06-04-2023, 11:14 AM
As a class focused on using different kinds of elements, primarily through the use of Lantern Flame spells, the amount of points needing to spend to max out only one is far too much. Coupled with the resistance passives or other passives one would likely get, it leaves you with four, maybe in some cases only three Lantern Flame spells to choose from that are max rank. This makes Lantern Bearer a very limited class for what it's supposed to be.
I think that changing all the Lantern Flame spells from rank 5 to rank 3 would be appropriate, with the scaling as follows:
Rank 1: 30 FP, 80% Elemental ATK, 100% Scaled WPN ATK
Rank 2: 26 FP, 100% Elemental ATK, 100% Scaled WPN ATK
Rank 3: 22 FP, 120% Elemental ATK, 100% Scaled WPN ATK
And with the following changes made to certain Lantern Flame spells to accomodate this change:
Salamander
Unleash the flames of a volcanic spirit from your lantern, engulfing all enemies within 3 Range and dealing Fire magic damage to them. It can also inflict Burn LV X 1+(3*Rank) for 3 rounds on those enemies.
Golem
Unleash a shockwave from your lantern, staggering all enemies within 3 Range and dealing Earth magic damage to them. All enemies damaged are also Magnetized for 2 rounds (LV = 5*Rank, but may be stronger/weaker based on distance).
Typhur
Releases a gust of wind from the king of the skies, dealing Wind magic damage to all enemies within 3 Range and knocking them back (+1 tile at Ranks 2 and 3). If a knocked back enemy is Airborne, they are also Knocked Down.
I think that changing all the Lantern Flame spells from rank 5 to rank 3 would be appropriate, with the scaling as follows:
Rank 1: 30 FP, 80% Elemental ATK, 100% Scaled WPN ATK
Rank 2: 26 FP, 100% Elemental ATK, 100% Scaled WPN ATK
Rank 3: 22 FP, 120% Elemental ATK, 100% Scaled WPN ATK
And with the following changes made to certain Lantern Flame spells to accomodate this change:
Salamander
Unleash the flames of a volcanic spirit from your lantern, engulfing all enemies within 3 Range and dealing Fire magic damage to them. It can also inflict Burn LV X 1+(3*Rank) for 3 rounds on those enemies.
Golem
Unleash a shockwave from your lantern, staggering all enemies within 3 Range and dealing Earth magic damage to them. All enemies damaged are also Magnetized for 2 rounds (LV = 5*Rank, but may be stronger/weaker based on distance).
Typhur
Releases a gust of wind from the king of the skies, dealing Wind magic damage to all enemies within 3 Range and knocking them back (+1 tile at Ranks 2 and 3). If a knocked back enemy is Airborne, they are also Knocked Down.