View Full Version : Elemental Apotheosis
Tuxedoman96
07-08-2018, 08:11 AM
Does it seem odd to anyone else that the Sorc Savant Capstones don't offer more distinguishing features for their elemental forms? I feel like they should mimic the elementals we fight somewhat. Like as an air elemental there should be a chance to knock down a monster if he hits you or if you hit him. Or the fire guard that you get from T4 (which I think as a capstone thing should turn into a permanent aura that scales with Fire SP). And the Water ellie would have resistance to all elements like the monster version. Not sure what to do with earth ellie. Maybe some DR and CON. I also think it's weird for the T5 special abilities to be based on CON (save maybe the earthgrab one since earth ellies are hardier than the other elementals (so it would be more thematic I guess). What would be cool is if the T4 and T5 abilities tied to the particular element (i.e. the special enhancements like the feather fall etc.) were enhanced by the Capstones. Also adding spells related to the elemental forms would be interesting (you know, like how Drd ellies get spells for their forms).
tldr; Sorc ellie forms should be more diversified and the unique T4 and T5 abilities should be upgraded by the Capstone, with possible spells added to the list for the particular element as a Capstone bonus. Bonus points for making T5 DCs for Fire and Water based on CHA.
Tuxedoman96
07-08-2018, 08:21 AM
Also, why is Heat Death (Fire Savant T5) a fortitude save for no dmg? I feel like if someone saved, rather than dying they just have a slight fever, but there should definitely be some effect. Giving it save for half or even quarter dmg and then applying a fortitude penalty regardless courtesy of the body being wracked with feverish maladies would make it somewhat more flavorful and useful. And for Icy Prison there should be a reflex penalty regardless of saving throw because of the coldness stiffening the body. I also don't think it makes sense for the abilities to not scale with SP. I don't mind not having the metamagics (they are fairly quick to cast and I'm unsure what they would be considered lvl-wise as spells), but I think scaling at least 50% is reasonable.
tldr; Fire and Water T5 unique ability should scale with 50% or more (wink), and incur penalties to respective saves regardless of saving throw courtesy of flavor. And Heat Death should still do dmg.
Tuxedoman96
07-08-2018, 08:52 AM
Hmm, what if instead of providing more spells, the apotheosis improves the SLAs you get from the tree somehow, but only while in elemental form, to incentivize players to use the form despite the extra SP cost for spells:
Elemental Apotheosis: Water adds these effects while in elemental form - Niac's Cold ray is now a reflex save for half dmg. Snowball swarm now creates Icy shards where the spell is cast. Frost lance now has a 5% chance to freeze target for 10 secs with no save. Creatures typically immune to cold reduce the effect to 3 secs.
Elemental Apotheosis: Fire adds these effects while in elemental form - Burning hands and Scorch can now remove persistant non-fire clouds as well as entanglement spells. Fireball has a 5% chance to blind for 8 secs due to the hot gases searing the eyes. Creatures typically immune to fire reduce the effect to 3 secs.
Elemental Apotheosis: Earth adds these effects while in elemental form - Acid spray, Melf's Acid Arrow, and Acid Blast now enable SA in addition to destruction (destruction comes from the 4th core; would be a nice party play ability). Creatures typically immune to acid reduce the effect to 4 secs.
Elemental Apotheosis: Air adds these effects while in elemental form - shocking grasp now has a 15% chance to daze monsters for 8 secs (removed on hit) and applies short circuit on constructs for 10 secs (50% chance, no save); creatures typically immune to electricity reduce the daze and short circuit effects to 3 secs. Electric loop now applies stun instead of daze; creatures typically immune to electricity are instead dazed (removed on hit). Lightning bolt now has a chance to strike 3 times.
short circuit: +5% vulnerability to electricity, -10% penalty to attack and movement speed. Stacks up to 3 times.
Tuxedoman96
07-08-2018, 09:50 AM
As for the T4 and T5 abilities, maybe:
WATER SAVANT
Water Breathing (T4) - add "while in elemental form, gain Swim Like a Fish." (adds evasion while under water)
Icy Prison (T5) - add "while in elemental form, cooldown is reduced to 40 seconds."
FIRE SAVANT
Fire Guard (T4) - add "while in elemental form, changes to a persistant aura dealing 5d6 every 3 seconds scaling with 80% Spell Power."
Heat Death (T5) - add "while in elemental form, cooldown is reduced to 40 seconds."
EARTH SAVANT
Earthen Armor (T4) - add "while in elemental form, gains +15 stacking PRR and +10 DR Adamantine"
Earth Grab (T5) - add "while in elemental form, 20% chance to apply internal hemorrhaging." (Internal hemorrahaging: gain 3 stacks of bleeding, 20 penalty to Healing Amplification for 10 seconds. Creatures immune to bleeding are immune to both effects.)
AIR SAVANT
Featherfall (T4) - add "while in elemental form, gains 'Blessings of the Wind.'" Blessing of the Wind (you and allies around you gain a 3% determination bonus to dodge and featherfall for 6 secs). Would be fun seeing ppl featherfall together (although that's more flavor than it is actually helpful as an ability).
Wind Dance (T5) - add "while in elemental form, whenever you use Wind Dance, gain 10% incorporeality for 10 secs. In addition, allies near where you land gain immunity to knockdown for 5 seconds (removes the prone debuff as well)"
tsotate
07-08-2018, 03:29 PM
The elemental forms also look absolutely terrible. The small benefits aren't worth being blinded by a giant column of air taking up half my screen.
DukeHazzard
11-17-2018, 05:43 PM
The elemental forms also look absolutely terrible. The small benefits aren't worth being blinded by a giant column of air taking up half my screen.
Amen!
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