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Balancing the SkellieMancer (game change suggestion)

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webwalker:
Please consider making the skill "Raise Skeletal Mage" to be a synergy to the skill "Raise Skeleton Warrior", with the effect of adding elemental damage to the (otherwise pure physical) attack of the Skeleton Warrior.

If each point in Raise Skeletal Mage adds 2% elemental damage (fire, lightning, and cold, as in Vengeance) to the Skeleton Warrior, then
1: Skeleton Warriors become more capable of dealing with the many Physical/Magical Immune monsters
2: The Skelliemancer (necro summoner) is not obliged to build a boner with skeleton assistance and call himself a summoner.

Under this plan, maxing Raise Skeletal Mage would add, to each 100 points of physical damage from a Skeleton Warrior, 60 points of cold, 60 points of lightning, and 60 points of fire damage.  This is a smaller synergy boost than bone spear/spirit skills have from bone spirit/spear and teeth.

webwalker:
No response on this at all?  Joe?

ChaosEmpire:
i dont saee a way to do this

webwalker:
Please help me out a bit here; what CAN be done to help the skelliemancer?

Giving Skeletons "Spectral Hit" would address the trouble, can this be done?  If so, does "Spectral Hit" come by degrees? If so, tie that to points in Skeletal Mage and we're done.

Alternately, a Skelliemancer-oriented rune word (imagine a parallel to "bone" giving +2 Necro +4 Summoning and +4 each to Enchant, Warmth, Skeleton Mastery, Raise Skeleton, and Teleport)
 
 Replacing "wand mastery" with Enchant or Teleport would be very very useful.
 
What other options could be brought in to address the need?
 

ChaosEmpire:
instead of enchant, you can also use the new venom clones, to add elementar damage to the skellies..surely you need to select each..like with enchant

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