Channeling flares
Posted: Thu Jun 28, 2012 4:24 pm
I think some of the elemancy melee flares could use some improvement for more channels, especially water. Right now, all water flares do is drench a target, which does nothing for an elemancer, or anyone really except for a cryomancer. Here are some ideas for extra effects that could have a chance to occur when more channels are going.
Water
1: Temporarily partially blind. Stinging water in the eyes. Alternatively maybe being drenched gives someone a chance to slip when performing some actions, or encumbers them for anything they're wearing that would soak up the water and become heavier. So if someone was wearing wool and you drenched them they'd be weighed down and encumbered from their heavy wool garments that have now soaked up a bunch of water.
2: Choke and suffocated the target for a single round, like the two-channel noncompressed cast.
3: Large burst of water that throws the target through the air.
Air
1: Already has a chance to knock down, this seems quite useful for a single channel so it's good as it is.
2: Some kind of added spin effect that would make the target dizzy for a round (lowered dodge, accuracy, chance to fail to stand)
3: Throw.
Earth
1: Take out the damage, have it blind the target from dirt in the eyes instead.
2: Minor sandblast damage.
3: Moderate sandblast damage.
Fire
1: Minor fire damage
2: Moderate fire damage
3: Major fire damage
These extra effects for second and third channels could only happen once you get mastery in that element since you can therefore channel it with much greater ease and efficiency. They also might have to be adjusted so they only happen on the first hit.
Water
1: Temporarily partially blind. Stinging water in the eyes. Alternatively maybe being drenched gives someone a chance to slip when performing some actions, or encumbers them for anything they're wearing that would soak up the water and become heavier. So if someone was wearing wool and you drenched them they'd be weighed down and encumbered from their heavy wool garments that have now soaked up a bunch of water.
2: Choke and suffocated the target for a single round, like the two-channel noncompressed cast.
3: Large burst of water that throws the target through the air.
Air
1: Already has a chance to knock down, this seems quite useful for a single channel so it's good as it is.
2: Some kind of added spin effect that would make the target dizzy for a round (lowered dodge, accuracy, chance to fail to stand)
3: Throw.
Earth
1: Take out the damage, have it blind the target from dirt in the eyes instead.
2: Minor sandblast damage.
3: Moderate sandblast damage.
Fire
1: Minor fire damage
2: Moderate fire damage
3: Major fire damage
These extra effects for second and third channels could only happen once you get mastery in that element since you can therefore channel it with much greater ease and efficiency. They also might have to be adjusted so they only happen on the first hit.