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Post by mistoffoles on Sept 8, 2008 0:26:59 GMT
Ok we all know that since some changes that Blood "fire" mages can only be of the Red Dragon variety. Dont know if there has been any other discussion on this area but here goes some thoughts.
We have various colors of dragon disciples to choose from and we have custom spells specific for specific classes. So with that thought in mind I got to wondering why we cant have various versions of Blood Mages.
Using all of the same BFM spells we have now but with tweaks to align them with the specific element of the Blood Mage.
So a Blood Ice Mage would have their fireballs and DBF and brands do cold dmg insted of the fire aspect to it or a Blood Sonic Mage would do Sonic and a Blood Acid Mage would do acid dmg in place of the fire.
We already have alot of spells that could be used to fill the requirements of the casters dragon blood type but Im not sure how hard it would be to impliment or if it is even viable.
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Post by FunkySwerve on Sept 8, 2008 0:31:36 GMT
We lack the vfx to do this. Otherwise, I'm open to it. We did just get the ability to make new Mirv vfx, thanks to acaos, so it's no longer simply impossible.
Funky
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Post by StrykerOfChaos on Sept 8, 2008 0:48:46 GMT
I have to agree, I'd love blood ice mages and whatnot. I have been convince to reinc to a BFM tank on my x2 Demi RDD..but I just dont like Red
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Post by nwthepredator on Sept 10, 2008 11:04:14 GMT
I have to disagree, I simply don't like the idea of bloodshock, bloodfrost, and all kinds of weirdo bloodacid mages roaming HG. Instead, whole new quasis would be good. Eg. Elementalist wouldn't be able to use any kind of conjuration or abjuration (and so on...) kind of magic, but could be able to master the power of elements. But we'd need a whole new set of spells for this and Elementalist should probably be a quasiclass of some kind (most likely sorcerer/something) Spells? Mostly evocation but perhaps some kind of add-ons/plugins. Examples - Earthly Embrace (Stoneskin, Regeneration in same package.) - Some kind of minishunt like rangers have. (Definitely, they know the elements inside out) - Meteorain (bombardment with KD effect, different damage type possibly) - A version of burning hands for all elements. - Chain Lightning has stun on-hit - Inferno is cone like burning hands - Ice Storm is set like a trap (remember delayed fireball?) and so on... Well I don't think I'll see any elementalists around anytime soon, but this was to give people something to think about. Would it be too powerful? Dunno. ~Sorry, this post was written half asleep~
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Post by crimsonbinome22 on Sept 10, 2008 12:36:58 GMT
I've never played a BFM but I really love the sound of having the sorcerer have different spell/spell effects (and i don't just mean red, green, blue etc firebrands) available to them according to what colour dragon disciple they are, allowing a whole new degree of specialisation. Should I come up with a list of suggestions (might have a large quantity of procrastinatory time on my hands soon, feel like doing something mildy creative) or proposals for these special spells is there any chance of them actually being implemented? I can't really figure out if Funky's last post was a yes or a no.
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Post by nwthepredator on Sept 10, 2008 15:25:38 GMT
Whether it was a yes or no at least they can trust that we, the players come up with good -and- bad ideas and post them here, which they can put to use if they seem good.
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Post by mistoffoles on Sept 10, 2008 16:03:59 GMT
If you want to come up with a new quasi thats fine, go work out all the details and post it up much like Halfwing did in another thread. What I am proposing is that there be modifications to an existing quasi that would allow for a huge diversity while still using the same quasi rules and requirements. As it is now a bfm is a powerful quasi in the right situatioins but they are always a red dragon disciple build and if you go Rdd tank build you get a red dragon disciple body. I think it would be a nice change of pace to the server community to see a Cold Blood Mage or an Acid Blood Mage.
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Post by nwthepredator on Sept 11, 2008 14:52:29 GMT
Can't argue with that, of course everything new would be nice. But if eg bloodshock mages would be implemented, I surely wouldn't like them casting firebrand -like spell that does electric damage. They'd need something unique or the idea would be kinda... well the truth is, boring... What do you think? New spells or slightly different or same but different damage?
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Post by Acaos on Sept 11, 2008 15:17:50 GMT
The best way to get a quasi on the list to be reviewed/discussed during DM meetings is to nail it down more completely, like the Hex Master one being discussed in another thread or to provide something like the journal entries/documentation. For example:
Dragonstorm Mage
Requirements - To qualify for Dragonstorm Mage the character must have 10 levels of Sorcerer, 10 levels of Blue Dragon Disciple, Greater Spell Focus (Evocation), and the Resist Energy (Electricity) feat before level 22.
Combat Caster - Any light or medium armor worn by the Dragonstorm Mage has its spell failure chance reduced to zero.
Epic Spells - On achieving Dragonstorm Mage status at level 20 or 21, the character is automatically given Epic Spell (Hellball) and Epic Spell (Dragon Knight) as bonus feats.
Spells - Some spells, listed below, use Sorcerer level + Blue Dragon Disciple level (including legendary levels if the character's control class is Sorcerer or Blue Dragon Disciple) to calculate caster levels. In addition, all these spells count as Evocation for determining DCs, and receive +1 spell penetration for every 10 caster levels over 20. - Level 1: Negative Energy Ray (does positive damage) - Level 2: Gedlee's Electric Loop (targets which fail a Fortitude save are dazed), Flame Weapon (adds electrical damage rather than fire) - Level 3: Lightning Bolt (does 2/3 elec and 1/3 divine) - Level 4: Elemental Shield (duration multiplied by 10; provides elec/sonic immunity and elec kickback), Stoneskin - Level 5: Ball Lightning (no longer limited to 1 ball per target; does 2/3 elec and 1/3 slashing damage), Energy Buffer - Level 6: Chain Lightning (does 1 additional point of damage per die; 1/2 elec and 1/2 divine), Tenser's Transformation - Level 7: Great Thunderclap - Level 9: Meteor Swarm (becomes Thunderstorm; does 1/2 elec, 1/2 sonic, 1/2 positive)
Dragon Knight - Blue Dragon Disciple and Sorcerer levels stack for the purposes of acquiring the improved Dragon Knight summon.
Hellball - The Dragonstorm Mage's Hellball does elec/positive/divine/magic damage instead of the normal damage types, and doesn't break loot like the normal Hellball. - The Dragonstorm Mage receives 1 additional use per day for every 10 levels of Blue Dragon Disciple they have, including legendary levels if the Mage's control class is Blue Dragon Disciple.
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Post by borges on Sept 11, 2008 16:58:04 GMT
- Level 9: Meteor Swarm (becomes Thunderstorm; does 1/2 elec, 1/2 sonic, 1/2 positive) Sign me up for 150% damage! Woot woot!
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Post by nwthepredator on Sept 12, 2008 6:50:04 GMT
Electric weapon would mean that every player in the party gets a lot more dmg. Well I won't complain. Oooooo Lightning Shield. I can only imagine what kind of visual it'll have. Will it zap enemies everytime they hit? Mezah wants!
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Post by Acaos on Sept 12, 2008 6:58:56 GMT
Electric weapon would mean that every player in the party gets a lot more dmg. Well I won't complain. Oooooo Lightning Shield. I can only imagine what kind of visual it'll have. Will it zap enemies everytime they hit? Mezah wants! It was just a sample quasi document - not something actually on the list to code at this time. Acaos
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Post by nwthepredator on Sept 13, 2008 12:11:28 GMT
But but... it looked so real...
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