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Sorcery pass suggestions

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Empyreal10 wrote:
    Maybe I should stop by the suggestion forum more often, there are some really neat ideas in this thread.

    Personally, I've always liked the idea that Sorcerers are "zone controllers" with pets and summoning rituals and circles; the problem is that CO's gameplay and specifically enemy behavior does NOT facilitate this style of play, making it largely worthless.

    I would love to see the sorcerer powers have some kind of crowd-controlling effect rolled into the powers, perhaps granted by each aura or circle maybe? If crowd control were more important, I could come up with at least ten additional sorcery powers, but as it stands, CC is kind of...meh.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The reason why CC sucks in this game though is because there is nothing worth CCing in it for the most part.

    In PvP it's OK, but even there some CCs are far better than others. Confuse for example isn't worth jack ****, all it does is reduce the persons damage by 10%, and that's litterally all it does. I mean, if it was like 50%, yea, I could maybe see it as an approach to defending yourself, you'd still be hard pressed to get it cast a bunch of times, but 10%... lol.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Rothnang wrote:
    The reason why CC sucks in this game though is because there is nothing worth CCing in it for the most part.

    In PvP it's OK, but even there some CCs are far better than others. Confuse for example isn't worth jack ****, all it does is reduce the persons damage by 10%, and that's litterally all it does. I mean, if it was like 50%, yea, I could maybe see it as an approach to defending yourself, you'd still be hard pressed to get it cast a bunch of times, but 10%... lol.

    Sad, but true. CO is kind of a murderfest in terms of gameplay...wouldn't mind if they gave a reason to use CC at all. Oh well, one can hope.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Since eldritch bolts and blast got a tweak, here's hoping the set gets more additions.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I hope so too. :D

    BTW, here's a quote from Ame talking about sigils:
    The main glaring issues are the Radiant Sigils and Circle (of Radiant Protection). Both are going to get fairly major reworks. It's possible the Sigils may be changed to be a new sigil power, instead of changing the existing sigils if we feel that is necessary. Other powers will get a look at, and as you may have noticed in today's patch notes, Rebuke (along with the other Tier 0 Blast powers) got a buff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Niiiiiiiice. Good to hear, heh. Also, regarding the eldritch bolts/blast changes, they are nice, but my GAWD are they glaringly painful to see at R3.

    Not that I'm complaining of course, any step in the right direction is nice!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I wouldn't mind if the roots were a tab bit stronger, I am playing my sorceress as someone who ties her opponents down and runs around (simply an excuse to use displacement acro ^_^) I hope the upcoming changes to the stats allow for holds to be a bit more viable.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    All bolt type spells got a buff, this doesn't significantly improve Sorcery.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    You're right. It doesn't. If only there was something.. For instance, Eldritch Blast has a chance to erupt the root the EB and Eldritch Blast give (and the Sorc hold, totally forget what it's called) causing two times damage and a debuff to magic (or all paranormal?) damage.. or SOMETHING. Even if it was tacked on as a 3 point advantage but alas it is a simple charge and shoot power. I'm hoping the latest PTS patch will include some more changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Rothnang wrote:
    The reason why CC sucks in this game though is because there is nothing worth CCing in it for the most part.

    In PvP it's OK, but even there some CCs are far better than others. Confuse for example isn't worth jack ****, all it does is reduce the persons damage by 10%, and that's litterally all it does. I mean, if it was like 50%, yea, I could maybe see it as an approach to defending yourself, you'd still be hard pressed to get it cast a bunch of times, but 10%... lol.

    Pretty much any enemy you'd *want* to use a CC power on is immune or nearly immune. The enemies that are susceptible are basically taken out in 1 sec by a good AoE, so why bother?

    I think a good half-way solution would be to treat CCs kind of like KBs - they have an extra effect on CC-resistant enemies. Paralyzes could slow the target, stuns could impart a dmg debuff, confuses could do something else, etc.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I am still gonna push for all the suggestions :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Me too!
    Sorcery needs all the awesome powers suggested here. :D

    BTW, the Radiant sigils and circle have been reworked.
    The circle has a bigger radius and once it's laid down you can simply tap the power button to summon it on another location, and the circle will heal 5 friendly targets in the old and new location.
    The sigils also got a minor HoT; about 75 HP per sigil each second.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I like the tap function, too bad it couldn't be made for the other circle powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Yes, please god get rid of the ritual circles on the sorcery pets. At the VERY least turn them into 1 point advantages so unbound ritual doesn't become a giant point sink and disallow us from reaching R3.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Empyreal10 wrote:
    Maybe I should stop by the suggestion forum more often, there are some really neat ideas in this thread.

    Personally, I've always liked the idea that Sorcerers are "zone controllers" with pets and summoning rituals and circles; the problem is that CO's gameplay and specifically enemy behavior does NOT facilitate this style of play, making it largely worthless.

    This is also how I imagine magic to work. You prepare. You concentrate. Meaning you put down your protection spells/circles, creating a zone where you (and your allies maybe) have the advantage. Sigils and circles and also rituals without the unbound advantage work like that, and it feels very "sorcery" to me.

    I'd go even further and say that without special protection (be it by spells/advantages of yours or by protecting team members) you should have a hard time performing at your best, since you can't concentrate on your spells. Maybe realized by a chance to have your spells being interrupted, or by being afflicted with debuffs when hit during casting magical spells or something like that.
    In exchange your powers should be great and fearsome when uninterrupted. Not necessarily by "through the roof"-damage, but still high damage against many foes in a large area and the ability to apply debilitating effects, slowly ramping up in effect over time when you "weave" your spells together.
    Sorcerers should be a terrible danger when left alone.. but in trouble, or at least focussed on protecting themselves when under attack.

    Well, that's just how I imagine magic to be. That'd be very hard to balance, though, I imagine, especially with a free form system as in CO. And it's also true that this stationary style of play isn't desirable in the current CO.

    But I'd like to at least retain a little bit of the sorcery feeling the circles and sigils provide for me.
    The additional summons suggested in the OP would fit in very nicely with that, for example, but they should move, if at all, only slowly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well, the stationary gameplay doesn't exactly fit the fast pace style of combat. Once you set up all your powers in one spot, kill a mob, only to have to move and redo everything all over to fight the next mob...it can get tedious.

    If they made the "tap to bring the circle" ability to every circle based ability, maybe I would agree to keeping the circles. I think it would be kinda interesting that any circle or sigil you place down actually hover around you constantly.

    And, I don't think that the pets should move slowly.....that seems kind of a silly, arbitrary restriction on them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well, the stationary gameplay doesn't exactly fit the fast pace style of combat. Once you set up all your powers in one spot, kill a mob, only to have to move and redo everything all over to fight the next mob...it can get tedious.

    If they made the "tap to bring the circle" ability to every circle based ability, maybe I would agree to keeping the circles. I think it would be kinda interesting that any circle or sigil you place down actually hover around you constantly.

    And, I don't think that the pets should move slowly.....that seems kind of a silly, arbitrary restriction on them.

    It's true that the stationary/slow moving part doesn't fit the fast gameplay of CO, as admitted.
    My reasoning behind the slow moving "area buffing pets" was to have them as fast casts/clickies, so you can set them up pretty quickly, but still retain some sort of the "create a zone of death for others/safety of you" feeling instead of having yet another person based buff with the visuals of a orb floating around you.

    But on second thought, since I already admitted the stationary gameplay isn't well-suited for CO, it's probably not such a great idea.

    Too bad, really. I'd like to have both being worthwhile.. the stationary thing for some characters, the mobile one for others.
    I could imagine some sort of special sorcery synergy thing helping with that at least a little, maybe. Have a sorcery passive and/or form which gives you (maybe among other boni), depending on rank, 1-3 stacks of a buff. Let's call it "arcane attunement" or whatever.
    Certain "stationary" powers, like circles and sigils, could be click-cast instead of their usual charge if you are affected by this arcane attunement. They use up one of the buff-stacks, though, which can only be restored every few seconds out of combat, or with a certain chance on some sorcery attacks, when in combat.
    This way you could set up your "this is my area, better don't mess with me" powers more quickly.

    I have to admit I like the idea of sigils constantly hovering around you, too. But then you'd have to make them considerably weaker in effect, I think. Would be a nice thing for an advantage, imo. "Sigils now hover around you, following each of your movements, but only have 50% of their usual effect." or something like that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    This is why I like the suggestion of making unbound ritual a 1 point advantage. People who like the circles can still have them, but it doesn't cost an arm and a leg to remove them and it also doesn't sacrifice your ability to get R3 versions of the pets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Jobrry wrote:
    This is why I like the suggestion of making unbound ritual a 1 point advantage. People who like the circles can still have them, but it doesn't cost an arm and a leg to remove them and it also doesn't sacrifice your ability to get R3 versions of the pets.

    That'd certainly make sorcery pets stronger. But it wouldn't make the "here I stand in my magical fortress and bring pain"-gameplay more viable, just the mobile one better. Even now most people I see with sorcery pets already take unbound ritual over R3, so with these changes there won't be any reason for not taking the advantage.

    If the pets are, over all, too weak, I'm all for buffing them, but having to be stationary is a significant disadvantage, which should be compensated in some way to make this way of playing still viable. And no, having one advantage point more to spend is not a sufficient compensation, imo.

    In my opinion a better way of changing them, if they are indeed too weak as they are (not much experience with them to be honest), would be to keep the two point cost on the advantage, but make the pets strong enough on R2 to be viable, while giving R3 effects that support the "stationary" style of play.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ecuani wrote:
    This is also how I imagine magic to work. You prepare. You concentrate. Meaning you put down your protection spells/circles, creating a zone where you (and your allies maybe) have the advantage. Sigils and circles and also rituals without the unbound advantage work like that, and it feels very "sorcery" to me.

    Actually I disagree, that's more wizardry than sorcery. Sorcery is innate, fueled by will, thought, and emotions, more than careful preparation. But meh, detailed terms.

    It would be simpler if you break it down into types of spells.

    i.e.: Conjurations summon something, transmutations transform something and involve intricate circle designs, enchantments too can require constructing a complex focus and works by changing the properties of something by imbuing it, or evocations which are just a lightning bolt you let loose with a thought of sheer force of will which you must be strong enough to control to have any sort of accuracy.

    This is where I don't want to get into debates about how magic works. People often pull in from popculture stuff they see in an anime or something, without exploring the historical origins or listening to people who truly believe in magic. Having some good friends who are wiccan (one who is both wiccan and zen buddhist), I happen to have a more worldly view of magic.

    You're welcome to your own opinion, certainly. Mine is just that some magic is innate (what I would define as sorcery, little to no preparation, but a lot of practice & focus), while other magic requires preparation (what I would define as wizardry, requires a lot of preparation and learning, but easy to activate).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I'm not that familiar with this terminology, to be honest, so thanks for the clarification.
    Like I said i think both should be viable. The innate, quick, force of will thing as well as the preparation and setup thing.
    But we already have a lot of the innate, quick things, since you can use fire, ice, lightning, darkness, even telekinesis powers and others to portrait magic, too.
    I'd just like to see more of the other type being there and viable to use.. or at least not less of it after a magic powersets pass.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ecuani wrote:
    That'd certainly make sorcery pets stronger. But it wouldn't make the "here I stand in my magical fortress and bring pain"-gameplay more viable, just the mobile one better. Even now most people I see with sorcery pets already take unbound ritual over R3, so with these changes there won't be any reason for not taking the advantage.

    If the pets are, over all, too weak, I'm all for buffing them, but having to be stationary is a significant disadvantage, which should be compensated in some way to make this way of playing still viable. And no, having one advantage point more to spend is not a sufficient compensation, imo.

    In my opinion a better way of changing them, if they are indeed too weak as they are (not much experience with them to be honest), would be to keep the two point cost on the advantage, but make the pets strong enough on R2 to be viable, while giving R3 effects that support the "stationary" style of play.

    That's the thing, that would take a lot more effort to tweak and balance, which I am not sure cryptic is willing to put in. Right now have stationary R3 pets or mobile R2 pets are both horrible options. At least making the mobile option more viable would be a good start and a quick easy solution.

    Or remove it entirely. Sorcerers can still have their immobile gameplay with the other circle spells. No need for 2 circles that restrict your movement.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The value of circles doesn't make up for their stationary drawback IMhO :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Just like others have said, the BIG update on the CoRG needs to be implemented into the other circles, plus make it affect teammates as well; maybe not as much as the caster but at least 50% if they stay in that circle radius.

    I really hope they'll take inspiration from this thread when they'll do the Sorcery review.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    considering that it seems a lot of the basis for sorcery is support, it would make sense if the circles gave a percentage of it's abilities to allies.

    As far as the "hovering sigils and circles" what if there was an 2 point adv placed on them to allow them to be mobile (in the same vein as the summon animals have a 2 point adv to be mobile)

    Another idea I was mulling over, Sorcery should have a form, and maybe an energy unlock. Was thinking about something based on roots, since almost every attack causes or can be made to cause a root.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I think the new version of Radiant Glory needs a 2 or 3 point advantage that turns it into an area auto-rez that affects the team and is used up after two rezzes. That or make it a new power with this attribute.. but I figure since Radiant Glory is already there, why not? lol Though thinking on it, mayhaps it should be a 3 pt advantage. I figure that if there were any power that could affect an area with auto-rez, Radiant Glory would be our best bet!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    BTW, all pets are getting a giant nerf to their AOE resistance, so have fun with that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I had an idea for a power, stemming from discussion about how tanks are gonna be nigh-immortal, but I thought it would be cooler if Hex of Suffering got this power:

    Debilitation: A 3 point advantage. Places 3 debuffs onto the target.

    Now, I am no expert on PvP, but from talking with those that PvP on a regular basis, there are three things that make a tank invincible: Damage resistance, stacked with dodge and avoidance, plus self-heals. My suggested advantage will place three debuffs that each effect these three defenses.

    IE: It would place the trauma debuff (for self heals), a debuff to dodge & avoidance, and a debuff to damage resistance.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I had an idea for a power, stemming from discussion about how tanks are gonna be nigh-immortal, but I thought it would be cooler if Hex of Suffering got this power:

    Debilitation: A 3 point advantage. Places 3 debuffs onto the target.

    Now, I am no expert on PvP, but from talking with those that PvP on a regular basis, there are three things that make a tank invincible: Damage resistance, stacked with dodge and avoidance, plus self-heals. My suggested advantage will place three debuffs that each effect these three defenses.

    IE: It would place the trauma debuff (for self heals), a debuff to dodge & avoidance, and a debuff to damage resistance.

    Would be an interesting way to go, as tanks, as you said, are going to be fracking rediculous.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I thought so, plus in PvE against elite bosses, could be useful. Like I said, was just an idea to help people against super-tanks, it could always be built upon and refined.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I thought so, plus in PvE against elite bosses, could be useful. Like I said, was just an idea to help people against super-tanks, it could always be built upon and refined.

    Or, dare I suggest it, something that PvE enemies can use against us to make the fights a little more interesting?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    As I was checking THIS link, I couldn't help but notice how fantastic the icons for the Sorcery powers look, and made me realize how the powers themselves's look.
    What if we could have the casting animation similar to the icons of the powers?
    The Sigils would look fantastic, not to say the Circles as well.
    Imagine conjuring the Radiant Sigils using the animation from the power's icon.
    Or the Arcane Circle, floating all over your body.
    Pretty neat, right?

    I'm also waiting for them to revise the other cirlces and bring them on par with the Radiant one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Silviu4MC wrote:
    As I was checking THIS link, I couldn't help but notice how fantastic the icons for the Sorcery powers look, and made me realize how the powers themselves's look.
    What if we could have the casting animation similar to the icons of the powers?
    The Sigils would look fantastic, not to say the Circles as well.
    Imagine conjuring the Radiant Sigils using the animation from the power's icon.
    Or the Arcane Circle, floating all over your body.
    Pretty neat, right?

    I'm also waiting for them to revise the other cirlces and bring them on par with the Radiant one.

    Agreed. There could be much better animations and effects, provided it doesn't look to cartoony. (I strongly dislike what they did to my eldritch bolts :( )


    Also here's a thought. You know how we have Stormbringer as an offensive slotted passive? Why not have a sorcery one?

    i.e.: Elemental Pentagram Passive -- buffs the following damage types scaled up in % bonus dependent on your superstat(s):
    • Fire = Fire = fire damage
    • Air = Electricity = electric damage
    • Water = Ice = cold damage
    • Earth = Earth = crushing damage
    • Aether = Magic = magic or dimensional damage

    This would allow for amazing flexibility in the power selection options for offense-type mage characters (avenger/ranged role).

    Currently you can't make a mage-like character and have them effective without AoPM (aura of primal majesty), which also forces them into a non-avenger/ranged role. So no mages with fireballs or lightning storms without AoPM. It would be nice to see that changed. Heck I'd even be happy with a passive that buffed Dimensional, Magic, Fire, and Electric damages alone.

    The one thing I realized that I don't care for was all the "pets" and "circles" mentioned in this topic. That's kind of why I've been "meh..." towards this topic.

    Some mage characters (summoners/conjurers) like to stand still and just summon stuff, but it is much more awesomely bad-**** to be moving around destroying stuff. It's one of my favorite aspect of being a mage in Dragon Age for example (although some bosses you have to kite like crazy, but that's a rarity i.e.: the Arishok).

    In short, a squishy, but high DPS evocational/elemental caster would be a very nice option.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I've tried to talk to some people about a Sorcery Offensive passive, but Ive always been told to just take Shadow Form. Even though it doesn't have the cool looking runes and sigils that could float around you...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I've tried to talk to some people about a Sorcery Offensive passive, but Ive always been told to just take Shadow Form. Even though it doesn't have the cool looking runes and sigils that could float around you...

    Shadow form doesn't fit for most mage character designs, only those who love shadows. What about a mage that loves lightning & fire? What if somebody just REALLY loves Pillar of Poz? I don't know who these people are that are telling you this, but they either didn't understand what you were trying to say or they are likely to be narrowminded fools (i.e.: easy to play Jedi mind-tricks on).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I've tried to talk to some people about a Sorcery Offensive passive, but Ive always been told to just take Shadow Form. Even though it doesn't have the cool looking runes and sigils that could float around you...

    Really, every set should have it's own offensive passive, IMO. "Just take x" isn't an acceptable answer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Editied to add moar stuffs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Whoo! More stuff!! Moar runes!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Whoo! More stuff!! Moar runes!!

    Hasn't been a month yet, so...Woo! Needs moar runes for sorcery!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Moar runes. :D

    I'd also like for the Sorcery tree to get some additional summons, magic summons.

    A Djinn, perhaps, a copy of yourself semi-translucent covered in a magic aura that has a chance to placate the target every 3 secs...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    This just came to me in a flash yesterday, before going to bed: Clicky buffs like illumination for sorcery that adds different kinds of buffs depending on which kind of sorcery it is.

    I'll give a rundown of what I thought off:

    Mark/Rune of Arcane Wisdom

    "You imbed yourself or an ally with arcane power, increasing their inner strength and the rate at which they replenish their energy"

    Animation: Like Ego placate, just that you send a blue (Default) arcane sigil at an ally or yourself, that illuminates as it hits

    Type: Buff others
    Properties: Energy recovery buff, cost discount. Tap
    Range: 100 ft, affect up to max 1 friendly target

    + Increases energy regeneration rate off your target (10% at rank 1)
    + Increases energy generation from the target's energy builder (10% at rank 1)
    + Lasts 5 minutes
    - A target can only be affected by a maximum of 2 RUNES/MARKS at a time. Further RUNES/MARKS buffs gained will remove the RUNE/MARK with the least time left.

    Advantages:
    Rank 2 (2 AP) Increases the number to 15%
    Rank 3 (2 AP) Increases the number to 20%
    Grand Arcana: Makes Mark/Rune of Arcane wisdom affect up to 5 players in a 25 foot sphere. This lowers the range of this power to 50 ft.


    Mark/Rune of Primal Force

    "You imbed yourself or an ally with Primal energies, granting a buff to their defense and making them stand tall against tougher adversaries."

    Animation: Like The previous mark, just another base colour and a different sigil.

    Type: Buff others
    Properties: Damage resistance buff, Knock resistance buff
    Range: 100 ft, affects up to max 1 friendly target

    + Increases your target's resistance to all damage (1% at rank 1)
    + Increases your target's knock resistance (1% at rank 1)
    + If you're target's in the TANK role, this buff will increase their Threat generation (5% at rank 1)
    + Lasts 5 minutes
    - A target can only be affected by a maximum of 2 RUNES/MARKS at a time. Further RUNES/MARKS buffs gained will remove the RUNE/MARK with the least time left.

    Advantages:
    Rank 2 (2 AP) Increases the number to 3% respectively 10%
    Rank 3 (2 AP) Increases the number to 5% respectively 15%
    Grand Arcana: Makes Mark/Rune of Primal Force affect up to 5 players in a 25 foot sphere. This lowers the range of this power to 50 ft.


    Mark/Rune of Ebon Might

    "You imbed yourself or an ally with Ebon magic, increasing the damage and granting all powers the ability to slip through enemy defenses."

    Animation: Same as the others, using a different base colour and sigil

    Type: Buff others
    Properties: Damage buff, Damage penetration buff
    Range: 100 ft, affects up to max 1 friendly target

    + Increases All damage dealt by you target (1% at rank 1)
    + Grants a damage penetration buff to your target (1% at rank 1)
    + If your target's NOT in the TANK role, this power will decrease their Threat generation (5% at rank 1)
    + Lasts 5 minutes
    - A target can only be affected by a maximum of 2 RUNES/MARKS at a time. Further RUNES/MARKS buffs gained will remove the RUNE/MARK with the least time left.

    Advantages:
    Rank 2 (2 AP) Increases the number to 3% respectively 10%
    Rank 3 (2 AP) Increases the number to 5% respectively 15%
    Grand Arcana: Makes Mark/Rune of Ebon Might affect up to 5 players in a 25 foot sphere. This lowers the range of this power to 50 ft.


    Mark/Rune of Radiant Freedom

    "You imbed yourself or an ally with Radiant forces, enabling them to move unhindered through any obstacle."

    Animation: Same as above, with yet another different base colour and sigil.

    Type: Buff others
    Properties: Movement speed buff, hold resistance buff
    Range: 100 ft, affect up to max 1 friendly target

    + Increases the movement speed of your target (5% at rank 1)
    + Increases your target's resistance to all control abilities (5% at rank 1)
    + Lasts 5 minutes
    - A target can only be affected by a maximum of 2 RUNES/MARKS at a time. Further RUNES/MARKS buffs gained will remove the RUNE/MARK with the least time left.

    Advantages:
    Rank 2 (2 AP) Increases the number to 10%
    Rank 3 (2 AP) Increases the number to 15%
    Grand Arcana: Makes Mark/Rune of Radiant Freedom affect up to 5 players in a 25 foot sphere. This lowers the range of this power to 50 ft.




    Basically, what I had in mind with these powers was the typical Damage/Damage resistance/Speed/Whatever buffs that are found in most other RPG's and I thought it'd be fun to implement those into CO. Also, since you can only put two buffs at a target, then comes the decision to make of which buffs to put where:

    The tank would probably benefit from Primal Force and Radiant Freedom, or Primal Force and Arcane Wisdom if they find themselves not being able to dish out enough attacks at a steady pace.

    The DPS would probably benefit from Ebon Might and Arcane Wisdom, or Ebon Might and Primal Force if there's a lot of critters around or the boss frequently uses AoE attacks.

    The healer would probably benefit from Arcane Wisdom and Radiant Freedom when healing, or Ebon Might and Primal Force to stand more equal with the others on the offense.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Did we ever come up with some kind of form? Since Sorcery doesn't really have a form......

    New Form!
    Sage Intellect- provides a X% increase to all attacks. Stacks to 5. You gain a stack of Sage Intellect whenever you charge and/or maintain an attack for at least half it's duration (or any other method that would be better)

    Name is debatable, I'm partial to Sage Intellect, myself. Could also use Shaman's Ingenuity, or Mage's Sight.

    Just trying to get an idea ^^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Did we ever come up with some kind of form? Since Sorcery doesn't really have a form......

    I did, yes! I put a defensive form in the original post a little while back, actually.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Vincyre wrote:
    I did, yes! I put a defensive form in the original post a little while back, actually.

    oh, whoops :o my bad ^^'; well, still, this form was in response to having a form that buffed ranged and melee powers equally, so the concept people could have viable damage boosting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    oh, whoops :o my bad ^^'; well, still, this form was in response to having a form that buffed ranged and melee powers equally, so the concept people could have viable damage boosting.

    Works for me!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    Ok, so this just struck me:

    We have four kinds of Magic to choose from: Arcane, Primal, Ebon and Radiant.

    There are four elemental spirits often used... well, everywhere: Ifrit (Fire), Undine (Water), Gnome (Earth) and Sylph (Wind)

    Sooooooooo....

    Why not have these elemental giants as our tier 4 creme de la creme summons for sorcery? On to the idea!

    Arcane Sorcery: Summon Undine

    "Having reached the pinnacle of Arcane sorcery, you can summon an avatar of Undine, the elemental spirit of water, to fight alongside you for a short time."

    Animation: You simply stand and chant like you do at the mysticism tables, magical sigils appearing on the ground around you, glowing blue (Default). However it ends with you slamming downwards towards the ground with one hand as a pillar of water crashes down in front of you (Think pillar of poz, but blue), Undine appearing from it. Appearence what is available (I'm thinking Tall, female figure with bluish-white skin and long, blue hair, dressed in a deep sky blue robe with Valerian Scarlett's sleeves)

    Type. Uncontrollable Summon
    Properties: Summon. Charge (Max 5 seconds)
    Range: Immediate vicinity

    + Summons Undine for 30 seconds
    + On summon, all enemies within 10 ft of the player is knocked back
    + Undine is buffed by ICE FORM and will strike at your enemies with Ice shards and Aqua Spheres (Think Rebuke, just more watery), dealing cold and crushing damage to affected targets and may debuff them with CHILL (or rather, SOAKED if a certain fella gets their way). Undine will also occasionally strike enemies with a Geyser stream, knocking them in the air.
    + Undine will occasionally grant you "Undine's blessing", which lasts for 10 seconds and decreases the cost of all your powers and increases the rate at which you build and regenerate energy.
    - 60 seconds cooldown

    Advantages:

    Rank 2 (2 AP): You can now call a stronger avatar. This avatar can call down a heavy rain in an Area of effect, dealing cold damage to enemies within a 10 ft radius. The avatar can also entrap an enemy in a water cage (Blue ego hold, kinda), HOLDING them in place. The Avatar's Geyser now knocks enemies twice as high.

    Rank 3 (2 AP): An even stronger avatar of Undine is at your disposal. The heavy Rain now ROOTS enemies in place and removes travel powers and Aqua Sphere now Heals the avatar and the summoner for half the damage dealt. Undine also gains the power Planar Fracture.

    Primal Sorcery: Summon Gnome

    "Having reached the pinnacle of Primal sorcery, you can summon an avatar of Gnome, the elemental spirit of earth, to fight alongside you for a short time."

    Animation: "You chant like when standing by a mysticism table, runes appearing on the ground around you, glowing Yellow (Default). However, several rock starts to levitate around you and you finish by slamming your hands together, the rocks following suite (Cave in) and Gnome appearing from the center." (I imagine him as a hulking but relatively small humanoid with rockskin torso and torn pants and boots with an old, elfin face and eyepatch. He has giant growth and will grow with the task. Quite literally, heh. Again, just me.)

    Type. Uncontrollable Summon
    Properties: Summon. Charge (Max 5 seconds)
    Range: Immediate vicinity

    + Summons Gnome for 30 seconds
    + On summon, all enemies within 10 ft of the player is STUNNED
    + Gnome is buffed by DEFIANCE and generates extra threat. Gnome will pummel (Clobber, defensive combo) the enemies with his mighty fists, hitting multiple targets and possibly STAGGERING them. He can also stack ENRAGE, growing in size. He will occasionally let out a fierce warcry, granting enrage to allies and taunting nearby enemies into attacking him.
    + Gnome will occasionally grant you "Gnome's protection", which lasts for 10 seconds and increases your maximum HP, damage resistance and knock resistance as well as lowering your threat generation.
    - 60 seconds cooldown

    Advantages:

    Rank 2 (2 AP): Gnome can now stomp the ground in fury, knocking enemies towards him (Havoc Stomp). He can also rend the earth with a crushing blow, sending enemies airborne (Fault Line). His chance to STAGGER an enemy while pummeling them is doubled.

    Rank 3 (2 AP): Gnome's Havoc Stomp and Fault line now deals extra damage to targets affected by STAGGER. He cna now also make the earth shake, stunning all STAGGERED enemies (Shockwave). His warcry is also strengthened and becomes Unleashed Rage.


    Ebon Sorcery: Summon Ifrit

    "Having reached the pinnacle of Ebon sorcery, you can summon an avatar of Ifrit, the elemental spirit of Fire, to fight alongside you for a short time."

    Animation: You chant like when standing by a mysticism table, runes appearing on the ground around you, glowing Red-orange (Default). Fire rains down around you, a pyre patch appearing in front of you and when you finish you raise one hand to the sky (Fire snake) and Ifrit rises from the flames in a blast (Think when you're using Triumphant recovery devices). (My idea: Male, tendrils upper body coloured black with fiery orange skin underneath. Crossed chains over the chest, bestial hooves for legs and feet with Nephilim hip armor, bracers and ankles. He would've have a fiery hair, think Medusa, and a blackened humanoid face with Cursed eyes in Glowy, orange-yellow sockets. Red wings on the back as well)

    Type. Uncontrollable Summon
    Properties: Summon. Charge (Max 5 seconds)
    Range: Immediate vicinity

    + Summons Ifrit for 30 seconds
    + On summon, all enemies within 10 ft of the player are HELD by fear (Inner circle member hold)
    + Ifrit is buffed by FIERY FORM and engages enemies with his dual flaming blades (Blade tempest, eye of the storm), dealing fire damage to enemies near him. He can also use Fire blink (Void shift with fire instead) and every attack has a chance of applying CLINGING FLAMES to enemies.
    + Ifrit will occasionally grant you "Ifrit's might", which lasts 10 seconds and increases all your damage, your crit chance and your crit severity.
    - 60 Seconds cooldown

    Advantages:

    Rank 2 (2 AP): Ifrit's power grows and can now call down power to sunder the earth where he stands, leaving behind scorching hellfire (Brimstone). He now also gains stacks of FOCUS whenever he applies or refreshes CLINGING FLAMES.

    Rank 3 (2 AP): Ifrit's reach increases as his blades burn with even greater fervor. He can now ravage the lands and send streams of molten magma towards foes, knocking them towards him (Earth Splitter).
    He can also transform into a giant dragon, leaving the battle field a scorching inferno (Fury of the Dragon)


    Radiant Sorcery: Summon Sylph

    "Having reached the pinnacle of Radiant sorcery, you can summon an avatar of Sylph, the elemental spirit of wind, to fight alongside you for a short time."

    Animation: You chant like when standing by a mysticism table, runes appearing on the ground around you, glowing light green. Four whirlwinds appear around you and gather togather infront of you. As you raise your hands into the air (Redemption-ish) the winds dissipate and Sylph appears (My version: Sylph appears as a woman with pale complexion and butterfly wings on her back in light green, black and purple. She has the egyptian skirt and Persian top, with tattoo mystic underneath and pulp aviator scarf. Her outfit is green with white trims and blue details. Her hair is Punk urban, pure white with a light blue detail. Egyptian make-up in blue and no legs, instead the whirlwind that Djinn has is underneath that skirt.)

    Type. Uncontrollable Summon
    Properties: Summon. Charge (Max 5 seconds)
    Range: Immediate vicinity

    + Summons Sylph for 30 seconds
    + On summon, all enemies within 10 ft of the player are repelled
    + Sylph comes equipped with STORMBRINGER and can lash out with wind at enemies (Wind lash, Gust), dealing cold and crushing damage to enemies and pssoibly granting them CHILL. She can also heal friendly targets with Healing Winds (Arcane healing, but more like wind). She will occasionally channel life-giving powers at an ally, enveloping them in protective wind barriers that repel attackers. (Think protection field but pet-style and with wind barrier instead)
    + Sylph will occasionally grant you "Sylph's benevolence", which lasts 10 seconds and increases your movement speed, health regeneration and all healing recieved.
    - 60 seconds cooldown

    Advantages:

    Rank 2 (2 AP): Sylph's Shield and heal are strengthened and she gains the ability to call forths bolts out of the blue (Lightning strike), possibly debuffing enemies with NEGATIVE IONS. She also gains Wind breath, that deals cold and crushing damage and repels enemies, knocking them down if they're affected by CHILL.

    Rank 3 (2 AP): Sylph's shields and heals are strengthened further, her shield now placing a Heal-over-time component at her target. She can now also summon storms to slow down enemies and impair their vision (Snowstorm/hurricane) and possibly granting them CHILL. Sylph also gains access to Energy Storm.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    I think the four different types of sorcery in game are to reflect Elysium, the Netherworld, Faerie, and Babylon. Hence the angel, demon, wolf, and construct. I don't think it was really meant to be based on the elements. Nonetheless, more pets would be neat.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2012
    I love the T4 summoning powers suggestion!

    Also, about that buff (whenever you charge up or maintain an attack)...
    Concentration: Toggle - Form
    Concentration grants you bonus ranged damage and a lesser amount of bonus melee damage. This bonus scales with your Ego or Intelligence, whichever is higher.
    Concentration grants you bonus energy when you gain a stack of it. This bonus energy scales with your Ego or Intelligence, whichever is higher.
    You gain a stack of Concentration whenever you half charge or maintain a power for at least 4 ticks. Additionally, you gain stacks whenever you strike a foe from more than 25 feet away.
    This buff lasts 20 seconds.
    This power can be found in the "Technology" Tree (along with Power Armor, Gadgeteering, Archery, and Munitions).

    We'll get it, just not in a mystical tree. :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    I just wanted to say that I love these suggestions! They would make the set much more interesting and fun to play!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    A shame this post and my extensive japan zone thread are going to die today.

    Ah, well...it was fun while it lasted...
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