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Magnetism

 
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Ceridwel
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Joined: 01 Feb 2008
Posts: 3385
Location: Seattle

PostPosted: Fri Apr 17, 2015 9:12 pm    Post subject: Magnetism

It would be cool to see some sort of magnetic-based abilities tied in to invokers who specialize in earth. Maybe like a chance to disarm any metal weapons or something like that.
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Dogran
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Joined: 13 Jun 2009
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PostPosted: Fri Apr 17, 2015 10:02 pm    Post subject:

Ice invokers already disarm people if played right.
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Andrael



Joined: 15 Jan 2013
Posts: 779

PostPosted: Fri Apr 17, 2015 10:50 pm    Post subject:

Maybe inflicting something to make their armor heavier? More useful against hybrid classes than rogues and other mages.
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Olyn
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Joined: 23 Jul 2008
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PostPosted: Fri Apr 17, 2015 11:34 pm    Post subject:

Druids have been known to mess with people's metal armor...
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Ergorion



Joined: 16 Mar 2007
Posts: 2156

PostPosted: Sat Apr 18, 2015 1:52 am    Post subject:

Druids. They're coming back!!!!!
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Sun Apr 26, 2015 7:54 am    Post subject:

Well, you see, the way magnetism works is its really the electrostatic force. Its a relativistic phenomenon. All you people out there who think relativity, space, all that stuff is just something that you see in movies and outer space, all you have to do is pick up a couple of magnets and you can observe the very real effects of relativity right in your hands. Its caused by length contraction due to electrons moving at speeds close to the speed of light within the material in opposite directions, leading to an electrostatic potential.

As far as invokers go, I think we have the medieval elements theme basically correct, but I'm not sure if we want to involve modern physics in that.
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Mikoos



Joined: 03 Nov 2012
Posts: 474

PostPosted: Sun Apr 26, 2015 9:05 am    Post subject:

Speaking of relativity, someone make a chronomage class.
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Nycticora



Joined: 09 Feb 2013
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PostPosted: Sun Apr 26, 2015 1:10 pm    Post subject:

Earth already has a pretty strong niche (physical damage mitigation and enhancement) and I think it works well for the theme. I went with that mostly because the earth spells were the only ones that could do physical damage. I don't think we can migrate those to a different element easily at this point. I can't think of magnetism powers that wouldn't get kind of confusing with the lightning ones. Like lightning has electrostatic shocks when the invoker is wielding metal weapons already.

I don't think telekinesis themes would work for magnet-style powers either because that's more of an illusionist / psionicist thing.

I do think it would be nice to have more invoker specializations. It's actually tough to come up with fun mechanics to use for abilities though. Each specialization should have a couple cool unique things to do plus elemental mastery, which causes the target of afflictive spells to become vulnerable against your mastered element when you accrue 10 stacks of Affliction. The important thing isn't the number of features but the utility of the features (game balance and fun, they should feel "wizardly")
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Estel



Joined: 30 Mar 2014
Posts: 38

PostPosted: Sun Apr 26, 2015 2:35 pm    Post subject:

First of all, it's always a blast to read Davairus' scientific-stuff.

Secondarily, I think that earth invokers are quite potent, a gnome earth invoker in decent gear, like Eloret was can play the dr/hr playstyle and probably kick ass.

Metal shards can also strip physical vuln right?

Maybe one thing to do with earth invokers is to grant them a weapon enchantment similar to other elements, make their weapon muddy upon first enchantment which then has a chance to dirt the opponent Razz? Probably OP but then again, nobody plays dr/hr invokers anymore, especially earthies.
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Nycticora



Joined: 09 Feb 2013
Posts: 2277

PostPosted: Sun Apr 26, 2015 11:49 pm    Post subject:

yeah, an earth elemental break strips physical damage resistance and applies a medium physical damage vulnerability (as opposed to other elements which strip resistance to, say, fire and apply a strong fire damage vulnerability)

Earth invokers are pretty different from the other 3
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Andrael



Joined: 15 Jan 2013
Posts: 779

PostPosted: Mon Apr 27, 2015 10:25 pm    Post subject:

I kinda wish that the earth invoker still got an elemental ward effect, even if it doesn't give a chance to do damage, just something other than nothing would be kinda neat. Maybe have them do a little disease based damage with a small chance to inflict -1 con? Since fire blinds via smoke, ice freezes str, and lightning zaps dex.
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Nycticora



Joined: 09 Feb 2013
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PostPosted: Mon Apr 27, 2015 11:04 pm    Post subject:

I can't add anything to earth invokers currently for reasons I cannot disclose.
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Ceridwel
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Joined: 01 Feb 2008
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PostPosted: Tue Apr 28, 2015 12:05 am    Post subject:

I just want some magnets dammit.
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Esivole
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Joined: 21 May 2004
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PostPosted: Tue Apr 28, 2015 12:27 am    Post subject:

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Davairus
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Joined: 16 Jan 2004
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PostPosted: Tue Apr 28, 2015 3:22 am    Post subject:

You can think of metal shards as a magnetism-based spell though. Its there already.
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Ceridwel
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Joined: 01 Feb 2008
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PostPosted: Tue Apr 28, 2015 4:25 am    Post subject:

Ok, phewph! Thanks!
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