Elemancer Ability Rework

Scholars and masters of the elements of our world.
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Jirato
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Elemancer Ability Rework

Post by Jirato » Sun Sep 30, 2018 4:30 pm

Just as a heads up so no one gets blindsided by this, I am currently re-working the Elemancer guild abilities to be more in line with the other guilds which have rank limitations per ability. Unfortunately, with the way Elemancers work, this is going to be really hard to do without forcing an ability reset on all existing Elemancers. This is still a work in progress, but wanted to give a heads up now that it is something that is on the table and will be a possibility in the near future.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Jirato
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Posts: 2804
Joined: Sat Apr 14, 2012 12:17 pm

Re: Elemancer Ability Rework

Post by Jirato » Sun Sep 30, 2018 6:11 pm

So that you have time to prepare and plan your character, this is how the Elemancer abilities will work once this change is implemented (working on it now, but may not get it released tonight).

Elemenacers can study four different schools or elements, Hydromancy, Geomancy, Pyromancy, and Aeromancy. Each of these four schools are split into three abilities, Apprentice, Journeyman, and Master. You may apprentice in all four schools, but may only reach the rank of journeyman in two of them, and mastery in one. This isn't changing.

The base guild rank requirements for apprentice, journeyman, and master abilities in one school is rank 0 (meaning you can learn it the moment you join), rank 5, and rank 15. For each school of elemancy studied, these base requirements for the other schools of elemancy go up +5. For example, if you learn apprentice pyromancy at rank 0, you will not be able to learn geomancy, hydromancy, or aeromancy until rank 5. Once you pick up a second element, say, geomancy, at rank 5, you will not be able to learn aeromancy or hydromancy until rank 10, and so-on.

Overall, the final rank list of abilities for elemancy will look as follows:
0: Apprentice Element 1
1: Compression Pattern
4: Shield Pattern
5: Journeyman Element 1
5: Apprentice Element 2
6: Elemental Severance
8: Multi-Element Weaving
10: Apprentice Element 3
10: Journeyman Element 2
15: Apprentice Element 4
15: Master Element
18: Nova
20: (Hidden Post-Mastery abilities)

Note that the channeling requirement to learn the nova ability will also be going up to reflect its new status as a rank 18 spell. We feel that the nova ability as a whole is quite strong and can be somewhat unbalancing in GM events.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

User avatar
Jirato
DEV
Posts: 2804
Joined: Sat Apr 14, 2012 12:17 pm

Re: Elemancer Ability Rework

Post by Jirato » Sun Sep 30, 2018 7:10 pm

Note that this change is now complete. All but two guilds now have guild rank restrictions on abilities. We'll be addressing the remaining two shortly.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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