- Joined
- Feb 24, 2018
- Messages
- 342
I'm struggling with finding an interesting mechanic for a mage class in an ORPG I'm making.
So far the classes and their mechanics are:
Knight - gaining (though proc or combos) a Lightbringer mode, which allows the use of paladinish abilities. Some are simply unlocked while the mode lasts, others consume it for powerful effect.
Ranger - charge-up skills, like Diablo 2 Assassin. Skills like Flaming Arrow put charges on the Ranger, special skills consume them for extra effects.
Warlock - first of all, heavy focus on summons; second, huge mana costs and low mana regeneration, so they have to sacrifice health to gain mana, and then get that health back, either through draining, or from sacrificing summons.
Druid - all spells are divided into 3 categories; each 3rd spells summons a Spirit based on the categories that spell belonged to; the Spirit persists for just a couple of seconds, but has various abilities.
(there will obviously be more, they are just not even really started at the moment)
For a mage I was thinking about something based on cantrips - weaker situational effects I don't want to make into full-fledged spells, like slow, or counterspell, or spellsteal. One idea was that you pick a cantrip out a spellbook and every 3rd spell (or every crit or something) casts the cantrip, but that's too simple and passive.
It must be something suitable both for a damage dealer and a support/control build.
Note that I'm really not a fan of "elementalist" fantasy. The mage has fire/frost/lightning spells, sure, but they are not divided into those schools and I don't plan any kind of focus on that aspect (neither focusing on a single element nor mixing the elements for the sake of mixing the elements)
So far the classes and their mechanics are:
Knight - gaining (though proc or combos) a Lightbringer mode, which allows the use of paladinish abilities. Some are simply unlocked while the mode lasts, others consume it for powerful effect.
Ranger - charge-up skills, like Diablo 2 Assassin. Skills like Flaming Arrow put charges on the Ranger, special skills consume them for extra effects.
Warlock - first of all, heavy focus on summons; second, huge mana costs and low mana regeneration, so they have to sacrifice health to gain mana, and then get that health back, either through draining, or from sacrificing summons.
Druid - all spells are divided into 3 categories; each 3rd spells summons a Spirit based on the categories that spell belonged to; the Spirit persists for just a couple of seconds, but has various abilities.
(there will obviously be more, they are just not even really started at the moment)
For a mage I was thinking about something based on cantrips - weaker situational effects I don't want to make into full-fledged spells, like slow, or counterspell, or spellsteal. One idea was that you pick a cantrip out a spellbook and every 3rd spell (or every crit or something) casts the cantrip, but that's too simple and passive.
It must be something suitable both for a damage dealer and a support/control build.
Note that I'm really not a fan of "elementalist" fantasy. The mage has fire/frost/lightning spells, sure, but they are not divided into those schools and I don't plan any kind of focus on that aspect (neither focusing on a single element nor mixing the elements for the sake of mixing the elements)
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