cornelweezy
Dalayan Elder
Here I go. I have tried before to come into S&R and drop my piece, only to get decimated by Aisling's seemingly unlimited wit and win, akin to a British politician before Parliament. I figured (probably dangerously) that since I've been cooking with this idea as of late, I should try yet again.
What inspired the following was my combination of disinterest in playing my magician over my necromancer (for a manifold of reasons best summarized as the Magician's general lack of diversity), as well as a gentle reminiscence of my days playing Live. I know, as well as any, that Shards of Dalaya is not (in it's current incarnation or any previous form) "the game," but I present my idea in hopes of fostering healthy discussion. I'll bold the critical stuff.
I want mage pet classes, but hear me out:
1. The Magician is pedestrian outside of her utility, which is summoning. Unlike the other int casters, who carry useful utilities alongside relatively unique offensive or defensive capabilities (that more or less define them), the Magician's arsenal is limited to incredibly situational point-blank AoEs, a single line of DoTs, and the daunted Rains. I'm not criticizing our already present abilities, just the lack of scope. I see how this argument can quickly become worthy of the "You're a mage, not a ______," but I'd like to see our contributions to a group expanded beyond playing vendor machine.
And I really like playing vendor machine; At first I thought, hell yeah! I could write a wordy post on how mage class functions could be improved by inventing a bunch of balanced summons to suggest; melee friendly augs? Maybe. But every melee 60+ is probably wearing HP or AC augs in all those type-whatever slots. Ranged/Ammo friendly summons that give/limit more hate (via Tarhyl/fire or Sihala/earth) or other useful functions? Maybe, but you can't get stats from the ammo slot, and such an item would have to be awfully unbalanced to compete with the benefits of a typical ranged item used by a decently geared 60+. I even figured, hell, what if Mages could summon lore-items that when used, summoned the user a non-attacking familiar, with varying abilities depending on the familiar? That would be pretty sweet, but then again, it would have to be so situational as to be easily marginalized. Or would it? Plus, I like my classing pet idea better.
2. The Magician cannot survive without her pet. I'm not talking about the tier 5+ 250+AA fully relic'd Magicians who probably have a 65 cleric box and druid box to port/rez them around, alongside the HP, CHA, and mana to dominate entry 65 content with nukes alone, but the typical 1-65 casual magician player (much like myself, although I do have the 65 cleric and druid). In the field, our pet is hardly a tank, but it gets the job done in a pinch on single pulls if focused for the level range and monster summoning is applied appropriately as a panic button. I soloed Yacub most of the levels between 12 and 60 (with some Aisling advice), so this is not a rant about how other pet classes have it easier. This is, however, a commentary about how they have it better. The grab bags that are necromancers and enchanters have enough tricks that they could get by without having their pets summoned at all. I'll be quiet about Beastlords, besides saying they're made of much more besides sheets of cloth.
Considering that it is the pet that defines a Magician offensively, the magician pet should be far set apart skillset wise from his necromancer and beastlord cousins besides a different graphic and different proc. And I don't believe that is currently the case.
3. Classing elemental pets would further distinguish each elemental and would further develop the divide between the magician, wizard, and druid classes. Magicians have four elemental pets to choose from: Fire boasts the strongest DD and a devastating dmg shield; Water slows with a DD component; Air stuns with a DD component; Earth roots. I'm assuming out of lack of research (meaning I only checked the wiki) that all these DD components types are magic based. At lower levels, these effects standalone are all useful depending on the situation or possibly the class being boxed with the magician. Coupled with the Magicians damage shield and nuking ability, the tandem is a force to be reckoned with. However, 60+, I feel the Magician lacks the same expanse in micromanagement that druids and wizards experience since around the late 40s. Where they are called on for crowd control, off healing, buffs, and teleporting, the Magician's role is collapsed in providing peridots (which can be bought), mod rods, damage shields (if a druid is not present or FR isn't necessary), and the occasional CotH.
Classing pets establish the magician by essentially expanding her skillset. There are hundreds of ways these abilities could be implemented. I'd like to see something like the following to stay in tune with the lore of the elements:
Earth -
highest hp
highest mitigation
lowest melee damage
casts root
cast a snare with a lifetap component
casts a low resist taunt with a DD component
heals magician/group mana upon death
Water(ice) -
boosted poison/disease/magic resists
innate chance to crit with weapons
may possibly score another attack with either hand in attack round
casts slow
disarms
intimidates
long duration stun whatever killed it upon death
Fire -
lowest hp
highest melee damage
innate chance to crit with weapons
double attack never fails
casts a self-only damage shield
casts a fire based DD
casts a high hate mana drain
casts a to-hit/atk debuff
enrages at 30% hp
relatively large fire based DD on whatever killed it upon death
Air -
boosted fire/cold/magic resists
double attack never fails
casts stun with a DD component
casts blind
casts a magic based DD with a STA debuff component
casts low resist hate wipe
heals magician/group hp upon death
As far as acquisition of the spells go, I'd like to see the scrolls come in three sets, one questable in the early 50s, one questable in the late 50s, and the last questable in the 60s. They would naturally be no drop. Or they could just replace all the current 51+ pet scrolls, but that wouldn't be nearly as fun.
I think these changes would make the magician overall more fun to play, and expand on the specific functions of the elemental pets of the status quo. And yet still, none of these pets could contend with the firepower of the mage relic pet, protecting it's rank as the ultimate magician pet available.
I tried. And I'll keep dreaming.
What inspired the following was my combination of disinterest in playing my magician over my necromancer (for a manifold of reasons best summarized as the Magician's general lack of diversity), as well as a gentle reminiscence of my days playing Live. I know, as well as any, that Shards of Dalaya is not (in it's current incarnation or any previous form) "the game," but I present my idea in hopes of fostering healthy discussion. I'll bold the critical stuff.
I want mage pet classes, but hear me out:
1. The Magician is pedestrian outside of her utility, which is summoning. Unlike the other int casters, who carry useful utilities alongside relatively unique offensive or defensive capabilities (that more or less define them), the Magician's arsenal is limited to incredibly situational point-blank AoEs, a single line of DoTs, and the daunted Rains. I'm not criticizing our already present abilities, just the lack of scope. I see how this argument can quickly become worthy of the "You're a mage, not a ______," but I'd like to see our contributions to a group expanded beyond playing vendor machine.
And I really like playing vendor machine; At first I thought, hell yeah! I could write a wordy post on how mage class functions could be improved by inventing a bunch of balanced summons to suggest; melee friendly augs? Maybe. But every melee 60+ is probably wearing HP or AC augs in all those type-whatever slots. Ranged/Ammo friendly summons that give/limit more hate (via Tarhyl/fire or Sihala/earth) or other useful functions? Maybe, but you can't get stats from the ammo slot, and such an item would have to be awfully unbalanced to compete with the benefits of a typical ranged item used by a decently geared 60+. I even figured, hell, what if Mages could summon lore-items that when used, summoned the user a non-attacking familiar, with varying abilities depending on the familiar? That would be pretty sweet, but then again, it would have to be so situational as to be easily marginalized. Or would it? Plus, I like my classing pet idea better.
2. The Magician cannot survive without her pet. I'm not talking about the tier 5+ 250+AA fully relic'd Magicians who probably have a 65 cleric box and druid box to port/rez them around, alongside the HP, CHA, and mana to dominate entry 65 content with nukes alone, but the typical 1-65 casual magician player (much like myself, although I do have the 65 cleric and druid). In the field, our pet is hardly a tank, but it gets the job done in a pinch on single pulls if focused for the level range and monster summoning is applied appropriately as a panic button. I soloed Yacub most of the levels between 12 and 60 (with some Aisling advice), so this is not a rant about how other pet classes have it easier. This is, however, a commentary about how they have it better. The grab bags that are necromancers and enchanters have enough tricks that they could get by without having their pets summoned at all. I'll be quiet about Beastlords, besides saying they're made of much more besides sheets of cloth.
Considering that it is the pet that defines a Magician offensively, the magician pet should be far set apart skillset wise from his necromancer and beastlord cousins besides a different graphic and different proc. And I don't believe that is currently the case.
3. Classing elemental pets would further distinguish each elemental and would further develop the divide between the magician, wizard, and druid classes. Magicians have four elemental pets to choose from: Fire boasts the strongest DD and a devastating dmg shield; Water slows with a DD component; Air stuns with a DD component; Earth roots. I'm assuming out of lack of research (meaning I only checked the wiki) that all these DD components types are magic based. At lower levels, these effects standalone are all useful depending on the situation or possibly the class being boxed with the magician. Coupled with the Magicians damage shield and nuking ability, the tandem is a force to be reckoned with. However, 60+, I feel the Magician lacks the same expanse in micromanagement that druids and wizards experience since around the late 40s. Where they are called on for crowd control, off healing, buffs, and teleporting, the Magician's role is collapsed in providing peridots (which can be bought), mod rods, damage shields (if a druid is not present or FR isn't necessary), and the occasional CotH.
Classing pets establish the magician by essentially expanding her skillset. There are hundreds of ways these abilities could be implemented. I'd like to see something like the following to stay in tune with the lore of the elements:
Earth -
highest hp
highest mitigation
lowest melee damage
casts root
cast a snare with a lifetap component
casts a low resist taunt with a DD component
heals magician/group mana upon death
Water(ice) -
boosted poison/disease/magic resists
innate chance to crit with weapons
may possibly score another attack with either hand in attack round
casts slow
disarms
intimidates
long duration stun whatever killed it upon death
Fire -
lowest hp
highest melee damage
innate chance to crit with weapons
double attack never fails
casts a self-only damage shield
casts a fire based DD
casts a high hate mana drain
casts a to-hit/atk debuff
enrages at 30% hp
relatively large fire based DD on whatever killed it upon death
Air -
boosted fire/cold/magic resists
double attack never fails
casts stun with a DD component
casts blind
casts a magic based DD with a STA debuff component
casts low resist hate wipe
heals magician/group hp upon death
As far as acquisition of the spells go, I'd like to see the scrolls come in three sets, one questable in the early 50s, one questable in the late 50s, and the last questable in the 60s. They would naturally be no drop. Or they could just replace all the current 51+ pet scrolls, but that wouldn't be nearly as fun.
I think these changes would make the magician overall more fun to play, and expand on the specific functions of the elemental pets of the status quo. And yet still, none of these pets could contend with the firepower of the mage relic pet, protecting it's rank as the ultimate magician pet available.
I tried. And I'll keep dreaming.