Originally Posted by Le Gord
I love magic classes, so i will post some talents for them:

Chaos:
When you reach X points (6?) on any magic school you gain the power to penetrate magic armor with that school, hitting directily to HP, not even touching magic armour (CC will still be stopped by magic armor)


Interesting. With that, you sacrifice your ability to perform CC on enemies with magic armor, in exchange for more direct damage. I'm not sure if that would be balanced or not, but this is certainly an interesting idea.


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Wail of the Banshee: require High lvl and int.
The area of effect of your AOE spells(radius) incrise by 90% and their casting range decrase 80% (in case is not selfcast) but now they will deal just half of the total dmg to Magic Armor / Physical armor / HP at the same time, also their dmg will be applied to allies if they are in the AOE (even you) and all the AOE spells will now cost +1 (or 2) AP


So the radius of the spell is doubled, but the range at which you can cast it is halved. That might put the player inside the blast radius of their own spells much more often. I believe that spells already do friendly damage by default. It lets you hit more targets for less damage for more AP. Hmmm... not sure.



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Water Bounded: Hidrophist 5?
Reduce by 1( or 2) the memory slots to water spells, cant be 0.
In addittion, you gain a +1 (or +2) memory slot cost on all other elements.
(Optional: you also reduce by 1 the cost point on that element, and incrise by 1 on other elements (cant be 0), or maybe just the first one)

Same with all other elements ( earth/fire/air/death bounded)


Interesting idea, but a single-focused school mage is already a bit dubious of a proposition since you just KNOW that sooner or later you'll be facing enemies immune to that element.


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Dance with the dead: Necromancy 10
When you died, you resurrect as a spirit ( like Ragequin DOS1 ) When you resurrect your spell reset their CD, you loose all your equipment atributes and you can only "fight" for 2 turns, after that you are banished.
(This mean that if your equip have lot memory, you will loose tons of spells, so u have to put first the ones you want to stay with, since with no equip ur melee /range dmg suck)


Maybe rename this "From Beyond the Grave"? So if I understand this right, if you die, you revive in ghost form for two turns to do a last-gasp attack and then you need a resurrection scroll? What if you get rezzed earlier? Is the spirit form immortal or can it die before the two turns are up?


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Dragonform: Phyro 10
You gain +50% fire DMG + 50% incrise area of your AOE spells + 50%range on spells + 50% Fire resist, your also get a HP and Armor/magical Bonus, but you now can DMG ur allies with spells (AOE) and there is a small chance when you use a spell to produce "Overpower" that cause you to explode dealing a heavy AOE DMG arround you, igniting the field and appling BURN 3 on everyone.


As I said already, AoE spells damage friendly targets by default, putting that in as a downside is incorrect because it is in anyway. This also seems somewhat overpowered since as a Talent, it is permanently on.

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Moon Servant: Hidro 10
Healing effectivness incrise 50% and also will heal 10% of the total ammount of healing you do as magic armor when you use it, but will instantly form a "water surface" on the feet of the one you heal/target and you will always get the "wet" state when you cast and the 3 turns after (stack)
In adittion, you gain inmunity to "fall" on ice.


I think one thing to be concerned about is overloading Talents with too many effects. Here, we have:

+ Healing Effectivenes +50%
+ Heals 10% of heal amount as Magic Armor
+ Immunity to slipping on Ice
- Forms water surface beneath feet of target
- Gain Wet status for 3 turns after casting.

That's a lot to fit into a tooltip. Additionally, is that status effect for 3 turns after EVERY skill or every magic spell or only after every water-school spell?


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Nature Guardian: Geo 10
You gain Poison inmunity and incrise Physical Armor. You gain "Bounded to mothers nature" that will make you inmune to teleport and Knowckdown, But you will get +1 cost to movement in every turn and your magic armor will be converted into physical armor, although enemis will still first need to destroy your Physical armor to hit you with spells, CC will be unstopable.


Another tooltip-killer. These are getting pretty complicated.


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Air Essence: Air 10
You dont need to waste any points on moving on combat and your evasion will go up to +30% on spells and +50% on melee atacks, but you will get a -80% "weight you can have" (bad english =x) and all the spells will cost +1 on memory slots.


-80% weight capacity is pretty steep, and +1 Memory to all spells could possibly be crippling.


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Dark Arts: Necro 10
You get leech on every spell you use, healing for 10% of the DMG you deal.


This one is simple, easy to understand, and builds on the benefit already provided by the Necromancy school. I like it.

more later