Elemental Specialization
Elemental Specialization
In order to encourage specialization and, by extension, the creation of some uberspells at the top tier of elemental masteries, the following limitations have been put into place:
- Elemancers may only attain the Mastery rank of one element.
- Elemancers may only attain the Journeyman rank of two elements (including one they might go on to master).
So ultimately, an Elemancer can be Master of one element, Journeyman of one other element, and Apprentice in the remaining two.
If any Elemancers would like their apprentice/journeyman/mastery abilities to be refunded due to these limitations being put into place, please send an email to rias@contrarium.net.
- Elemancers may only attain the Mastery rank of one element.
- Elemancers may only attain the Journeyman rank of two elements (including one they might go on to master).
So ultimately, an Elemancer can be Master of one element, Journeyman of one other element, and Apprentice in the remaining two.
If any Elemancers would like their apprentice/journeyman/mastery abilities to be refunded due to these limitations being put into place, please send an email to rias@contrarium.net.
The lore compels me!
Seeing as one of the most powerful spells currently does not require journeyman in any element.. It doesn't limit as much as what you make it out to be.
The elements are slaves to no being. One must learn to ask for their aid, the elements offer power to the humble. This is why no one is truly a master yet everyone is a student..
~The Apprentice of the Elements
~The Apprentice of the Elements
You can still combine 3 of any element you're able to channel. I don't think it's as limiting as you are thinking it is. If I understand how the elemancy mechanic works, you can still combine 3 different elements even if you're only an apprentice in each. The major limitation is that whatever your two apprentice elements are, you can only mix one of those element in, rather than two. That still leaves a lot of combinations. Mixing elements alone gives you multiple times more spells than any other guild.
Sorry that this is bothering you so much, but Elemancers are still extremely powerful and versatile. This is just to encourage some specialization and uniqueness (is that a word?) amongst Elemancers, and as mentioned before, makes us much more willing to release spells of greater power, since they'll be limited to those who have the appropriate masteries, rather than every elemancer having access to every world-shattering (not literally) spell.
The lore compels me!
3 of element A, 2 of element B, 1 of elements C and D. That's still a lot of combinations. Excuse me while I do the math.
edit: er, I'll post the numbers below in case anyone missed them.
edit: er, I'll post the numbers below in case anyone missed them.
Last edited by Reynard on Tue Apr 03, 2012 12:14 pm, edited 1 time in total.
-> put meat in pan
You can't put anything inside the pants.
You can't put anything inside the pants.
10 three-channel spells, 8 two-channel spells, and 4 one-channel spells. Assuming that order does not matter.
edit: For comparison's sake, you can currently cast 19 three channel spells, 10 two-channel spells, 4 one-channel spells. That's 33 compared to the 22 you can cast now, if you only look at raw casting.
edit: For comparison's sake, you can currently cast 19 three channel spells, 10 two-channel spells, 4 one-channel spells. That's 33 compared to the 22 you can cast now, if you only look at raw casting.
Last edited by Reynard on Tue Apr 03, 2012 12:30 pm, edited 1 time in total.
-> put meat in pan
You can't put anything inside the pants.
You can't put anything inside the pants.
It's not Nootau's fault, but feel free to blame him anyway.
22 spells spells from 8 abilities (3 for master, 2 for journeyman, 2 for the two apprentice ranks, and Multi-Element Weaving), pretty sweet deal. And that's not counting the few other benefits of training elemental mastery abilities like mage candle, aero jump, fair winds, etc. On top of that, patterns like Shield or Nova grant 4 versions per pattern. Elemancers are still hugely versatile and powerful, getting more bang for their buck (or ability, in this case) than other guilds.
22 spells spells from 8 abilities (3 for master, 2 for journeyman, 2 for the two apprentice ranks, and Multi-Element Weaving), pretty sweet deal. And that's not counting the few other benefits of training elemental mastery abilities like mage candle, aero jump, fair winds, etc. On top of that, patterns like Shield or Nova grant 4 versions per pattern. Elemancers are still hugely versatile and powerful, getting more bang for their buck (or ability, in this case) than other guilds.
The lore compels me!
[quote=Nootau]<.<
Who's this new guy?[/quote]
Ramses is a very scary, but very smart elemancer who brings me food to cook!
Who's this new guy?[/quote]
Ramses is a very scary, but very smart elemancer who brings me food to cook!
http://i.imgur.com/SuO0Fej.gif
[FROM Rias (OOC)]: Jaster can now pick the lock on your bathroom door. I don't want any more details on that bug report.
You ask, "Are we there yet?"
Bryce angrily says, "I will turn this horse RIGHT AROUND."
Speaking to you, Jaster exclaims, "Compassion, Sister Lae!"
[FROM Rias (OOC)]: Jaster can now pick the lock on your bathroom door. I don't want any more details on that bug report.
You ask, "Are we there yet?"
Bryce angrily says, "I will turn this horse RIGHT AROUND."
Speaking to you, Jaster exclaims, "Compassion, Sister Lae!"
Had it been decided as to what the effects of the master level spells will be?
I am curious of Hydro vs Geo mastery effects as those are my journeyman elements.
I am curious of Hydro vs Geo mastery effects as those are my journeyman elements.
The elements are slaves to no being. One must learn to ask for their aid, the elements offer power to the humble. This is why no one is truly a master yet everyone is a student..
~The Apprentice of the Elements
~The Apprentice of the Elements
I'm looking forward to seeing what specialization hydromancers get! Can I re-suggest the Giant Water Globe spell? Maybe easier to hit with since it's so big. When it hits, it immobilizes the target while they're stuck in the rapidly spinning globe and they suffocate over time like the current journeyman hydromancy casts. Maybe do some very minor damage overtime as your head and limbs are being pulled forcefully around.
When the globe falls, the target could be prone and partially incapacitated (dizzy) for a duration. It woul be a great non lethal but powerful spell, or you could hold it long enough till they suffocate if you were aiming to actually kill.
When the globe falls, the target could be prone and partially incapacitated (dizzy) for a duration. It woul be a great non lethal but powerful spell, or you could hold it long enough till they suffocate if you were aiming to actually kill.
While planning a trip to the haunted galleon with a bunch of people on ESP...
[FROM Vinz (OOC)]: what are the nether called on that pirate ship again?
[TO Vinz (OOC)]: I'm scared to tell you...
[FROM Vinz (OOC)]: DO-IT >:)
[FROM Vinz (OOC)]: what are the nether called on that pirate ship again?
[TO Vinz (OOC)]: I'm scared to tell you...
[FROM Vinz (OOC)]: DO-IT >:)
Aeromancers could get a rapid decompression/vacuum spell for some very nasty effects.
While planning a trip to the haunted galleon with a bunch of people on ESP...
[FROM Vinz (OOC)]: what are the nether called on that pirate ship again?
[TO Vinz (OOC)]: I'm scared to tell you...
[FROM Vinz (OOC)]: DO-IT >:)
[FROM Vinz (OOC)]: what are the nether called on that pirate ship again?
[TO Vinz (OOC)]: I'm scared to tell you...
[FROM Vinz (OOC)]: DO-IT >:)