I think that the Path of the Mage should look like this to make it more interesting:
Compassion > Summon Wisp > Summon Lightbringer
Aeromancy > Summon Air Elemental > Thunder Rites* Geomancy > Summon Earth Elemental > Stone Rites*
Hydromancy > Summon Ice Elemental > Frost Rites* Pyromancy > Summon Fire Elemental > Volcanic Rites*
Summon I**> Summon Ignys > Summon II**> Summon Craig Spawn > Improved Summoning*** > Summon Grave Elemental > Summon Mastery
Prodigy I**** > Evoker I***** > Knowledge****** > Savant > Affinity > Prodigy II**** > Evoker II*****
* + 25 % damage with (element) spells, Tireless March (Air), Cloak of Thorns (Earth), Protection from Cold (Water), Protection from Fire (Fire)
** + 2 level / + 2 level
*** The hero can control two summoned creatures
**** + 15 Spell Mastery / + 15 Spell Mastery
***** + 25 % damage / + 25 % damage
****** + 1 mana per turn
To make spells that inflict damage useful for Non-Warlocks the BASE DAMAGE of the spells should be increased by 25 % and the bonus of the Warlock profession should be reduced to 25 %.
How about multiple summons or special summoning path?
i know about familiar and summoning, but....
I like it
One thing I was wondering is if the Kingdom and Empire summoning/spell powers were balanced.
An empire summoner gets raise skeleton army and Horrific Wail pretty fast, and a Kingdom summoner gets a wisp.
wisp has healing, Kingdom factions are focused on support, whereas the empire factions are about raw killing power. Truth be told magic damage is over the top at the moment.
Multiple summons are a great idea and more interesting than increasing only the level of the summons.
Yep, that is the reason why the Warlock profession should be less powerful and why it is more difficult to reach high bonus damage in the suggested Path of the Mage.
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