What type of magic skill would you guys like to see the sorcerer have?

[quote quote=5097]I think it would be greate if you could get a bonus system for you´re spell rotation. For example: If target was hit by fire damage recently, the next cold skill you use will do extra damage. If target was hit by cold damage recently, the next lightning skill you use will crit. If target was hit by lightning damage recently, the next earth skill you use will stun target. If target was hit by earth damage recently the next fire damage skill you use will ignite the target. And if you complete rotation of all 4 elements without braking the chain you gain bonus for xx seconds, for example faster cast rate, faster mana regeneration or armor.[/quote] This is a nice idea and improved damage factors integration!

Hello,

 
We are in the process of removing the boards for the mastery classes.

 
I’ve moved this thread from Sorcerer to Mage as a courtesy.

For Rune Master:
Glyph of Heorot - Places a Glyph on the ground which causes initial cold hit when step in and damage over time when staying in glyph’s area. On end of its duration Glyph explodes causing AoE Damage.
branches in tree:

  • increase initial hit with some freeze on it
  • increase DoT
  • increase AoE Damage

Design is to make rather versatile cold focused skill.

curious if this is a dead topic or if the devs are still interested in ideas for this? seeing as it hasn’t been locked.

A big risk vs reward skill would be nice. Something that is slow casting, big damage, relying on the users timing for max effect. Specializing in this skill could yield temp defense while channeling/summoning and respectively more damage/ailments applied during channeling/summoning in another branch. Quick and dirty ideas…

  • Taking a page from Goku’s “Spirit Bomb” imagine summoning a meteor/energy bomb/ ect

  • Summon a Litch/Wraith/Demon who performs a mass AOE skill

  • Summon a powerful character/mage/beast from a different time ear using Last Epoch Lore who performs a mass AOE skill

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I would love to see something similar to the defect in Slay the Spire or the Invoker from Dota. Summoning orbs and gaining various effects depending on what orbs you’ve summoned ect. That would be my wishlist mage type :slight_smile:

We’re definitely still watching :slight_smile:

More Lightning Skillz!

What about an ability that allows you to place tesla coils that arc lightning between them.

More Shields for the different elements like Fire Shield.

Sparks that bounce similar to the POE sparks

Owl pets that have minion damage and sit on your shoulder.

Broomstick pets, pointy hats!

Hmmm…
Phoenix:
You explode yourself in a massive destructive blast, dealing relatively high damage.
Then you rebirth yourself as a phoenix out of your ash, giving you increased stats and defense somehow, and 5 Special Skills (Wing Blast, Fire Breath, this stuff) for 10 seconds, before you as Phoenix transform back into your normal form.

Nodes could Change the element to cold or lightning, or “Magic”, astral, void…whatever you want to Name it :smiley: (the Explosion would of Course Change accordingly), add specific Aura-like effects like for example blinding the enemies around you (because you burn so bright), or in the “lightning”-Tree have a Chance to Stun each enemy that attacks you…stuff like that.

Oh and the “Explosion” could be made more fun by changing the way you “die” depending on the element. With Lightning, a Lightning shoots down on you, blasting you and the enemies around. With Cold, you freeze up and explode in a rain of ice shrapnells etc.

Give it a large-ish cooldown and it is different enough from Druid Transformations (which should be permanent anyway imho :stuck_out_tongue:), should look cool, and could be a nice “Oh sh*t”-Button to press in high Danger, since the Phoenix will have full life always, making it viable as defensive tool as well as offensive tool.

Oh, by writing that last Paragraph: Maybe the Explosion does damage according to your current health (at 10% current health it only deals 10% of it’s damage).

Just a thought.

PS: Feel free to iterate on every Point of this idea. For example he could receive a temporary debuff for ~5 seconds after returning to human form, as his Body did just shatter seconds ago :smiley:

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Sorc is in a pretty great place right now, but if there’s anything I’d say it’s missing, it’s a non-buff defensive skill, like an Ice Wall, to prevent being overrun by hoards of monsters. You could mod it for size, duration, convert it to fire (and make it offensive, apply ignites, etc), or lightning (shock wall, slow mobs, etc). It’d be nice to see another multi-elemental skill, since Elemental Nova is pretty much the king of that :slight_smile:

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I’d like to see mage in Last Epoch with void spell so Voidmage class??

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The Void Knight has void spells :slight_smile: And I’m sure there will be more spells for that mastery later on.

Fissure AoE- earth tears open below target causing an initial burst of physical damage and elemental DoT with immobility of targets in area. Points could lengthen immobility or amount of DoT damage. Maybe you could even spec into various flavors of elemental DoT damage?

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Transforming monsters into lesser, smaller ones could be both surprising, powerful and fun!
Or summoning small temporary mana creatures to aid the mage. It could summon one minion per point of mana spent. One could build a huge amount of mana pool to ultimate into a legion of mana dudes :smiley:

conjure weapon:
a skill wich conjures a weapon or shield/offhand (replacing your current one) depending on the specialization (the modell ingame would change to match).
speccing into more then 1 weapon/offhand typ would give you equal chance to conjure it (50/50 if two are chose and so on).

The skill has two functions:
First it cojurs a weapon/offhand (a duration can be set for how low it would last, perhaps 5-30 mins).
Secondly, when you have a conjured item the skill turns into a auto attack replacer for weapons or a defensive ability for offhands, depending on the item conjured, so for example if you have a wand conjured you would shoot fireballs or arcane missiles, a conjured shield might put up a magic barrier of sorts.

The first node(s) in the specialization choses an item to conjure (weapon/offhand) the other connected ones would buff this autoattack replacer. a node in the axe or sword line could for example change it into a 2h, 1h or make you dualwield them.

I played sorcerer and would love to build sth like oldschool d2 lightning soso…but the lightning blast feels meh…especially compared to the op fire spells…
Would be cool if you could specialise in one element!

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Hi all, awesome suggestions so far! Just wanted to chime in and say that we’re still monitoring this.

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Oh cool! I wasn’t sure if you still were. I’ll get to it then :grinning_face_with_smiling_eyes:

Blizzard

  • Channeling.
  • Drains mana over time.
  • Chills everything inside.
    Tree node ideas:
    • Chance to apply Frostbite.
    • Deals damage over time.
    • Chance to drop big hails, with a chance to freeze enemies hit.

Flame Lance

  • Shoot out a ray of fire that pierces enemies.
    Tree node ideas:
    • Chance to ignite.
    • If the target has 5 stacks of ignite, an explosion happens on them, damaging nearby enemies.
    • Shoot farther and faster.
    • Slower ray, but more damage.
    • No longer pierces, but create burning ground underneath target.
    • Cannot ignite, but deals a lot more damage to ignited enemies.

Phantasmal Armor

  • Buff
  • Grant ward retention per mirror image you have out (Like from the Teleport nodes).
  • Activate to create a mirror image in front of you.
    Tree node ideas:
    • Gain dodge chance per mirror image you have out.
      • Create a mirror image if you have dodge recently.
    • Gain armor per mirror image you have out.
    • Gain spell damage per mirror image you have out.
    • When you deactivate, explode all mirror images, dealing physical damage to nearby enemies.
      • Convert the explosion damage to lightning, fire or cold.

Anti-projectile Barrier

  • Create a semi-transparent barrier in front of you, that stops projectiles for a short period.
  • It isn’t impassable, so enemies can run through it.
    Tree node ideas:
    • Enemies that run though the barrier are slowed for some time.
    • Projectiles are flung back at enemies.
    • Enemies that are near the barrier are blinded.
    • You gain ward retention as long as the barrier is up.
      • Increased duration.
      • Cooldown reduction.

Immolation (Inspired by the Fire Shield, which is getting removed/reworked at some point)

  • Burn enemies around you for a short period, dealing fire damage over time.
    Tree node ideas:
    • Form a fiery shield around you, damaging enemies that hit you.
    • Increase the area of Immolation over time.
      • Increase the area faster, reaching max area sooner.
    • Increase the duration of Immolation.
    • Have a chance to apply ignite per second.

Aftershock

  • Create a burst of electricity in an area, dealing damage to enemies hit.
  • Cannot shock.
  • Cooldown.
  • Deals more damage to shocked enemies.
    Tree node ideas:
    • Gives you a surge of energy after hitting a shocked enemy, for a short period of time, making you have global cooldown reduction.
      • Deal more lightning damage while having the surge buff.
    • Gain ward when hitting shocked enemies.
    • Gain mana when hitting shocked enemies.
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I know the Sorcerer is mostly fire/ice/lightning based but I really like the idea of space and time abilities. You would be severely punished by using damage spells of this kind tho as all the talents spec towards fire/ice/lightning so they wouldn’t scale well, but here’s some stuff that wouldn’t be very punished by a lack of passive talents backing them up:

Chrono Spheres:

Activate to queue up ranged damage abilities, up to 3 abilities may be stored.
Spheres corresponding with damage type (fire/lightning etc.) rotates around you.
Reactivate to launch all stored abilities at the same time/rapid succession.

Gives you something to do in downtimes and would be pretty fun I think.

SpaceTime Vortex/Wormhole:

Summons a hole in the floor for 5 seconds, mobs who stood under it or walked into it will fall into the hole and vanish. After the Vortex closes a new Vortex will appear in the sky automatically, previously trapped mobs will crush into the ground taking damage and being stunned for 1 second. Mobs also takes damage every 0.2 seconds while trapped inside.

Event Horizon:

Creates a large ring around you for 3 seconds (maybe about half of the screen away from your character), absolutely everything that touches the ring will be frozen in time, including projectiles and even the player themselves. You can use this ring to help evade projectiles, make jumping enemies easier to dodge, queue up abilities by shooting at the ring (as projectiles continue their path once the ring disappears), or simply just buy you some time. Alternatively this could be a node in the Teleport tree as an “instead of teleporting” node.

Temporal Flux:

Could also be a node in the teleport tree as an “instead of teleporting” type node. Makes the mage partially phase out of existence for 3 seconds, making you avoid unit collision but not terrain collision, the mage takes 50% reduced damage while active and runs 30% faster. Walking through mobs will damage them. Alternatively make this a toggle, but abilities have dramatically increased mana cost while active/reduced damage done.

Parallel Shift:

Summon “yourself” from a parallel universe, an ethereal mage copy that follows you for X seconds and casts the spells you have in your hotbar. Deals 50% less damage than you and takes 50% reduced damage but cannot be healed. Scales off your stats and can run out of mana just like a player, maybe it also has increased mana costs.

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