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Old 07-18-2005, 01:03 PM   #1 (permalink)
Taggle
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[Vanguard] - Sorcerer Class Information

A little more meaty than most info. Nothing major, but shows what I hope to be some meaningful class distinction.

Lore went up on the official site:

Quote:
Originally Posted by Lore
Mastery of the four elements is the most important aspect of sorcery. However, this is merely the first step to true understanding. A skilled sorcerer goes beyond just conjuring the elements alone, and instead weaves them together like a tapestry, creating strang and wonderful results.
Some guy that was at e3 posted:

Quote:
Originally Posted by Elrar
Actually havelock thats exactly how it is. Sorcerers have a very interesting spell casting interface. Air and earth being opposite each other and fire and water being opposite. Air and Water is steam. Fire and Earth is molten rock, air and fire is lightning. I'm remembering this all off the top of my head, but it was cool and unique to sorcerers. Although it could very well have changed since E3, I believe this is what the passage was alluding to.
Dev responded:

Quote:
Originally Posted by Talisker
Once the Sorcerer has mastered the 4 prime elements he will be able to begin combining them. The 4 base elements you know. The 4 para-elements are:

Magma - Earth and Fire
Mud - Earth and Water
Ice - Water and Air
Smoke - Fire and Air

There are more combinations that are know to exist but the knowledge of them has been lost. Search as they might the Sorcerers have not recovered all that was lost to them. Ancient manuscripts tell of Sorcerer's who could combine more than 2 elements, creating powerful quasi-elements. There is much to be discovered.
Linkage: http://www.vanguardsoh.com/forums/sh...threadid=17860
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Old 07-18-2005, 01:08 PM   #2 (permalink)
Tuco
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I would like to know how their elemental sorceror combat system is implemented in gameplay.
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Old 07-18-2005, 01:18 PM   #3 (permalink)
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ancient manuscripts, you say? I smell Research! either that, or ancient spells...

it was better than just buying a pre-fab spell scroll.
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Old 07-18-2005, 02:13 PM   #4 (permalink)
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This sounds really cool at first, but when I think in terms of PVP or an "oh shit" situation, micromanaging the elements to create a spell each time sounds like it might be overly frustrating.

Although that's assuming you don't keep any combination spells you've previously made and have to create a new one each time (for those that play DOTA in WC3: Invoker).
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Old 07-18-2005, 02:28 PM   #5 (permalink)
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Quote:
Originally Posted by Tuco
I would like to know how their elemental sorceror combat system is implemented in gameplay.
Yeah, that's definitely the big question. I have a feeling this is all a fancy way of adding lore to pressing a button. But ultimately they will all be spells, or researched spells, and knowing these attributes will maybe give you a leg up in finding them.

It could be a situation where from level 1-10 you master the first 4 elements with your trainer, then from 10+ you begin making your hybrids "para-elements" then your Mastery Elements or whatever. The same could've applied to EQs Magician 50+. You first need to master the mysterious Earth Element, then Water, then the Fire, then Air. It's all just a fancy way of saying were giving you an earth pet at 51, a water pet at 52, Fire at 53, and Air at 54.

Though don't get me wrong, it certainly sounds ambitious, but like the previous poster (Dandai) I don't think they're planning on tons of micromanagment. Hell, I love fluff, more the better, especially for casters. Hopefully I'm wrong, and for once I'll get to play a caster that requires some thought rather than button mashing, but I'm not holding my breath


Can't wait to see it in action.
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Old 07-18-2005, 02:48 PM   #6 (permalink)
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If you can create hotkeys EQ style ie /cast 1, /pause 10, /cast 2, etc etc then all is good. However if it's more complex and you have to do it manually every time... well then shit, that sucks. Unless of course the combo spells are a bit more powerful, where the added PITA factor is a necessary balancing move.
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Old 07-18-2005, 03:55 PM   #7 (permalink)
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this game is going to be a rehash of the same old standard fantasy crap. why can't they just push creativity a tiny bit and make the sorcers four areas of knowledge something like

geology
biology
physics
metaphysics
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Old 07-18-2005, 04:31 PM   #8 (permalink)
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because it would be the same shit with different names.
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Old 07-18-2005, 04:38 PM   #9 (permalink)
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Quote:
Originally Posted by tjac
this game is going to be a rehash of the same old standard fantasy crap. why can't they just push creativity a tiny bit and make the sorcers four areas of knowledge something like

goatse
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squirrels with big balls
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I fixed it for you.
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Old 07-18-2005, 04:47 PM   #10 (permalink)
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Quote:
Originally Posted by tjac
this game is going to be a rehash of the same old standard fantasy crap. why can't they just push creativity a tiny bit and make the sorcers four areas of knowledge something like

geology
biology
physics
metaphysics
Most of these fields are already taken.

Geology isn't Geomancy. I think you're confused. It has more to do with rocks and gems you know ... "Earth".

Biology is the domain of Necromancers and Clerics/Healers.

Physics, again is already the domain of wizards. Fire, Gravity, etc... Final Fantasy uses this.

Metaphysics. Belongs to Enchanters and their ilk. Unless you're talking about philosophy.
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Old 07-18-2005, 04:48 PM   #11 (permalink)
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Nothing said here sounds that exciting.
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Old 07-18-2005, 04:49 PM   #12 (permalink)
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But what of the fifth element, love?
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Old 07-18-2005, 04:50 PM   #13 (permalink)
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Quote:
Originally Posted by Oakman
But what of the fifth element, love?
Bruce Willis will deliver it at release.
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Old 07-18-2005, 06:08 PM   #14 (permalink)
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I think the system sounds pretty cool. Like a Sorceror would have a few spell arche-types that he could combine with 1-3 of the elements to generate a unique spell, and could cast them on the fly or hotkey as needed.

Didn't someone say they wanted a game where you could make your own spells?

There you go.
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Old 07-18-2005, 06:50 PM   #15 (permalink)
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There was this old game I played on a 286 where you typed in three letters for each spell, each letter was a different phrase and the end combination caused different spell effects, not all the combos were spells and just fizzeled but once you figured out a few it was pretty cool, like first letter was size of spell, second was type and third was elemental.... like a big area ice was an AOE ice spell with a large radius and a correspondingly large mp cost...

Would be kinda cool if sorc spells are casted combinations of the elements... like a fire-fire-air for a AOE fireball, Fire-fire-fire for a direct DD fireball, etc.. Would make it kinda interesting to play with.

have a fire-earth to charge up a magma then combine with air to throw it at range....
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Last edited by leane : 07-18-2005 at 06:57 PM.
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