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New Year, New BMG

So we hear a lot about battlemages being old and tired. Let's give them a fresh new bag of tricks. The goal of these changes is NOT to drastically change the power level of the class; rather it is to give it some mage-like versatility that it is SORELY lacking, as opposed to the current GEAR UP -> GET DANCING BLADE -> BUFF, BUFF, BUFF -> SPAM SHARPMETAL/FLASHFIRE/SEAR that the class currently represents.

Idea #1 - New Spell: Environmental Manipulation

Biome dependent offensive spell, makes environment matter for BMGs beyond terra shield and indoor/outdoor. Two rounds of lag. Here's a sample of what that could look like.

You utter the words 'bolus materia'

FOREST

Saved

A scattered assortment of small branches and needle-like leaves dart toward Enemy.

Your environmental manipulation decimates Enemy.

Unsaved

With a loud CRACK!  a large branch snaps off the nearest tree and hurtles toward Enemy.

Your environmental manipulation MASSACRES Enemy.

Enemy is pinned under the branch and cannot escape!

Affect: pinned for 0 hours (think PSI/whip warrior ability)

NOTE: Could trigger a prog that creates an object like a "torn apart tree" that prevents the unsaved version from triggering again in the same room.

DESERT

Saved

A swirling lash of superheated sand forms and whips toward Enemy.

Your environmental manipulation decimates Enemy.

Unsaved

An enormous wave of sand rises up and consumes Enemy.

Your environmental manipulation MASSACRES Enemy.

Enemy is blinded by the wall of sand.

Affect: sandblind for 0 hours (like dirt kick, low saves check for easy 0 tick blind)

CITY

Saved

Loose pieces of chipped stone whiz around, the shrapnel striking Enemy.

Your environmental manipulation decimates Enemy.

Unsaved

The cobblestones rip out of the street and slam into Enemy with a sickening THUNK!

Your environmental manipulation MASSACRES Enemy.

Enemy's leg is crushed by the massive rocks.

Affect: leg crush: modifies moves by -50 for 4 hours

                               for 4 hours (enfeeblement)

CAVE/INDOOR

Saved

A few small stalactites are dislodged from the ceiling, falling directly onto Enemy.

Your environmental manipulation LACERATES Enemy.

Unsaved

A massive stalactite falls to the ground, hurtling like a giant spear right at Enemy's head.

Your environmental manipulation DEMOLISHES Enemy.

SHALLOW/DEEP WATER

Saved

The water swells and roils, momentarily pulling Enemy under.

Your environmental manipulation decimates Enemy.

Unsaved

With a terrible WHOOSH a massively wave towers over Enemy before crashing down and tossing them about.

Your environmental manipulation MASSACRES Enemy.

Enemy coughs and chokes as their lungs fill with water.

Tick 1: You feel light-headed as the water in your lungs restricts your breathing.

Tick 2: As you sway dizzily, the pressure in your lungs becomes too great and everything fades to black.

Affect: waterlogged: for 2 hours (insomnia effect)

                                     for 4 hours

Idea #2 - Update Dancing Blade

Dancing blade feels a little stale, because nine times out of ten it results in the same weapons being grabbed and used. Each align has 3-4 weapons and those same weapons are the pinnacle of arms for any BMG of that align. So how can we fix this? Let's make other weapons great again (#MOWGA).

Weapon Weight

<10 lbs: Lower damage but has a chance to flurry of blades more often and the quick cuts can cause bleeding/wounding

10-20 lbs: Moderate damage, moderate chance to flurry, higher chance to trip

20 lbs: High damage, very low chance to flurry, higher chance to disarm (possibly even empowered disarm?)

Weapon Type

Note: to make this easy, let's say the baseline damage for a single blade hit is a MUTILATE. Scaling attributable to each weapon type from there. Effects below are supplemental to the weight-based affects (disarm, trip, flurry).

AXE

Damage: MUTILATE

Effect: Increased bonus effectiveness due to weight

Your Hatchet of Doom LACERATES Enemy.

Your Hatchet of Doom swipes Enemy's legs out from under them.

POLEARM

Damage: MUTILATE

Effect: Chance to deflect blows

Your Glaive of Doom MUTILATES Enemy.

Your Glaive of Doom heaves Enemy's blade aside with a mighty blow.

MACE

Damage: MUTILATE

Effect: Chance to lag

Your Hammer of Doom devastates Enemy.

Your Hammer of Doom slams into enemy with a powerful impact.

SWORD

Damage: DISMEMBER

Effect: None

Your Blade of Doom DISMEMBERS Enemy.

Your Blade of Doom damaged your Enemy quite a lot, isn't that enough you selfish bum!

DAGGER

Damage: maul

Effect: Doubled attacks (x2 in regular rounds AND x2 for number of flurry strikes)

Your Knife of Doom mauls Enemy.

Your Knife of Doom mauls Enemy.

Your Knife of Doom moves like a blur as it rapidly slices Enemy to ribbons.

Your Knife of Doom mauls Enemy.

Enemy parries your Knife of Doom.

Your Knife of Doom mauls Enemy.

Your Knife of Doom mauls Enemy.

Enemy dodges your Knife of Doom.

Your Knife of Doom mauls Enemy.

SPEAR

Damage: LACERATE

Effect: Chance to hamstring opponent (cause enfeebled affect)

Your Poker of Doom LACERATES enemy.

Enemy cries out in pain as your Poker of Doom slashes at their hamstrings.

Affect: hamstrung: for 1 hours

STAFF

Damage: devastate

Effect: Chance to concuss opponent (headbutt affect)

Your Rod of Doom devastates enemy.

With a loud crack, your Rod of Doom slams into Enemy's head.

Affect: concussed: for 1 hours

Idea #3 - Enhance Sharpmetal

One of the biggest complaints that I see (and have had myself in the past) about battlemages is the lack of versatility. Basically, if you're fighting an opponent that you can't outdamage in melee with your scythes and dancing blade, and they also have adequate spell protections to mitigate your sharpmetal, then you could well be out of luck. So given that sharpmetal is the staple chase/damage spell for BMGs, let's give it some love.

New Skill: Metalwork (Level 45)

Not really a functional skill, just a toggle for the effects your sharpmetal will produce

syntax: metalwork <shrapnel/magma/spike>

Affect: metalwork: modifies sharpmetal by 2 for 24 hours

Shrapnel: Sharpmetal does reduced damage but strikes 2-3 times per foe (reduced mana cost per foe)

Superheated: Sharpmetal does current damage and includes a chance to do a 0 hour flameblind to each struck foe

Spikeball:  Sharpmetal does higher damage but only strikes one foe, has a chance to bleed/wound

Just giving sharpmetal a chance to cause wounding would make a lot of sense and not be an OP buff. 

Another cool suggestion from a thread not too long ago was making rust able to target specific armor pieces so BMG's had a way to temporarily "break" high saves gear.  The item becomes useless for duration of the rust.

Edited

Add in whips with a chance to strangle and exotics... Not sure about what exotics can do without being op.

1 hour ago, Magick said:

Add in whips with a chance to strangle and exotics... Not sure about what exotics can do without being op.

I actually had a suggestion for whips to wrap around their wrist and give their attacks a chance to hit themselves or their party. But I didn't know how far I wanted to take things.