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Elemental Team

Update: Here are the current rules for an elemental team, below these are historical notes.

Meeting time: Tuesdays 9:30 PM EDT for 1-2 hours.

Concept: a team of elemental casters, with one character representing each element. Together they will prove that a balanced team of elemental nukers can in fact defeat hard mode.

Rules: Each character has an associated elemental attribute and damage type, and have some rules they must follow accordingly.

1) Must invest max points into their attribute. (Runes up to you.)
2) Must equip at least 5 skills from the attribute or at least referencing their element. (the elemental type must appear in the skill description)
3) Must use a staff or wand from their attribute or element for their weapon.
4) No consumeables!
5) Any skill outside of your attribute that references a damage type or deals it indirectly to enemies (including degen/life steal) must reference your element.
- In other words, earth mages can bring dust cloak or summon naga shaman, but not ice spikes. (even if winter is up)
- This restriction includes things such as minions, splinter weapon, and damage conversion like winter or sensitivity like the mantras.
- Damage amplification such as cracked armor or standard of honor is unrestricted.
- Skills within your attribute don't have to deal the right damage. Air eles can use Gust (and so can water), while earth eles can use obsidian flame.
- Skills with mixed damage types are eligible by one type, so for example, both water and blood can use winter's chill.


These are the 8 elemental damage types and their associated attributes;

Fire / Fire Magic
Cold / Water Magic
Lightning / Air Magic
Earth / Earth Magic
Holy / Smiting Prayers
Shadow / Blood Magic
"Light" (Direct Heals) / Healing Prayers
"Dark" (Life Steal) / Restoration Magic



---- First post follows ----


Wyrm mentioned something about starting up a new team variant and getting allies involved, and I've been playing a bit of PS2 console RPGs lately; the two got me thinking along this track, as well as the old "elemental strike team" from D2. This is still a WIP though, I could really use some input to come up with a workable variant.

As mentioned in the title, the idea is to create a team focused on the four elemental types (earth, fire, water, air). In the old days of guild wars, a horde of fire eles slaughtering everything bunched up by a tank was really common, but with hard mode and various additions such as high armor and scatter, this has mostly fallen to the wayside, and eles relegated to defenses such as blind and wards. So let's make a variant appropriate for some hard mode stretch (EotN missions?) to prove that nukers still have what it takes!

Here a few KISS variants I've thought of so far, but I'm not satisfied with any of them yet.

1) Elementalist skills only (+ rez?)

Aside from being fairly character limited, healing is a real challenge with just aura/glyph of restoration and the new elemental lord, all of which only work on ele primaries. Eles do have a wide variety of defense and shutdown skills that can be stacked, so this would positively emphasize that, but there'd possibly still be a few spots or bosses that the eles can't shut down very well. Emphasis could easily shift to an obsidian flesh tank taking most of the hits and herding into nice balls; this isn't necessarily easy in HM against most enemies without a heal source, but it could still be boring and slow paced.

2) Elemental damage only

This broadens the skill criteria by allowing non-eles to contribute more. Necros could weaken armor and provide anti-melee, mesmers could augment FC elemental damage with inspiration interrupts, etc. Technically physical classes could just equip an elemental weapon and use a regular bar, but that's no fun, so we'd stipulate that all the +damage attack skills don't count as "elemental" damage. Physicals would instead focus on equipping conjure element and attacking as fast as possible, along with support such as knockdowns or interrupts; dervishes with their crazy enchant stack abilities would be favored.

What I don't like about this one is that defenses can be done any way you want, which includes imbagons, curses, ether renewal prot spirit spam, and the like. I fear this would just pass by all the great defensive options elementalists have.

3) Non-elementalist skill restrictions

Allowing other skills from every class, but with severe limitations that favors the elementalists. This still lets every class make their own unique contribution. There are several ways to do this, but this is my thought so far on allowed non-elementalist skills:

Primary attribute skills are allowed, as are non-attribute skills and skills from these lines:

Motivation
Healing
Wilderness Survival
Inspiration
Blood
Deadly Arts
Restoration
Earth and Wind Prayers
Tactics

Additionally, any skill referencing an element is also allowed.

You can still spend points on forbidden attributes (e.g. invest in scythe mastery), just can't take any skills.


Instead of going by attribute line, we could instead ban non-elementalist skills by type:

attack skills
rituals
hexes
enchantments
corpse-exploiting
condition-causing
PvE

The intent of these approaches is to put the primary focus on elemental damage and defenses, leaving the rest for support such as healing, interrupts, and energy management.


4) Assigned party roles

This approach was really popular in some D2 variants, but it depended both on reliable players every week and the ability to play characters on someone else's account. Still it could work with heroes and some flexibility about primary. Something like:

4 Eles (secondary OK), each fully representing one element (max attribute & 5+ skills from the line)
1 flexible or "prismatic" ele (master of magic, signet of illusions, at least one skill from each element)
3 completely non-elemental defensive support characters (self/ally/party targeting skills only; heal/prot/emanage/tank/etc.) - perhaps allowing another ele if extra support isn't needed.

Fairly simple and flavorful, but not that accomodating to random guests dropping in and out who may only have or want to use X character. It also doesn't let you play as much to enemies weak to a specific element.

Anyway could use some input, even if it's just picking your favorite number from these ideas.
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My initial thought (not really examined to see how well it might work) would be all elementalists, possibly 2 of each element, with up to two (one?) skills from secondaries allowed to help cover the most pressing defensive/healing needs.

Regardless of whatever rules we come up with, I'd be up for a variant.
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However many "elementalists" we use, I do think we need to allow them as secondaries (x/e) - it just isn't practical otherwise. Sticking a pair of Word of Healings on E/Mos or Mo/Es is doable, and then aegis or ritualist stuff on the others, but my guess is that half a party of semi-monks may not be that popular, especially depending on the primary classes people bring. I think a dedicated healer or two (with or without additional restrictions or some minimal elemental investment) lets the rest of the party do the elemental thing more fully.

I am liking the planned team approach better though. Another idea is to count the other two GW elements, dark/shadow (blood magic) and holy/light (smiting prayers) - 6 slots filled by the elements, and the last 2 slots allowed to do whatever, although they'd typically be healers.

Regardless of approach I also thing we should allow select PvE skills, specifically any skill that explicitly references "spells" or an element in the description. The ele PvE skills aren't exactly overwhelming, and the battle standards of wisdom and honor, mindbender etc. just support more fun nuking, especially if we're trying to wring damage out of lightning and water eles.
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FoxBat Wrote:Regardless of approach I also thing we should allow select PvE skills, specifically any skill that explicitly references "spells" or an element in the description.
I'd think that'd include Snow Storm and the Asuran Summons (they summon a mage, so why not?) as well, just off the top of my head.

I like the idea of adding light/dark, though, I wonder if it'd be better to restrict dark to spells that only do shadow damage, or allow life stealing and/or chaos damage in that group as well. Chaos seems more non-elemental, but w/e.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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If we wanted to add chaos it would be a separate PC from shadow, but I don't think there are enough spells that do chaos damage to make it worthwhile. earth/air/fire/water/holy/shadow works for me; if shadow by itself doesn't offer enough useful spells to work, we can add blood to shadow.

I'm thinking we should have some sort of fixed roles for the two support characters as well, so we can't just bring whatever.

As far as random players joining goes, I think most of us would be comfortable with just about any character by now. If we need to swap roles for a week or more to accomodate a new recruit, it should be possible. Failing enough members, of course it should be relatively easy to spec heroes to fill the roles, albeit without PvE skills.
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Another thought I just had would be you could apply the dark/loly to sac/heal skills. That is, skills that have a life sacrifice cost could be the "Dark" element and skills that heal could be considered "Light."
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
Reply

OK here's some revised KISS rules

1. 8 elements for 8 characters, each with an associated attribute
fire - fire magic
cold - water magic
lightning - air magic
earth - earth magic
holy - smiting prayers
shadow - blood magic
light - healing prayers
dark - restoration magic

2. Each character must max their chosen attribute and equip at least 5 skills from it on their bar.

3. Any damage created from outside the attribute must initially match your element (light may use "holy", shadow may use "dark")

4. No consumeables

#3 is expressed simply, but here are the details. A "damage source" is something that causes yellow numbers to pop up. Augmenting an existing damage source isn't restricted, nor is converting the damage types, but a new damage source must be within your element BEFORE any type conversion. This includes your equipped weapon. Note that skills from your attribute don't have to follow this restriction.

Here is a completely optional list of OK (+) and forbidden (-) to clear up any confusion

+ Defile enchantments on dark and shadow mage

+ Snowstorm on a water mage
+ Summon Flame Djinn for a Fire Mage
+ Winter, even on non-water mage
+ Great Dwarf Weapon
+ Gust and Whirlwind on an air mage
+ Glyph of immolation, even on non-fire (degen isn't damage)
+ Parasitic Bond (or any pure degen hex)
+ Power attack (and most attack skills)
+ Ebon Scythe on an earth mage

- Ebon Vanguard Assassin, even on a fire mage with greater conflagration
- Empathy (passive, but still non-elemental damage)
- Flare on a water mage, even with winter up
- Splinter Weapon (creates *new* non-elemental damage source for the target ally)
- Summon Ice Imp on an Air Mage (even if you use Gust etc)
- Banishing strike on a non-light/holy mage
- Vampiric Scythe on an earth mage, even with Staggering Force
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Alright, so when are we starting? smile
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Hopefully after I'm done with finals.
If you believe everything you read, better not read.
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Seijin Wrote:Hopefully after I'm done with finals.

When is that? tongue

We could start as early as next week, depending on interest. There's also the matter of what areas to do. As mentioned, this is geared towards proving the much maligned nukers in Hard Mode.

Nightfall? (The changing required heroes could be a serious pain with such a set team)

Eye of the North Missions (A bit short, some missions are super easy, others could be difficult)

Zaishen Mission and/or Bounty of the day? (Profitable, but there's no sense of "progress" through a set of challenges, or any real end to it.)
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