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Hey everyone, I've got an early lvl melee Necromancer character going by Way of Fire. What I forgot to take into account is that Vampirism's ways are exactly the same as Sorcery's ways and so I can't have a way of fire active and one of Vampirism's ways active. So now I am in a huge dilemma as to what to go with.
What I noticed is that I do not need to have a Way of Fire active for the fireball skill for example. So I am wondering is this also true for Draculian way for example and other Ways in Vampirism? Because if yes then I might invest an odd point in the way skill itself and then mainly go for the synergies. Anyone has good advices? Necromancer seems like a very unfortunate class with so many ways, where only 1 at a time can be exploited.
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No Way skill has a synergy linked directly to it, so no Way skills need to be activated to use a certain skill in that group.
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That's right. However, the major part of skills in Sorcery depend on the respective Way skill to be activated to be more effective, so it would be a lot better if they work like active auras... At least we could be using fire along with lightning and cold at the same time, with the boosts. Unfortunately, this could make Sorcery a bit overpowered
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A bit? Heh..VERY! This is very unlikely to be changed, Way Skills will stay as they are now, sorry...
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Quote:
![]() We will boost almost all the Way skills as requested, so I hope you will like them more then... ![]()
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Well I am very glad that you can get synergies without having Way skills active. I don't mind wasting an odd skill point on a way skill just to have access to its synergies. This way Necromancer can be quite an interesting class then, as it has 6 ways (if I'm not mistaken).
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Thats sad. Auras would allow for many many more builds (as per the archery thread. how would 1 character with all 3 ways on at once be overpowered? for 30 skill points you get
1 active cost 93 energy reserved 94 burn over 5,2 sec's +31% fire +13% fire resistance 1 active cost 84 energy reserved +25% lightning damage 18% chance of 3-6 sec's stun +10% total speed and 1 active cost 93 energy reserved +22% cold 70% chance of 22-27 cold damage 50% chance of 10-26% slow for 4 sec's Thats not overpowered at all as there are not skills that use all 3 schools of magic anyway. so assume a cold character they get 18% chance to stun, some fire resistance, some burn damage and some speed on what they have now. for 20 skill points that is more than fair... its probably a bit weak. (think aobut what 20 skill points would give you in any of the stronger masteries such as alchemy, CC or vamp. I mean for 10 points in Construction you never run out of mana (induction)..... ever... this is far more powerful. The sorcery ways as auras even with boosted +% damage to their respective skills is in no way overpowered. Look at the original game. Storm's + % lightning and earth enchantment can work together and is that overpowered? In summary I think these skills should receive a hefty boost in their relative +% damage (31% fire as opposed to earth enchantments + 100%) and be made aura's to make sorcery a stronger mastery, but also one people will want to play for the diverse character builds that can be made. at the moment a sorcery is stuck with many masteries that do not suit it due to being melee or ways. Sorcery + bestiary, sorcery + construction and sorcery + alchemy are the only really viable builds without way clashing (CC and chron are more melee oriented). Changing the ways into auras would allow archery, vampire and mysticism buiolds that are not insanely powerful, but fun. |
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