Here I am, worried now that someone is going to make a warrior/krathi and come own the warrior I've spent over a RL year on. O.o
Count on it. And once it becomes clear that this is the case, players looking for competent individuals will start looking for "people graced by the elements" as these are the go-to experts, and mundanes will be distinctly second-rate characters.
In the interest of theorycrafting, I've looked at each subguild and tried to determine where the most useful spells of each element will go. It might be pertinent to future min-maxing, which we know will happen. There are more spells than this, it's not intended to be an exhaustive list, we just have no way of knowing where some of them go as they don't match any of the subguild themes. I'm guessing each guild gets like half a dozen spells, but these feel like safe predictions.
2 karma:
Rukkian aspect of protection.
Armor
Stoneskin
Possibly Burrow
Possibly Wall of Sand if it isn't a creation spell
Rukkian aspect of creation.
I don't know what this could be except for shit like Sand Jambiya
and Create Food. Seems useless, who's gonna take this?
Rukkian aspect of empowerment.
Strength
Fury
Godspeed
Vivaduan aspect of healing.
Heal
Cure Poison
??
Vivaduan aspect of corruption.
Poison
Health Drain
Intoxication
Vivaduan aspect of creation.
See above.
Where the fuck will Sanctuary and Invulnerability go, though?
This is the big WTF because these are the best Vivaduan spells
and they don't seem to fit into any of the categories. Same
with Sleep and Earthquake for Rukkians. Surely these are not
given to the 1-karma 'touched' subguilds?
3 karma:
Fire touched.
Wind touched.I frankly have no clue what these 'touched' guilds are about.
Presumably they just get all the trash spells like Identify,
Breathe Water and Sand Statue. Since they take less karma
than the original guilds did, I doubt they get the juicy ones.
4 karma:Krathi aspect of guile.
Detect Magic
Dispel Magic
Empower
Whiran aspect of tempest.
Hands of Wind
Wind Fist
Wall of Wind
Shield of Wind
5 karma:
Kinda difficult to say where the Krathi spells will go when they're
called aspects of 'agony' and 'devastation.' Either one could get
any given damage spell. Maybe agony the kind of indirect damage
spells? Who knows.
Krathi aspect of agony. (kinda guesswork here)
Wall of Fire
Fire Armor
Immolate
Whiran aspect of travel.
Teleport
Relocate
Transference
Fly
6 karma
Whiran aspect of illusion.
Invisibility
Detect Invisible
Messenger
Stalker
Krathi aspect of devastation.
Fireball
Fire Seed
Demonfire
Rain of Fire
As such, the most broken class combos will be the following:
Assassin + Rukkian EmpowermentPretty self-explanatory. The Strength spell alone will turn an assassin into a guaranteed OHK monster of completely unprecedented proportions. A human will hit like a mul without having to live under the severe perils and restrictions that muls have to suffer. An assassin with AI+++ strength is completely, outrageously broken.
Assassin + Krathi Guile
For much the same reason as the Rukkian buffs, empowered items will turn an assassin into a beast, although it'll be a little harder to get away with as people could spot the items. However, if they don't remove permanent rangz from the game, this will be a godlike character, but one that costs twice as much karma as the Rukkian ones for probably not that much more power.
Warrior/Ranger + Rukkian Empowerment or Krathi GuileBasically for the same reason as the assassin. They just don't scale as gamebreakingly as assassins do due to backstab. However, Godspeed is particularly good for rangers as the agility helps them more, allowing them to snipe people like a god and stealth like an assassin.
Warrior + Rukkian ProtectionHardly rocket science. A warrior with Armor+Stoneskin is night-invulnerable, and if this subguild does indeed get Burrow, it fixes the age-old problem of warriors being sitting ducks if they do get out-matched. This will be an insanely powerful character for PvE in particular as no NPC in the game can put a dent in a well-trained warrior with these two buffs up. Also, if this is the subguild that gets Wall of Sand, there's an answer to the problem warriors otherwise have with people running away. Stoneskin also makes you a lot heavier which should help with certain warrior skills, and protects against Whiran spells.
Warrior + Vivaduan HealingYe olde paladin. I mean, it's straight-forward. I wouldn't say this character is as powerful as the Rukkian buff or Krathi empower ones because you can only really heal after fights unless you're willing to render yourself unarmed mid-combat, but this character will be fantastic to have in a raiding crew or anything like that. The game is gonna feel like a fucking MMORPG.
Warrior + Whiran IllusionI mean, warriors don't have stealth, so invisibility is particularly well-suited to them. It's both an offensive and defensive tool as it allows warriors to get the drop on people and solves the problem of them being sitting ducks when outmatched. Every other guild you'll encounter in PvP has stealth, leaving warriors at a disadvantage.
Ranger + whatever Viv subguild gets Invulnerability and SanctuaryThis will be great on a ranger as they aren't quite the defensive gods that warriors are, and are hurt more by the hefty agility penalty of Stoneskin. Also because these spells are more visible, which a ranger can counter with stealth. Rukkian Protection would also be fine on a ranger but I don't like the agility penalty and they don't need Burrow so much due to having stealth.
Ranger + Whiran Illusion
Invisible ranger. Farm peraine with ease, ride an invisible ratlon, get the perfect peraine shot on people who have no warning. You can shoot from the most favorable angle, and go in for the kill. Normally the trouble for a ranger is that stealth and mount are incompatible, making it difficult to get a shot off against a target who's checking the horizon.
Ranger + Whiran Travel
Shooting from the sky, anyone? Probably best suited for d-elves who don't rely on a mount.
Burglar + Krathi DevastationThis is purely for the ability to Demonfire someone from stealth. Could really be any rogue guild, but there's no reason to be an assassin if you have Demonfire, and pickpockets have nothing that synergizes whereas burglars can reach people almost anywhere. A Demonfire burglar could kill virtually any PC in Allanak and likely escape undiscovered thanks to stealth.
This is all very interesting, and hopefully eventually we'll have a list of what these new 'subguilds' do. Everyone is making it seem like mundanes will stand virtually no chance against these mages. While, I think that this change is ganna put alot more weight on mundanes backs, I still think these people will just be as vulnerable as us, if you know what you're doing. When I happen to play someone, and they get to a point of strength where pcs just aren't on par anymore, I won't be roleplaying being scared as shit from these mages, because I know, and my character knows, allllll these people can still be bashed and kicked, (spell interupt I think?), and disarmed, and tainted, and shot, and backstabbed, or killed off by other mages. Sure, it might be a little more difficult, but with some thought, you can still get the drop on these fuckers.