01-10-2025, 07:38 PM
Since evoker is the invocation class, and it has just as many invocations as hexer (and a majority of its invokes are considered not as good as many other classes' ones) I figured it could go for more supportive invokes which aid their team while also supplementing their damage.
My idea was elemental domains, invokes channelling the power of a caster's element, needing said element on themselves as a prerequisite to casting it, where its consumed to cause the battlefield to obtain a domain, each domain gives upsides to the caster's team, with each having unique effects beyond two unifying buffs.
-If unenchanted or without a badge, the allies team is counted as enchanted as that element for excel crashes and special conditions.
-Spell damage from that element type gains pierce to absorb, immune and reflect for the duration of the domain.
Beyond that, each domain has unique effects, some of which give stat buffs to allies, while others provide field tile utility and damage starting with;
Domain of Talvyd
-Lines of air shafts are created across the map for the duration of the domain, much like fissures cracking open to spew out air.
-All airborne allies gain 25 bonus evade.
-Roaming tornados surge across the battlefield, moving towards enemies at a rate of 2 tiles a round, which fling enemies around upon contacting one, knocking them in a random direction for a few tiles with an infliction chance to apply clumsy before dispersing, dealing 100% wind damage.
Domain of Galren
-Tremors occur across the map, rooting up rocks and stone pillars for the duration of the domain.
-All grounded allies gain 10 armor and magical armor.
-Unstable ground forms below and within 2 tiles of enemies on the start of a new round. on a new round, unstable ground becomes damaging stalagmites that stab enemies for 100% earth damage and knocks enemies airborne.
Domain of Kraken
-Ice tiles start crawling in from the sides of the map, encroaching towards the centre of the map, lasting for the duration of the domain.
-All allies standing on ice tiles gains ice retaliation damage when hit, which ignores armor, dealing 15 damage.
-The map is prone to avalanches, up to three cascading snowballs spawn at the top of the map at the start of a round above applicable enemies. on a new round, they roll down, dealing 100% ice damage to all enemies in its 3x3 path, applying frostbite on hit.
Domain of Redgull
-Clusters of static tiles spawn rarely and randomly across the map, with a 2 tile radius of them spawning around each ally on invocation successfully going off.
-Standing in static tiles gives allies one stack of charge weapon per round.
-Upon moving across 5 tiles, be it with movement or skills, an enemy takes 100% lightning damage with no added status. teleports bypass this movement requirement.
Domain of Nerhaven
-Cinders spread from one corner of the map to the other, creating a moat of fire spanning a diagonal of the battlefield.
-Allies standing on cinders gain 20 fire attack.
-Steam vents sprout up every round, lasting for the duration of the domain, spewing smoke tiles around them. if an enemy is in five range of a steam vent when an ally casts a fire spell, they take 100% fire damage from a ball of fire shooting from the vent, once per round.
Each of the 100% elemental attack abilities of the domains can be buffed to 130% with greaper. This would likely be best as a single invocation, which changes effects depending on the caster's element, and cannot be casted without it's specific element, badges do not apply.
My idea was elemental domains, invokes channelling the power of a caster's element, needing said element on themselves as a prerequisite to casting it, where its consumed to cause the battlefield to obtain a domain, each domain gives upsides to the caster's team, with each having unique effects beyond two unifying buffs.
-If unenchanted or without a badge, the allies team is counted as enchanted as that element for excel crashes and special conditions.
-Spell damage from that element type gains pierce to absorb, immune and reflect for the duration of the domain.
Beyond that, each domain has unique effects, some of which give stat buffs to allies, while others provide field tile utility and damage starting with;
Domain of Talvyd
-Lines of air shafts are created across the map for the duration of the domain, much like fissures cracking open to spew out air.
-All airborne allies gain 25 bonus evade.
-Roaming tornados surge across the battlefield, moving towards enemies at a rate of 2 tiles a round, which fling enemies around upon contacting one, knocking them in a random direction for a few tiles with an infliction chance to apply clumsy before dispersing, dealing 100% wind damage.
Domain of Galren
-Tremors occur across the map, rooting up rocks and stone pillars for the duration of the domain.
-All grounded allies gain 10 armor and magical armor.
-Unstable ground forms below and within 2 tiles of enemies on the start of a new round. on a new round, unstable ground becomes damaging stalagmites that stab enemies for 100% earth damage and knocks enemies airborne.
Domain of Kraken
-Ice tiles start crawling in from the sides of the map, encroaching towards the centre of the map, lasting for the duration of the domain.
-All allies standing on ice tiles gains ice retaliation damage when hit, which ignores armor, dealing 15 damage.
-The map is prone to avalanches, up to three cascading snowballs spawn at the top of the map at the start of a round above applicable enemies. on a new round, they roll down, dealing 100% ice damage to all enemies in its 3x3 path, applying frostbite on hit.
Domain of Redgull
-Clusters of static tiles spawn rarely and randomly across the map, with a 2 tile radius of them spawning around each ally on invocation successfully going off.
-Standing in static tiles gives allies one stack of charge weapon per round.
-Upon moving across 5 tiles, be it with movement or skills, an enemy takes 100% lightning damage with no added status. teleports bypass this movement requirement.
Domain of Nerhaven
-Cinders spread from one corner of the map to the other, creating a moat of fire spanning a diagonal of the battlefield.
-Allies standing on cinders gain 20 fire attack.
-Steam vents sprout up every round, lasting for the duration of the domain, spewing smoke tiles around them. if an enemy is in five range of a steam vent when an ally casts a fire spell, they take 100% fire damage from a ball of fire shooting from the vent, once per round.
Each of the 100% elemental attack abilities of the domains can be buffed to 130% with greaper. This would likely be best as a single invocation, which changes effects depending on the caster's element, and cannot be casted without it's specific element, badges do not apply.