Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
There were some very nice ideas for Weapons and Armor. Now it's time to talk about Skills!
Elemental skills? Weapons imbued with magic? Support skill? Why not even a Mage Tank?
Unleash your inner magician!
More than the usual elemental magic (which should be present), I'd like a take on pure arcane powers. Moreover I believe that a magic system common to all the magic classes could be cool, something like spellcrafting and actual research put into learning new spells, perhaps even adding the possibility of different schools of magic where you can focus on the subject in question
The most important and satisfying in casting mage skills are the animations
good inspiration for animations: https://www.youtube.com/watch?v=rBnr8GUofQE ; https://youtu.be/ns6jS_uUTBg
Note: the last two magic animations in this video are the best
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The magic I want to see would be a wizard who created
magic arrows and spear at your enemy
Greetings
For the classic magician, usual spells such as Magic Missile, Fireball, Burning Hands, Force Shield, Haste, etc. would be fine.
For the Arcane Knight he would opt for spells focused on enhancing his weapons and those of his allies, for example by changing the Physical damage for some type of magic damage, such as Fire, Arcane or Ice, as well as protection spells against magic damage, remove magical debuffs, etc.
See you
Last edited: 2022-02-09 21:12:52Mmmm no me imagino al mago como una clase de tanque, siempre lo he visto como una clase de daño a distancia con dominio de la magia arcana. Seria interesante verlo quizás como sanador siendo que es una clase mágica no le seria imposible podría ser con pentagramas, runas y hechizos. Y sería muy bueno en este caso no limitarse con solo 3 ramas de especialización
Es:
I don't think of mage as a tank class, I've always seen it as a ranged damage class with mastery of arcane magic. It would be interesting to see him perhaps as a healer since it is a magical class, it would not be impossible for him, it could be with pentagrams, runes and spells. And it would be very nice in this case not to limit yourself to only 3 specialization branches
Hi,
For me mages are weak in armour and die in 1-2 hits. To counter their weakness, they output high damage whist also boasting mobility and singular/area of effect spells with creative defensive abilities, there seem to be a lot of other classes in this game so I'll omit crowd control abilities.
These are my favourite spells from past MMORPG experience.
Area of effect (AOE) spells
Evil spirits - an AOE spell that casts ghosts that run around and inflicts damage to anyone within the area (it also spins them around causing a crowd control effect). https://www.youtube.com/watch?v=ifKQra0X3fA
Holy shock aura - turn on an aura shock passive skill that consumes mana whilst on, any enemies that enter the players aura (eg 10 meters) are randomly shocked (every 3-10 seconds) with random lightning damage between 200 damage to 500 damage.
Defensive spells
Mana shield - using mana to absorb incoming damage
Teleportation - teleporting to a distance in front of you, this should also allow you the ability to teleport through obstacles such as walls
Super speed - increases players movement speed by 100% for X amount of seconds
Force wall - creates a solid force wall (the player can choose where to place the force wall) that can absorb a certain amount of damage. The force wall is large and therefor can protect other players. Additionally, the force wall can not be solid and instead enemies can walk through it, however they will receive large amount of burn damage - additionally if they stand on the force wall they will take the burn damage consistently
Single spells
Fireball - pretty standard single attack, however... launching a fireball - would be good if this would explode into bursts of fire upon impact of the enemy, leaving fire on the ground and if enemies walk over the fire they receive burn damage for X amount of time
That's all I can really think of at the moment!
Cheers,
I wanted to wait for this topic about the Mage because I think that in this one I can express myself much more than the previous ones.
For this reason, ladies and gentlemen, I come to bring you my initial ideas for the magician.
First you must think and understand what a Mage is, the archetype of the Mage is that of the intellectual sage, powerful not because of his physical strength but because of his knowledge, he is the one who takes order from chaos and forms it he understand from a logical point to magic and trains it.
Therefore, the power of the Magicians, unlike beings like sorcerers whose magical powers come from a source with or without a mind, comes only and exclusively from them.
It is the characterization of knowledge, order and effort in magic.
When we talk about mage specializations, skills and equipment I think it should be something much more extensive, focusing on single element magic not only limits the mage in terms of versatility but also mentally.
Those who know so much and are confused by only 1 thing end up obsessed and destroyed inside.
So taking my guesses I think the wizard should explore 3 themes both programmable and experimental.
1- the arcane mage , the original archetype of the magician, the knowledge, versatility and strength known through the very physics of the world, exploring it not only with the arcane that surrounds everything and gives order to the elemental realm to which the characters from fantastic worlds, but exploring the same knowledge of these and creating their differences and conjectures.
His equipment would be typical of a magician, he is one who has been in charge of studies and knowledge even more than anything else, a stave, wand, sometimes swords and the longest and finest fabrics for his clothes closet are what every arcane mage requires , this little equipment does not exonerate him of his strength.
Well, it is capable of creating great bursts of fire, such as not only freezing everything but also exposing its purest force, a bomb of immeasurable power.
Common skills such as a projectile of condensed energy itself which is combined with more elements such as fire, ice, water, air and above all Ether or the spirit which unites everything from the arcane (this inspired by alchemy which you want to convert all items , to transform them and transmute)
The limit is only the mind.
2- The chronomancer
The chronomancer is one who has superimposed himself on the elemental and physical rules of our world.
Not only has he broken the laws of physics but his mind is superimposed on space and time, they can do a lot but little at the same time because the body, unlike the mind, is subject to rules they are unable to follow.
Therefore their knowledge is comparable to that of a madman but sane at the same time, in their mind they hear the steps like the handlebars of a clock and the voices are only vibrations in space.
So in this idea this kind of sensory being is going to be present in everything as much as possible, so I recommend quantum magic.
Being and not being at the same time, subject to possibilities, they will invade the battlefield thinking more than anyone else and making their decisions for the most unexpected future possible.
They have to place doubles of themselves beacons with which they can be exchanged and in turn help and attack, placing areas where time speeds up for him and his allies such as slowing down enemies.
Attacks that go through the enemy's body and connect with the opponent's as if they were possibilities.
And a vision on the map almost infinite as the possibilities of everything and nothing.
To prevent their bodies from being affected by the indecipherable rules of time and space they protect themselves with mail armor with bandages as if it were a mummy, unlike their arcane companions they use the same clocks to attack, as if of flying runes they shoot quantum magic which attacks the opponent and passes through it.
So the idea of this class is one that is tactical, its damage does not depend on launching all the skills but on long combats, as if it were an hourglass, time is its best ally, it moves between places in which he was and will be, he will attack every time he moves, wearing down the opponent and helping future allies as well as past ones.
Time is only in our mind, we use it and we shape it, we give it ORDER.
3- The Bellicose Mage
The bellicose mage is most detached from the archetype of the mage but at the same time shares a beginning.
Unlike their arcane companion, experience on the battlefield is their greatest ally, wielding a silvery spear imbued with endless fire, battle mages are clad in plates imbued with raw, primitive magic to attack.
In this magical world everyone is suitable for magic, even a warrior, there are nations that if they see that you are even a little suitable for magic, you are not only trained as a magician but as a warrior, you are a son of your nation and therefore You use both your magic for war and you will enjoy war.
You will imbue your weapons as you will attack at the same time with projectiles of raw magic with a basic knowledge of it, your job is to serve your superiors and nothing else, the study of magic will only distract you from the battlefield.
Make a cutting attack that dismembers while with the ice that comes off your legs deteriorate the body of the enemy, stick your lance of burning fire burning your opponent to ashes, electrocute your enemies with your mace with the force of a thunder GOD , DESTROY YOUR OPPONENT BY MAKING THE EARTH SWALLOW THEM WHILE THE EDGE OF YOUR AXE TOUCHES THE GROUND.
Do not hold back, son of war you are and son of war you will be, use your skills without further ado and learn.
Blood for Blood, victory or death.
Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
There were some very nice ideas for Weapons and Armor. Now it's time to talk about Skills!
Elemental skills? Weapons imbued with magic? Support skill? Why not even a Mage Tank?
Unleash your inner magician!
-EN ESPAÑOL-
Yo siempre he pensado que el mago al ser una clase a distancia, es DPS, ya que puede hacer mucho daño y molestar a los enemigos por su larga distancia, ya que a corta le pueden matar con facilidad, claro esta que un mago siempre puede ser Support o Healer si hay hechizos para tal cosa, pero creo que debería ser DPS.
-IN ENGLISH-
I have always thought that the mage being a class at a distance, is DPS, as it can do a lot of damage and annoy enemies by its long distance, since a short can kill him easily, Of course a mage can always be Support or Healer if there are spells for such a thing, but I think it should be DPS.
The reason that I play Wizard in DnD is that you are versatile! Of course, I love to imagine my char casting lots of powerfull elemental spells doing tons of damage, but I love when you cast the Counterspell in the right enemy at the right time or change the field or put some wall or difficult terrain between your healer or friends that will protect them from a group of enemies that are coming in their direction.
I love the idea that you can be what the group needs you to be:
- If you need a damage dealer, you have one of the best! Single target or AoE!
- If you need a support, you have one! Shields, buffs, debuffs, counterspells, rituals...
- If you need a field controller, you damn hell have one! Freeze, sleep, walls (that give some damage or block), difficult terrain...
So, it would be nice to have a few of each kind of spell. Single target and AoE damage spells using elemental and arcane magic, some coontrol magic as freeze or sleep, some buffs and debuffs, short distance fast teleport, invisibility and some small shield preventing the Mage to die in 2 ou 3 hits.
A few summons would be nice, like the summons that Wizards have at DnD, that can do some damage or tank some damage.
Other important spells are portals and other non battle spells, like conjure something like food and water. I like those role playing stuff.
And please, for the love of God, take care with the casting animations!
Wizards/Mages in RPG don't usually jump doing some pirouettes or stunts while casting a spell! This is a total break for immersion.
¿Habilidades elementales?
Magia elemental de rayo, fuego , hielo , aire , agua y tierra
¿Armas imbuidas de magia?
el rol de mago tenga habilidades para imbuir de magia las armas de los aliados
¿Habilidades de apoyo?
una habilidad para que el aliado ataque descontroladamente , hacer invisibles a los aliados , reflejar los hechizos , acelerar las acciones como atacar o las habilidades , aumentar la defensa magia y fisica
¿Por qué no mago tanque?