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Old 04-17-2012, 10:47 PM
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Sergano Sergano is offline
 

Join Date: Jan 2008
Sergano has just set foot in the Tutorial Tower
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The way you have it, these specializations have to have an extra fee to join them, otherwise they're just giving away free (and very potent) skill points.
I was thinking that, if implemented, the specializations would be something included in the original 100,000 that you pay to join, in which case the different classes would have to have way more negatives to be balanced, assuming they'll still be getting the extra mana and meditation from leveling up as a member of the mage's guild.

For fire:
+1 fire magic every other level, +1 evocation every other level, -10 enchantment, -15 water magic, -10 incantation (not sure about this one), +1 death every other level (both types of magic cause some form of destruction)

For water:
Same as fire except for the obvious reversals, and maybe +1 life magic every other level instead of death magic?

For death:
+1 death magic every level, +1 conjuration every level, -20 life magic... ok, nevermind, the way this is gonna end up is just like the conjurer's guild, lol.

For air:
+1 air every level (not every other, no ball spell to abuse it with, and air has more of a mix of damage and utility), +1 life magic every other level, no arts negatives, -15 earth magic, -5 fire and water magic (maybe you'll want to train through it for the other goodies, make a weird potpourri mage)

And of course, each specialization will only get xp for killing monsters using the element they're specialized in.
The other elements I don't feel deserve their own specialization or don't have enough spells to make use of one, unless they wouldn't penalize fire and water magic too harshly upon joining them.
More ideas to come.