10% to damages.
+1 to radius for every 30 points.
This ability allow you to deliver a powerful punch attack based on your to_d
bonus. This ability is intended for Martial Arts characters, so your
Martial Arts skill should be high if you plan on using this ability a lot.
Also, if you invest a lot of points in this ability, it will gain a radius,
which can be very devastating.
Effect: Powerful punch imbued with elemental energy.
Damages: Base unarmed damages.
Type: Varie
Extra points: +10% to damages.
+1 to radius for every 30 points.
This ability allow you to deliver a powerful punch attack based on your to_d
bonus. This ability is intended for Martial Arts characters, so your
Martial Arts skill should be high if you plan on using this ability a lot.
Also, if you invest a lot of points in this ability, it will gain a radius,
which can be very devastating.
Honnestly, this ability is out of theme with the class. This class is a warrior advanced class with a mix of elemental power, so it's about weapon skills and Elemental. Martial Arts will have to pass. The perk was the radius every 30 points(which is not so exceptional anymore), and Element Strike now has that every 10 points instead. Monks and High Monks will be improved in due time, but for now, the focus is the elemental lord.
Elemental Lords will probably wield heavy armor, which becomes a problem when it comes to mana, especially since they must have some strength too. So, here's something that will help get more mana:
4. <Element> Weapon(Active/Passive, level 1)
Effect: Change a melee weapon's element type to your chosen element. When
wielding a melee weapon of your chosen element, you gain additional
mana.
Mana bonus: (Weapon's maximum base damages * 3).
Extra points: +1 multiplier to mana bonus.
With 10 or more points, if you wield a weapon of your chosen
element, damages rolls from it will be added to the base power
of elemental spells of your chosen element.
This ability serves two purposes. One, to be able to have a melee weapon of
your chosen element all the time. And two, to be able to gain extra mana
when wielding it. Since elemental lords are also melee warriors, this means
they will need strength and heavy armor, which can affect their ability to
use a lot of mana. This ability will make up for it. If you are dual-wielding,
you will gain mana from both weapons. Finally, if you have 10 or more points,
it can also provide a nice bonus to your spells damages.
Effect: Change a melee weapon's element type to your chosen element. When
wielding a melee weapon of your chosen element, you gain additional
mana.
Mana bonus: (Weapon's maximum base damages * 3).
Extra points: +1 multiplier to mana bonus.
With 10 or more points, if you wield a weapon of your chosen
element, damages rolls from it will be added to the base power
of elemental spells of your chosen element.
This ability serves two purposes. One, to be able to have a melee weapon of
your chosen element all the time. And two, to be able to gain extra mana
when wielding it. Since elemental lords are also melee warriors, this means
they will need strength and heavy armor, which can affect their ability to
use a lot of mana. This ability will make up for it. If you are dual-wielding,
you will gain mana from both weapons. Finally, if you have 10 or more points,
it can also provide a nice bonus to your spells damages.
Well, it does more than just give mana. It gives an elemental weapon, something Elemental Lords should have had from the start. Then comes the actual mana bonus, but with 10 or more points, you also get a bonus to your elemental spells of your chosen element, similar to the one you get with rods.
5. Piercing Spells: <Element>(Active/Passive, level 1)
Effect: Spells and abilities of your chosen element bypass enemy abilities.
Can also be activated to make enemies vulnerable to your element.
Chance to bypass Halve Damages ability: 10%
Chance to bypass Magic Returning ability: 5%
Chance to bypass Magic Immune ability: 1%
Piercing power for vulnerability: 15
Can be resisted: Yes(vulnerability).
Extra points: +3% chances to bypass Halve Damages.
+2% chances to bypass Magic Returning resistances.
+1% chances to bypass Magic Immune ability.
+15 to vulnerability's power.
This passive ability gives your spells and magic attacks a chance to bypass
the enemy's abilities that might prevent your spells from working. This ability
can benefit greatly to pretty much any characters who uses some kind of magic
attacks or spells. These monsters abilities are the bane of many characters,
and raising this ability can be a good way to give you a chance to actually
defeat a boss that might be otherwise impossible to kill.
Also, this ability has an activated effect as well. When you activate this
ability, you can attack an enemy with a curse that will make it vulnerable
to your chosen element, ignoring the enemy's resistances. This can be resisted
however, and it's based on this ability's level versus the monster's level
and mind stat.
Effect: Spells and abilities of your chosen element bypass enemy abilities.
Can also be activated to make enemies vulnerable to your element.
Chance to bypass Halve Damages ability: 10%
Chance to bypass Magic Returning ability: 5%
Chance to bypass Magic Immune ability: 1%
Piercing power for vulnerability: 15
Can be resisted: Yes(vulnerability).
Extra points: +3% chances to bypass Halve Damages.
+2% chances to bypass Magic Returning resistances.
+1% chances to bypass Magic Immune ability.
+15 to vulnerability's power.
This passive ability gives your spells and magic attacks a chance to bypass
the enemy's abilities that might prevent your spells from working. This ability
can benefit greatly to pretty much any characters who uses some kind of magic
attacks or spells. These monsters abilities are the bane of many characters,
and raising this ability can be a good way to give you a chance to actually
defeat a boss that might be otherwise impossible to kill.
Also, this ability has an activated effect as well. When you activate this
ability, you can attack an enemy with a curse that will make it vulnerable
to your chosen element, ignoring the enemy's resistances. This can be resisted
however, and it's based on this ability's level versus the monster's level
and mind stat.
This ability does everything it has to do. Except, with not enough power. It shouldn't take 30 points just to bypass "Halve Damages" 100% of the time. Nor 48 points to bypass returning. Here's a boost:
5. Piercing Spells: <Element>(Active/Passive, level 1)
Effect: Spells and abilities of your chosen element bypass enemy abilities.
Can also be activated to make enemies vulnerable to your element.
Chance to bypass Halve Damages ability: 20%
Chance to bypass Magic Returning ability: 10%
Chance to bypass Magic Immune ability: 2%
Piercing power for vulnerability: 30
Can be resisted: Yes(vulnerability).
Radius(vulnerability): 2
Extra points: +20% chances to bypass Halve Damages.
+10% chances to bypass Magic Returning resistances.
+2% chances to bypass Magic Immune ability.
+30 to vulnerability's power.
+1 to radius every 10 points.
Effect: Spells and abilities of your chosen element bypass enemy abilities.
Can also be activated to make enemies vulnerable to your element.
Chance to bypass Halve Damages ability: 20%
Chance to bypass Magic Returning ability: 10%
Chance to bypass Magic Immune ability: 2%
Piercing power for vulnerability: 30
Can be resisted: Yes(vulnerability).
Radius(vulnerability): 2
Extra points: +20% chances to bypass Halve Damages.
+10% chances to bypass Magic Returning resistances.
+2% chances to bypass Magic Immune ability.
+30 to vulnerability's power.
+1 to radius every 10 points.
All bonus have been doubled, and in the case of the chance increase, it has increased even more. It will now require much less points to make it useful. And with the addition of radius, it can be cast on a group of enemies.
6. Aura Of <Element>(Passive, level 1)
Effect: Damages enemies around you as you move.
Damages: 5/(Int - 5)
Type: Varie
Radius: 2
Extra points: +5 damages/(Int - 5)
+1 to radius for every 30 points.
This passive ability will cause damages to enemies around you as you move.
This can be very useful, especially if you decide to invest points, as it
will weaken your enemies as you run away, and then once they are weakened,
you can turn back and face them. It is also useful when moving trough
large group of enemies. Also note that the damages from this ability are
not returned, so it can be useful to take down bosses that are immune to
physical and magic returning. Spellcraft will help raising the power and
radius of this ability.
NOTE: When you gain this ability, it will not automaticly activate.
To activate, use "Turn on your aura.". Use it again to turn it off. Useful
for preventing your pets from being hurt.
Effect: Damages enemies around you as you move.
Damages: 5/(Int - 5)
Type: Varie
Radius: 2
Extra points: +5 damages/(Int - 5)
+1 to radius for every 30 points.
This passive ability will cause damages to enemies around you as you move.
This can be very useful, especially if you decide to invest points, as it
will weaken your enemies as you run away, and then once they are weakened,
you can turn back and face them. It is also useful when moving trough
large group of enemies. Also note that the damages from this ability are
not returned, so it can be useful to take down bosses that are immune to
physical and magic returning. Spellcraft will help raising the power and
radius of this ability.
NOTE: When you gain this ability, it will not automaticly activate.
To activate, use "Turn on your aura.". Use it again to turn it off. Useful
for preventing your pets from being hurt.
Way too weak. Power is laughable, and it only uses Spellcraft, not Elemental. Now, to buff it:
6. Aura Of <Element>(Passive, level 1)
Effect: Damages enemies around you as you move or pass a turn.
Damages: 30/(Int - 5)
Element Type: Chosen element.
Radius: 2
Extra points: +30 damages/(Int - 5)
+1 to radius for every 10 points.
This passive ability will cause damages to enemies around you as you move.
This can be useful to deal damages to surrounding enemies. Unlike most
non-spell elemental magic attacks, this one is enhanced by your
Elemental skill, so it's better to use that instead of Spellcraft.
Also, damages will not be returned by magic returning enemies.
NOTE: When you gain this ability, it will not automaticly activate.
To activate, use "Turn on your aura.". Use it again to turn it off. Useful
for preventing your pets from being hurt.
Effect: Damages enemies around you as you move or pass a turn.
Damages: 30/(Int - 5)
Element Type: Chosen element.
Radius: 2
Extra points: +30 damages/(Int - 5)
+1 to radius for every 10 points.
This passive ability will cause damages to enemies around you as you move.
This can be useful to deal damages to surrounding enemies. Unlike most
non-spell elemental magic attacks, this one is enhanced by your
Elemental skill, so it's better to use that instead of Spellcraft.
Also, damages will not be returned by magic returning enemies.
NOTE: When you gain this ability, it will not automaticly activate.
To activate, use "Turn on your aura.". Use it again to turn it off. Useful
for preventing your pets from being hurt.
Damages are now on par with Shield of Element, radius will increase faster and it now benefits from Elemental. This should make it a lot more useful.
7. Command <Element>(Active, level 6)
Effect: Exerce control over enemies related to your chosen element. You can
Paralyze, Dominate, Sleep, Confuse or Scare them.
Power: (Monster's resistance / 4)
Radius: 3
Duration(Paralyze, Confusion, Fear): 10 (3 for Uniques)
Can be resisted: Yes
Extra points: +(Monster's resistance / 4) to power.
+1 to radius for every 20 points.
This ability allows you to inflict one of five different status ailments to
creatures related to your chosen element, which is determined based on their
resistances. The more resistant to your element, the more difficult it will
be for them to resist this ability. Though this ability can be resisted
though the level and mind stat of enemies, it will ignore normal resistances
to these ailments. Note that Elites, Bosses and Uniques are more resistant.
Also note that Dominate will only work if the monster has no more extra lives
left. On Uniques, Dominate will become Paralyze instead. This ability will
not work on enemies with less than 4% resistance.
Effect: Exerce control over enemies related to your chosen element. You can
Paralyze, Dominate, Sleep, Confuse or Scare them.
Power: (Monster's resistance / 4)
Radius: 3
Duration(Paralyze, Confusion, Fear): 10 (3 for Uniques)
Can be resisted: Yes
Extra points: +(Monster's resistance / 4) to power.
+1 to radius for every 20 points.
This ability allows you to inflict one of five different status ailments to
creatures related to your chosen element, which is determined based on their
resistances. The more resistant to your element, the more difficult it will
be for them to resist this ability. Though this ability can be resisted
though the level and mind stat of enemies, it will ignore normal resistances
to these ailments. Note that Elites, Bosses and Uniques are more resistant.
Also note that Dominate will only work if the monster has no more extra lives
left. On Uniques, Dominate will become Paralyze instead. This ability will
not work on enemies with less than 4% resistance.
As this one of the newer abilities, and provide nice crowd control if you take the correct element, no changes to this one.
8. Wave Of <Element>(Active, level 6)
Effect: An elemental chain attack that can hit multiple enemies in a row.
Damages: Base weapon damages.
Type: Varie
Range: 30
Extra points: +10% to damages.
+1 to radius every 20 points.
This ability allow you to cast a wave of elemental energy that is based
on your weapon damages. This is a useful ability if you plan to focus on
your melee skills. This ability will give you both the ranged attacks
and magical attacks needed to defeat your opponents. This ability is most
useful when used in narrow corridors, and your Spellcraft skill can help
raising the damages as well. Despite being based on weapon damages, it
is treated as a magical attack. Once you use it, your weapon will have
to recharge 5 turns before it can be used again..
Effect: An elemental chain attack that can hit multiple enemies in a row.
Damages: Base weapon damages.
Type: Varie
Range: 30
Extra points: +10% to damages.
+1 to radius every 20 points.
This ability allow you to cast a wave of elemental energy that is based
on your weapon damages. This is a useful ability if you plan to focus on
your melee skills. This ability will give you both the ranged attacks
and magical attacks needed to defeat your opponents. This ability is most
useful when used in narrow corridors, and your Spellcraft skill can help
raising the damages as well. Despite being based on weapon damages, it
is treated as a magical attack. Once you use it, your weapon will have
to recharge 5 turns before it can be used again..
Recharge for 5 turns??
Anyway, other than the awful description, what needs to be changed is that Spellcraft should not increase damages of attacks that are based on melee damages. They are high enough already. On the other hand, none of the elemental lord's abilities are affected by magic returning, except this one.
8. Wave Of <Element>(Active, level 6)
Effect: An elemental chain attack that can hit multiple enemies in a row.
Damages: Base weapon damages.
Type: Varie
Range: 30
Extra points: +10% to damages.
+1 to radius every 20 points.
This ability allow you to cast a wave of elemental energy that is based
on your weapon damages. It is a magical attack, but like other Elemental Lord
abilities, they will not be returned by magic returning enemies. When it
gain radius, it will strike enemies more than once, making it very powerful.
This ability is not affected by Spellcraft or Elemental. Damages are solely
based on melee damages.
Effect: An elemental chain attack that can hit multiple enemies in a row.
Damages: Base weapon damages.
Type: Varie
Range: 30
Extra points: +10% to damages.
+1 to radius every 20 points.
This ability allow you to cast a wave of elemental energy that is based
on your weapon damages. It is a magical attack, but like other Elemental Lord
abilities, they will not be returned by magic returning enemies. When it
gain radius, it will strike enemies more than once, making it very powerful.
This ability is not affected by Spellcraft or Elemental. Damages are solely
based on melee damages.
So it's no longer affected by Spellcraft. But on the other hand, it's no longer returned. This ability is mostly useful for clearing groups of enemies, so I think that bypassing returning is more suited for what this ability is meant for.
9. Absorb Elemental Energy(Passive, level 6)
Effect: You have a chance of absorbing enemies spells and breaths, and
get healed instead of damaged.
Chance of absorbing: 1%
Chance of absorbing chosen element: 5%
Extra points: +1% chance of absorbing.
+5% chance to absorb chosen element.
This passive ability allow you to absorb spells and breaths from your
enemies. When you get hit by a spell, if successful, all damages will
be void and you will actually get healed. Chances of absorbing spells
of your chosen element are higher. Note that missile and mana type
spells will not be absorbed by this ability.
Effect: You have a chance of absorbing enemies spells and breaths, and
get healed instead of damaged.
Chance of absorbing: 1%
Chance of absorbing chosen element: 5%
Extra points: +1% chance of absorbing.
+5% chance to absorb chosen element.
This passive ability allow you to absorb spells and breaths from your
enemies. When you get hit by a spell, if successful, all damages will
be void and you will actually get healed. Chances of absorbing spells
of your chosen element are higher. Note that missile and mana type
spells will not be absorbed by this ability.
I don't like this one. Early on, it's really weak. But if you were to place tons of points in it, it would be overpowered. Essentially a non-piercable immunity to almost everything. Basically: turn the entire game into a nightmare, until the end, where it becomes cakewalk. Oh wait, there's still physical attacks...
So instead, let's normalize it to use the roll system that is used everywhere in Portralis:
9. Absorb Elemental Energy(Passive, level 6)
Effect: You have a chance of absorbing enemies magic attacks, and get healed
instead of damaged.
Power: 20
Power against chosen element: 60
Extra points: +20 to power.
+60 to power against chosen element.
This passive ability gives you a chance that when struck by an enemy's magic
attacks, you will get healed instead of damaged. The chance is based on
this ability's power versus the monster's level and mind stat. If the attack
is of your chosen element, the chance to absorb it is higher. Note that
Physical, Missile and Ice elements cannot be absorbed. This also only works
for attacks that shares a type with the Elemental school. Enemies' Life Blasts,
for example, will not be absorbed.
Effect: You have a chance of absorbing enemies magic attacks, and get healed
instead of damaged.
Power: 20
Power against chosen element: 60
Extra points: +20 to power.
+60 to power against chosen element.
This passive ability gives you a chance that when struck by an enemy's magic
attacks, you will get healed instead of damaged. The chance is based on
this ability's power versus the monster's level and mind stat. If the attack
is of your chosen element, the chance to absorb it is higher. Note that
Physical, Missile and Ice elements cannot be absorbed. This also only works
for attacks that shares a type with the Elemental school. Enemies' Life Blasts,
for example, will not be absorbed.
More useful early on, and not in the late game. This makes it more balanced, and more on par with other spell negating abilities.
10. Mastery Of <Element>(Passive, level 10)
Effect: Damages from your chosen element are augmented.
Bonus damages: +10%
Extra points: +10% damages.
This passive ability allow you to increase elemental damages from ANY sources,
melee, ranged or magical. The bonus adds itself as multiplicative, so it can
significantly raise your damages.
Effect: Damages from your chosen element are augmented.
Bonus damages: +10%
Extra points: +10% damages.
This passive ability allow you to increase elemental damages from ANY sources,
melee, ranged or magical. The bonus adds itself as multiplicative, so it can
significantly raise your damages.
I've only changed the description a bit, Mastery of Element is otherwise unchanged. It's not the most exciting ability ever, but due to the multiplicative passive bonus in Portralis, it's very powerful.
I believe that with those changes, the class will be easier to play as a melee/magic hybrid class, but it can also be tuned more toward melee or more toward pure casting. Most of it's abilities have been improved and made more useful, so the class should be fun to play once again!