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Suggestion: Additional Evoker Skills and Buffs
#6
Chaos post_id=35084 time=1548431274 user_id=75 Wrote:The 'Pure Power' rework should honestly be its own skill, and Spell Cadence needs to be limited in some way to prevent any sort of multi-hit weapon (see: guns) from enabling once-a-turn combos of...
Quote:Attack -> 0m Cast -> 3~4m Cast.
Or, in the case of Fleur,
Quote:Attack w/ Crit -> 0m Cast -> 3m Cast -> 3m Cast.
Gets worse with anything that further bolsters Momentum, but you get the point by now.

Aside from that, I'm supportive of these changes. At the very least, the Rank A Invocations would be a very welcome addition and would see interesting use in PvP.

Can you offer your reasoning for why you think the original Pure Power should stay? On the subject of Spell Cadence, it was designed with Fleur in mind, but not multi-hit guns. Just as Elemental Augment takes special exception with it, I would assume this ability would too. One stack per volley, instead of per shot.

firebird496 post_id=35085 time=1548434445 user_id=436 Wrote:Pure power sounds great, but at the same time only useful for wind mages for speed. With 0% defenses and evasion, you'll probably die in 1 turn wouldn't you? (I know it's kind of the point).

It would more than likely take at least two rounds in a strict one-versus-one, since external mitigation still functions. (Wraithguard, etc) Initiative would certainly be important for somebody made of paper, and it shouldn't feasibly be too difficult to get with your corresponding element since Resistance (and Defense, for non-earth Mages) become dead stats. Ideally you'd have a contingency plan or a team to supplement you if you chose this route for yourself. That's the idea, anyway.
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