New elemancer here, questions and ideas.
Posted: Sun Oct 30, 2016 11:26 am
Hi, new elemancer here, wandered onto the forums because of questions, ideas, etc.
So first, my questions.
Do the books in the library do anything? I saw rows of books, but there’s nothing in them.
Next, how does teaching of elemancy work? I get marksmanship and maybe channeling, but what exactly is teaching pyromancy,, or geomancy? For that matter, why is elemancy divided into those four elements specifically? Why couldn’t my character, say, exclusively study the patterns for lightning, or salt, or grass? I have actually read the lore – apparently it’s not known where the elemancers draw from, but I couldn’t find anything on why they draw on those four specific elements. Is it a psychological thing (the same reason we don’t just try to know everything), or is there a more solid answer? If the former, again, why those four elements specifically? I guess they sort of represent the four states of matter, or at least, earth water and air do, but why specifically water (and not edit the base water template to become another pseudo-liquid, same for air. Not too sure about earth, earth is a lot of things.) Fire I guess could be plasma, but really that’s more lightning and less fire so…yeah I’ve already seen some of the threads where fire fits somewhere weird. I guess what I’m asking is: were these four elements decided on for simplicity’s sake, or was there a more lore specific purpose behind it?
A little more combat oriented, are the functions of a wand and a staff different? You can apparently zap with a wand, but is that just giving you a free channel of a certain element? Can you use it in multi element casting by using an aero channel with an alder wand? And what about staffs? They’re apparently two handed and can fire bolts of things, but can you zap with them also? How’s that work? (They’re melee weapons apparently, which is super weird, considering elemancers seem to be kind of pushed towards ranged builds because of marksmanship requirements).
That’s a good note on which to switch over to my ideas, I think. So apparently elemancer staffs are considered melee weapons. That makes sense, to an extent, because you can just pound away on the enemy with it. But I could argue you could do the same with a heavy musket or flintlock and have similar effects, yet they’re not classified as melee? It seems that the most an elemancer would get form the stuff is the free ranged/spellcasting attacks from it. I’m not sure how this could be done mechanically but that seems like a weird gap between the skills an elemancer learns and the tools that are available. I guess what I’m arguing is that, same way a wand isn’t just a pretty stick, an elemancer staff isn’t just a staff used to smack things over the head with, even though it could certainly be used that way.
Also, wands. Going to be honest here, this kind of stems from the character build I envisioned, and why it ended up not possible. I wanted to have my character be an elemancer who mostly battles uses wands. But apparently, wands aren’t considered weapons at all – and why not? I mean they’re exclusively used to channel more effectively, like a staff, and a staff is considered a weapon. It would be nice if, for versatility’s sake, there could be different paths of progression for expression of elemancy (in combat – not strictly required, see below):
-staff. Basically walking railgun,, or cannon, or whatever. Staffs seem to be far more powerful than wands since they can fire a spell without the elemancer having a channel open, but slower, and two handed. In this way, the casting style of the elemancer could be reflected in their weapon of choice.
-wands: The difference between wielding wands and wielding a staff in combat is probably like wielding a greataxe verses a rapier. You can dual wield them, you can be versatile/faster/more precise with them, but you will never be able to bring the same sheer power as a staff in a single blast. You’d instead focus on being fast, keeping out of range, and hitting from all angles and dishing the hurt across multiple blasts.
-These are of course just combat oriented abilities. A more academically focused elemancer probably wouldn’t care much for these, and would be more versatile in their magic because of it. (you can get more patterns and things if you don’t want all the different wand abilities and ranged abilities and things.)
-On the same vein, seeing elemancer abilities melding better with general abilities would be nice (dual wielding wands, or volleying with a spell, or burning people with a fire shield and grappling, if that’s not already doable, or maybe being able to escape combat easier with fare winds/bonuses to guerilla tactics with it – this one might be hard since you’d need to somehow recognize velocity of the enemy relative to the player’s, etc.).
Anyway, thanks for listening to my rambling, and, as I said, I’m new here. So, feedback, annoyed grumbling, screams of rage, snarky sarcastic posts about why x and y are stupid ideas, suggestions for improvements, answers, tips, everything would be cool and most welcome, and I totally understand about talking about stuff vs. actually coding it.
Thanks,
-Zaroth
So first, my questions.
Do the books in the library do anything? I saw rows of books, but there’s nothing in them.
Next, how does teaching of elemancy work? I get marksmanship and maybe channeling, but what exactly is teaching pyromancy,, or geomancy? For that matter, why is elemancy divided into those four elements specifically? Why couldn’t my character, say, exclusively study the patterns for lightning, or salt, or grass? I have actually read the lore – apparently it’s not known where the elemancers draw from, but I couldn’t find anything on why they draw on those four specific elements. Is it a psychological thing (the same reason we don’t just try to know everything), or is there a more solid answer? If the former, again, why those four elements specifically? I guess they sort of represent the four states of matter, or at least, earth water and air do, but why specifically water (and not edit the base water template to become another pseudo-liquid, same for air. Not too sure about earth, earth is a lot of things.) Fire I guess could be plasma, but really that’s more lightning and less fire so…yeah I’ve already seen some of the threads where fire fits somewhere weird. I guess what I’m asking is: were these four elements decided on for simplicity’s sake, or was there a more lore specific purpose behind it?
A little more combat oriented, are the functions of a wand and a staff different? You can apparently zap with a wand, but is that just giving you a free channel of a certain element? Can you use it in multi element casting by using an aero channel with an alder wand? And what about staffs? They’re apparently two handed and can fire bolts of things, but can you zap with them also? How’s that work? (They’re melee weapons apparently, which is super weird, considering elemancers seem to be kind of pushed towards ranged builds because of marksmanship requirements).
That’s a good note on which to switch over to my ideas, I think. So apparently elemancer staffs are considered melee weapons. That makes sense, to an extent, because you can just pound away on the enemy with it. But I could argue you could do the same with a heavy musket or flintlock and have similar effects, yet they’re not classified as melee? It seems that the most an elemancer would get form the stuff is the free ranged/spellcasting attacks from it. I’m not sure how this could be done mechanically but that seems like a weird gap between the skills an elemancer learns and the tools that are available. I guess what I’m arguing is that, same way a wand isn’t just a pretty stick, an elemancer staff isn’t just a staff used to smack things over the head with, even though it could certainly be used that way.
Also, wands. Going to be honest here, this kind of stems from the character build I envisioned, and why it ended up not possible. I wanted to have my character be an elemancer who mostly battles uses wands. But apparently, wands aren’t considered weapons at all – and why not? I mean they’re exclusively used to channel more effectively, like a staff, and a staff is considered a weapon. It would be nice if, for versatility’s sake, there could be different paths of progression for expression of elemancy (in combat – not strictly required, see below):
-staff. Basically walking railgun,, or cannon, or whatever. Staffs seem to be far more powerful than wands since they can fire a spell without the elemancer having a channel open, but slower, and two handed. In this way, the casting style of the elemancer could be reflected in their weapon of choice.
-wands: The difference between wielding wands and wielding a staff in combat is probably like wielding a greataxe verses a rapier. You can dual wield them, you can be versatile/faster/more precise with them, but you will never be able to bring the same sheer power as a staff in a single blast. You’d instead focus on being fast, keeping out of range, and hitting from all angles and dishing the hurt across multiple blasts.
-These are of course just combat oriented abilities. A more academically focused elemancer probably wouldn’t care much for these, and would be more versatile in their magic because of it. (you can get more patterns and things if you don’t want all the different wand abilities and ranged abilities and things.)
-On the same vein, seeing elemancer abilities melding better with general abilities would be nice (dual wielding wands, or volleying with a spell, or burning people with a fire shield and grappling, if that’s not already doable, or maybe being able to escape combat easier with fare winds/bonuses to guerilla tactics with it – this one might be hard since you’d need to somehow recognize velocity of the enemy relative to the player’s, etc.).
Anyway, thanks for listening to my rambling, and, as I said, I’m new here. So, feedback, annoyed grumbling, screams of rage, snarky sarcastic posts about why x and y are stupid ideas, suggestions for improvements, answers, tips, everything would be cool and most welcome, and I totally understand about talking about stuff vs. actually coding it.
Thanks,
-Zaroth