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Elemental Specialization

Posted: Tue Apr 03, 2012 10:10 am
by Rias
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.

Posted: Tue Apr 03, 2012 10:46 am
by Nootau
<Complains>
<Gets knocked into the Void>
<Gets Reeducated>
<Becomes a supporter>

Posted: Tue Apr 03, 2012 11:44 am
by Isiaa
...Ok... That just removes all the appeal for me but whatever.

Posted: Tue Apr 03, 2012 11:52 am
by Nootau
<Waits for Isiaa to get the hammer>

Posted: Tue Apr 03, 2012 11:55 am
by Isiaa
<Sighs and takes out a communication crystal and hovers over 'lawyer'.>
Hammer me and I will call the lawyers on you for assault. *Glares at Rias.*

Posted: Tue Apr 03, 2012 11:56 am
by Rasui
Think of it as having a unique specialization to set you apart from the others. Specialization is good. If there were a similar setup in Rook Parlour to separate the fighters, the combat casters, and the more peaceful utilitarian philosophers, I would welcome it.

Posted: Tue Apr 03, 2012 11:58 am
by Isiaa
Meh. Elemancers are supposed to be able to do lots of different spells. Not just one or two. The master thing I could understand but limiting journeyman is what is so annoying to me. Not that I can do anything about it.

Posted: Tue Apr 03, 2012 12:03 pm
by Nootau
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.

Posted: Tue Apr 03, 2012 12:03 pm
by Rasui
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.

Posted: Tue Apr 03, 2012 12:06 pm
by Isiaa
I know.

Posted: Tue Apr 03, 2012 12:10 pm
by Rias
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.

Posted: Tue Apr 03, 2012 12:10 pm
by Reynard
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.

Posted: Tue Apr 03, 2012 12:10 pm
by Nootau
You can blame me if it helps any.

Posted: Tue Apr 03, 2012 12:14 pm
by Reynard
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.

Posted: Tue Apr 03, 2012 12:35 pm
by Rias
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.

Posted: Tue Apr 03, 2012 1:32 pm
by Nootau
Compression modifies three spells. <Compression is buggy though>

Posted: Tue Apr 03, 2012 1:41 pm
by Reynard
I thought that compression modified 7 or 10? All raw aero and hydro casts and single-channel geo casts.
(7 if only pure element casts, 10 if hydro/aero combos are included)

Posted: Tue Apr 03, 2012 2:03 pm
by Arphaxad
Egads!

I leave you guys alone for a few days and you make major changes the Elemancers?!?! Well this will require some thought and consideration.

Arphaxad

Posted: Tue Apr 03, 2012 3:46 pm
by Nootau
<.<

Who's this new guy?

Posted: Tue Apr 03, 2012 4:05 pm
by Lae
[quote=Nootau]<.<

Who's this new guy?[/quote]

Ramses is a very scary, but very smart elemancer who brings me food to cook!

Posted: Tue Apr 03, 2012 4:11 pm
by Nootau
Sounds like the new Noot. K!

Posted: Tue May 01, 2012 9:10 am
by Nootau
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.

Posted: Wed Jun 27, 2012 8:33 am
by Orris
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.

Posted: Wed Jun 27, 2012 8:39 am
by Orris
Aeromancers could get a rapid decompression/vacuum spell for some very nasty effects.

Posted: Sat Jul 28, 2012 11:27 pm
by Blair
I think uberspells should be the resulting of combining two or more mastery of elements. Elemancers should have an ability where they can link with one or more elemancers. The more casters in casting the spell, the more powerful it can become. Such a spell would be very useful in group endeavors.