Elemental skill suggestions

freekedoutfish

Furnace Stoker

Join Date: Jun 2006

E/

Personally, I wasnt impressed with the new fire elemental skills in factions.

They were basically the same as existing ones, but with different names and different effects. Plus all they did was scatter.

Not to mention burning speed. Being able to run about 40% faster is good. But to take damage from being on fire as you do it is unfair, and for it to only last 9 seconds at max.

My suggestions for elemental skills are:
  • A good fire running skill with a decent amount of time on it and doesnt inflict damage.
  • A skill to summon a creature depending on your element.

    For instance to summon a titan which is either fire, ice, earth or air. But the titan skill could only be unlocked once you defeat the titan quests.

    And there could two sized titans. Small ones for all the element types mentioned and one large unspecified elite skill type.

    Similar to summoning a minion or a Golem.

Ira Blinks

Banned

Join Date: Feb 2006

Running skill:
Windbourne speed needs casting time decrease, thats about it. When running amber in Aspenwood i've noticed that it always expires half way thru, and then if you dont move fast - you die, and if you stop to reacst - you die even faster. Lame really... Running skill should not be 1 second cast unless it lasts like 20 seconds so you can cast it upfront.

On the topic of elemental summons:
They should be really strong to match against necro summons. They should have some serious armor and a few support skills. I dont even mind if they will be like 50 energy and exhaustion, but they must worth their salt (unlike most ele spells), otherwise forget the whole thing.

Ira Blinks

Banned

Join Date: Feb 2006

my ideas for different type of summons:

all summon spells below should be elites, cost 50 energy and cause exhaustion. 60 seconds recharge.
Summons would have no degen and leave no corpse

Stone golem
melee
very slow
ultra heavy armor. + armor against water/fire/earth. -armor against lightning damage.
attacks cause weakness
uses Crystal Wave
can not be knocked down

Fire golem
melee
moderate armor
moderate speed
attacks and attacking him in melee causes 1-2 seconds of burning.
uses Inferno

Ice golem
ranged
speed fast
armor below average. +armor againsts physical. -armor against fire.
uses Blured Vision and Deep Freeze

Storm golem
melee
ultra fast
below average armor
high damage attacks with 25% armor penetration
uses Blinging Flash and Wirlwind
can not be knocked down


More ideas:
Elemental summon spell could act as a self targeted enchantment. If stripped, golem doesn't die, but looses the bonds with its master. Maybe even maintained enchantment that consumes 1 bip of regen...


Ether golem
ranged
moderate speed
low armor, but immune to physical attacks
attacks steal energy and give it to its master.
immune to conditions and hexes.