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Mage: Enchant Swap
#1
Shocked 
Mage and Evoker have a problem: the enchant you choose? That's your element. Any other element you use is going to be secondary and weak. Not only do you miss out on the ele atk, but you also make all your spells really bad. Sear makes no cinders, vyd doesn't bleed, rye doesn't crit, libegrande is just a projectile... It's kinda meh isn't it? So you're only using your secondary elements in situations where you simply have no choice due to resists or some other factor.

I think that is sad, because it means Mage and Evoker are locked to one element, and any kind of multi-element build is suffering. Elementalist gi is kinda meh as well, in my opinion not justifying that playstyle.

I suggest a simple addition that would allow mages using multjple elements to exist, with a single skill.

Quote:MAGE SKILL
Elemental Shift
1m
2 turn CD
20fp

If you have an elemental mage enchant active (talvyd, kraken, galren, nerhaven, or redgull), dispel it and activate the next one in your skill pool.

If you have 3 or more in your skill pool, activate a random one instead and gain "elemental cascade" for 1 round. This allows all effects that require a specific enchant to activate, and you also gain +10 to all elemental atk.


It sounds strong, but honestly it's really not that bad. After the shift, you're stuck with a random enchant the next round. 10 ele attack is also not a lot, just enough to make this playable. A mage focusing on a single element will certainly do more damage.
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#2
I don't consider this a problem. I like the limitations and strengths that come with hosting an elemental, and giving every Evoker access to on-demand interference, KD Vydel, and a Guard Break doesn't seem like a good idea; the limits exist for good reason right now, and lend some credibility (and counterplay) to your choice of enchant.

Also Libegrande isn't a projectile.
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#3
I think as a main class perk Evoker should be able to swap it's enchants, but you can give it a cooldown, I don't know if they should have it be in a specific order but strictly speaking a 0m skill to dispel your enchantment as a main class effect would not be unwarranted imo.
[Image: zo2BdSr.pngp]
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#4
(04-17-2025, 10:17 AM)Collector Wrote: I don't consider this a problem. I like the limitations and strengths that come with hosting an elemental, and giving every Evoker access to on-demand interference, KD Vydel, and a Guard Break doesn't seem like a good idea; the limits exist for good reason right now, and lend some credibility (and counterplay) to your choice of enchant.

Also Libegrande isn't a projectile.

I've seen before that the entirety of Evoker is suffering for the sins of Vydel, which is honestly sad to see. I don't like playing as or against Wind Evokers and I do think they're a problem. That said, the fact that Wind and Ice are the only actual good ones (Maybe lightning, but that one is kind of eh) and you can block out most evokers by resisting their one element (except Wind, they don't care). It just doesn't feel fun to play. As for a drawback, 25% elemental weakness is a pretty big one, and it's somewhat restrictive to patch up two of those without a CoMC, even more so if you're playing a race with an elemental weakness.

Honestly, I don't think the evoker rework fixed the class at all, just got rid of big numbers. I think that Evoker needs a full-on rework, and making it so they can use multiple elements effectively would be cool.
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#5
I've recently started playing wind evoker, and I've to say...

If I was able to swap enchants, it would make me even more versatile, which I already am due to being a spellthief.
But I also believe being locked to a single element is really kind-of meh, for the evoker.

I do believe that being able to swap enchants would be cool, but I also think it should come with a cost, you can technically swap if you have enchant shield, and that's 6m to effectively swap while gaining a certain resistance, which I believe is what balances it.

I believe mage should have a Mainclass skill that allows it to overwrite their own enchantment, and give that effect a long cooldown, something like 5 turns, so we don't have someone Vydel'ing and then changing to Nerhaven to setup Sear Cinder tiles constantly.

A 3m cost (to use the new enchantment) and needing to be Mainclassed sounds... ok? I still think it would make Evoker exponentially stronger, and it is a pretty strong class already.

I still don't know how to use Quotes, so...
(By Felgrand: I've seen that the entirety of Evoker is suffering for the sins of Vydel, which is honestly sad to see.)


I honestly don't think any of the Evoker variations is weak. Sure, some Invocations aren't made the same way as others, but every type of evoker is pretty strong.

Fire has enormous amount of damage together with sear tiles and access to Balrog.
Lighting has both high damage and defensive profile due to crit evade.
Wind has Vydel and defensive profile due to evading.
Ice has high damage if you're able to pull off it's invocation, plus a really easy to pull off Guard Break, on top of scaling off of Skill, which you're building anyway.
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#6
It would be fair to make this main-class only. I don't mind having more drawbacks. The goal of an idea like this isn't to make evoker/mage stronger, but to allow more varied playstyles. It's not that it needs a buff, I just think it would be really cool to have builds that can swap between elements
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#7
Honestly.

If Evoker got reworked that all of it's spells were Null and just SWA. And being enchanted with an element changed the damage and added ele attack scaling + SWA.

It'd be cool.

Then we could have Earth Slasher Warcrimes.
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#8
(04-18-2025, 01:02 AM)Nekojinn Wrote:
I've recently started playing wind evoker, and I've to say...



Fire has enormous amount of damage together with sear tiles and access to Balrog.
Lighting has both high damage and defensive profile due to crit evade.
Wind has Vydel and defensive profile due to evading.
Ice has high damage if you're able to pull off it's invocation, plus a really easy to pull off Guard Break, on top of scaling off of Skill, which you're building anyway.

The omition of earth evoker speaks volumes.

Sear is also done very dirty in terms of how CM interacts with it. And honestly, fire evokers damage output is not worth the drawbacks it comes with, especially when that damage is outdone by ice and lightning. Ice is fine, Wind is more than fine, and Lightning can work. But fire doesn't have enough going for it other than placing cinder tiles, something definitely not unique to fire evoker.

I have never seen a strong earth evoker since the Charge Mind rework. It might be able to work, but probably not.
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#9
(04-18-2025, 03:59 AM)Felgrand Tactician Wrote: The omission of earth evoker speaks volumes.

*stuff*

I have never seen a strong earth evoker since the Charge Mind rework. It might be able to work, but probably not.

After playing it a while, earth evoker is highly mid. It's best at setting up for other party members by grouping people and monsters up for aoe nuking. They're pretty decent with other evokers actually, since you can drag people over cinders and frostbitten ice sheets as well as lay down rocks for wind mages to mess with while they press the same button they would like to anyways.

To be fair however, base mage can do most of that. Charge mind access just makes it better. That's kind of the only draw though, upgraded isendo and stone dragon. The actual earthvoker spells are kind of sad. Relent gale + an isendo or two is isenshi but way more flexible and probably even does more damage. And if you want to protect your team against floor tiles, dig order is magaisendo but better off the mapwide nature even without going into how much more dig order can break.

If earth evoker is decent, it's more a factor of earth mage being decent than anything.
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#10
Oh, yeah lmao I totally forgot earth evoker existed

Yeah that one definitely deserves a buff
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