Log in

View Full Version : Elemental lore preview.



Praefection
07-04-2009, 12:14 AM
Here's what we're working with for Elemental Lore benefits for the Minor Elemental spell circle. These ideas and their details are not necessarily set in stone, and could potentially change before release, but this is a solid representation in the direction we are going. Spells and related lore benefits not mentioned in this post are still under review.

Each spell is also noted with one of two designations as to how lore applies to the spell. Overt denotes a direct influence by elemental flavor; fire spell + fire lore = more fire. Secondary denotes that the secondary influences of the element beyond the overt apply.



Elemental Defense I (401):

See Mass Elemental Defense (419).



Presence (402):
Secondary: Air

Training in Elemental Lore, Air allows the caster to sense a presence with enough accuracy to point the individual out of hiding. The target's Stalking and Hiding skill ranks, and any effects providing a bonus to hiding, are taken into account against the caster's ranks in Elemental Lore, Air.



Elemental Defense II (406):

See Mass Elemental Defense (419).



Elemental Blast (409):
Secondary: Fire

Training in Elemental Lore, Fire unlocks the ability to CHANNEL this spell to affect multiple targets at the cost of an extra 5 mana. One extra target will be hit per 70 lore skill.



Elemental Wave (410):
Secondary: Water

Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check.



Elemental Blade (411):
Secondary: Water

Training in Elemental Lore, Water allows for magical weapons without special abilities (e.g. flares, critical or damage weighting, etc.) to be affected. The bonus of the target weapon able to be affected increases by a Seed 3 summation of EL:W ranks. For example, +5 weapon requires 25 ranks, while a +12 weapon would require 102 ranks.



Weapon Deflection (412):
Secondary: Fire, Earth

Training in Elemental Lore, Fire grants a bonus to the Attack Strength reduction of this spell. The bonus increases by a Seed 3 summation of EL:F ranks, for +1 bonus at 3 ranks, a +5 bonus a 25 ranks, and a +16 bonus at 200 ranks.

Training in Elemental Lore, Earth allows the spell to affect multiple targets. One additional target is affected for each 20 EL:E ranks trained.



Elemental Saturation (413):
Secondary: Fire, Air

Training in Elemental Lore, Fire provides a bonus to the persistent Target Defense pushdown effect. The bonus increases by a Seed 3 summation of EL:F ranks, for a bonus of +1 at 3 ranks, +5 at 25 ranks, and +16 at 200 ranks.

Training in Elemental Lore, Air allows the spell to affect multiple targets. One additional target is affected for each 20 EL:A ranks trained.

Additionally, training in Elemental Mana Control provides a bonus to the initial Target Defense (TD) pushdown. The bonus increases by a Seed 1 summation of EMC ranks, for a bonus of +1 at 1 rank, +5 at 15 ranks, +10 at 55 ranks, and +20 at 210 ranks.



Elemental Defense III (414):

See Mass Elemental Defense (419).



Elemental Strike (415):
Secondary: Fire

Training in Elemental Lore, Fire allows this spell to affect multiple targets when CHANNELed at the cost of an extra 5 mana. One extra target will be hit per 70 lore skill.



Elemental Dispel (417):
Secondary: Fire

Training in Elemental Lore, Fire unlocks a 10% chance to dispel an active spell effect in addition to dispelling a prepared spell at 10 EL:F ranks. The chance increases by 3% for every additional 10 ranks.

Additionally, training Elemental Lore, Fire increases the amount of mana that is burned from a target with no active spell effects or prepared spells by 1 point per 15 lore skill. Mana burned in this manner will not cause nerve damage to a target.



Mass Elemental Defense (419):
Secondary: Earth

Training in Elemental Lore, Earth unlocks a chance to create a magical barrier that will deflect a single physical or bolt attack at 25 EL:E ranks. For this self-cast benefit to activate, all three Elemental Defense spells (401, 406, and 414/419) must be active on the target. The chance of activation is 5% when unlocked, plus an addition 1% per 20 EL:E ranks beyond the initial 25. Attackers with significant level advantage are more likely to avoid activation of this benefit.



Major Elemental Wave (435):
Secondary: Water

Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check. This bonus is twice as effective as the bonus to Elemental Wave (410).



The following spells are not scheduled to have changes or additions to their lore beneifts: Elemental Targeting (425) and Elemental Barrier (430).

radamanthys
07-04-2009, 12:28 AM
is it the beer, or is this a massive fail?

Bhuryn
07-04-2009, 12:32 AM
looks pretty shitty to me. Although, the fact that fire lore is used for 409/415 channel is interesting given most mages go that route anyway.

Kitsun
07-04-2009, 12:36 AM
Out of all 3 spell lists, only 25 spells are getting changes. One thing to note is that Haste isn't on the "no touch" list and it isn't on the slate for an uptweak either... which leaves it on a very ominous unmentioned nerf category.

My mage has 202 ranks of lore and an open fixskill and I'd rather the Elemental Lore review got swept under the rug than having them fuck with Haste. I was giddy with anticipation for the Spirit Lore review but find myself really underwhelmed by these changes.

thefarmer
07-04-2009, 12:55 AM
Read rimalon's official post thread

Kitsun
07-04-2009, 12:58 AM
I read through the whole thing on the officials.

Ryvicke
07-04-2009, 01:09 AM
Read rimalon's official post thread

Link? Summary? I'm lazy.

Bhuryn
07-04-2009, 01:11 AM
Link? Summary? I'm lazy.

I'll tell you that it's less disappointing but there's still not much reason to train much lore outside fire.

Fallen
07-04-2009, 01:05 PM
They've actually skewed it more in favor of fire. Fire mages can now own a room with 409/415. Those spells are awesome.

Lord Orbstar
07-04-2009, 01:26 PM
Read them all. I disagree with the "fail" thing. There is a lot of good in there with little increases and positive tweaks for most spells. Look at 413...they are making that useful. 415/409...awesome. for a different flavor, you can go water/air Lores. Still not as purely destructive as fire, but the soak/stun thing is pretty nifty. Fire/Earth looks interesting too. Group cast wizard shield is nice..well it would be niceer if they increased the duration back to GS3 days.

phantasm
07-05-2009, 02:11 PM
This is a massive boost to training in fire lore. Now you can have a massive 519, and make up for your lower 400's CS with 413, and still pwn the room with 415, you can even attune to something non-fire so you can use 415 in places that have exploding gas pockets.