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New Mage Class - Geomancers - Printable Version

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+---- Thread: New Mage Class - Geomancers (/showthread.php?tid=10297)



New Mage Class - Geomancers - NoWaizMatt - 2009-04-16

So, Geomancers is a common class in many RPGs, right? But what exactly IS a geomancer? Well, Geomancers use magic to make attacks out of the environament, per se. So, now I present to you, my conception of a Geomancer. Although it is under the mage branch, they have no relations to other mages whatsoever.

A geomancer uses a Bell to attack with. The Bells have no stats, not even magic attack, because Geomancer attacks are not based on their stats. Therefore, you can be a lukless Geomancer and be weaker than a full luk one. Bells require no stats, either, so Lukless is generally what you'd see. Though, most attacks require mastery. Int also boosts damage and stabilizes it. Without Int, you'd not get much above ones when doing attacks.

Second Job: Geomancer

 Geomance

 Dematerialize

 Enlighten

 Fuse

 Micropower

Third Job: Necromancer

 Summon: Spirit

 Skill Circle

 Necromance

 Quake

 Burn

 Minipower

Fourth Job: Gastromancer (Meaning "from the stomach."

 Ventriloquism

 Acid

 Reverse

 Maple Warrior

 Superpower

 Maxpower

 Ghost

INCOMPLETE.


New Mage Class - Geomancers - Dusk - 2009-04-16

Uh, so every Geomancer would do the same amount of damage?

*Puts all AP into HP*


New Mage Class - Geomancers - NoWaizMatt - 2009-04-16

Dusk Wrote:Uh, so every Geomancer would do the same amount of damage?

*Puts all AP into HP*

Fixed so you can't do that.


New Mage Class - Geomancers - ablu2 - 2009-04-16

I know the shorter name already. Hippie! (Also Hippi, Hipi, Hipy, Hipie, etc)


New Mage Class - Geomancers - Cavalier - 2009-04-16

Too many generic skills and too many attacking skills.


New Mage Class - Geomancers - z0mgc00k13 - 2009-04-18

when i read this i though of FF o.o


New Mage Class - Geomancers - Takebacker - 2009-04-20

Dematerialize: Since it has the same benefits as teleport and does damage, i suggest there either be a delay between uses (like recoil shot has), or that the MP cost increase at least triple at all levels.

Micro/mini/max power: 80 SP for a total of +30% damage? wtp? The increments for each individual skill in question is retarded too. How are you going to cover +4% increase in power between level 1 and 10 of micro power?

Acid: Isn't this generally assumed to be a poison skill, in which case mastery is useless isn't it?


New Mage Class - Geomancers - IllegallySane - 2009-04-20

The Micro/Min/Max power abilities sound like Elemental Amplification done right. What mage wouldn't want a buff that increases damage by a significant amount without all that 200% MP bullock? Forget the fact it only lasts for 2 minutes. That's going to be a heck lot of MP saved by not increasing MP costs by 100%.