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Nexus Clash :: View topic - Make Enchant Item and Seal Magic T2 skills
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Make Enchant Item and Seal Magic T2 skills

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Joined: Jun 11, 2020
Posts: 21

PostPosted: Tue Aug 18, 2020 3:26 pm    Post subject: Make Enchant Item and Seal Magic T2 skills Reply with quote

Currently, they're T3 and very specifically on the support class for each morality.

The problem though is that they're eating 90 CP, shouldn't be taken separately, and tie up dedicated support players so they're missing out on other neat features. Tradeoffs are reasonable, but enchanting is exclusively behind-the-scenes stuff and isn't unique to anyone, so you lose some of the cool unique skills your class grants.

My suggestion: drop both of them to skills for T2 casters. Also, drop Seal Magic's ability to prevent enchants from decaying on death.

A lot of T2 caster abilities are situational and not good fits for every build. Having Enchant Item and Seal Magic handy now gives them a means to spend points to hit T3 without having to invest in skills they don't want or need. This also opens up the enchanter role to any possible casting exit, meaning you can have anyone contribute to enchanting if they can cast spells.

It would also make feral casters generally more effective, but that's a happy side-effect.

The proliferation here is why Seal Magic should probably lose the enchant protection. It works okay for the current support classes as their damage is generally low, but it's much better in the hands of Archon and Wizard, who don't have to worry about losing enchants any more. You can fold the enchant protection onto another skill in the current support classes' skillset if you want to preserve that. Maybe it won't break anything if it's maintained, but it'd make enchanted weapons really safe for Archons and Wizards.

The end result here is saving 30 CP for another T3 skill, on top of dramatically accelerating T2 progress for casters and allowing anyone to play into a support. I think it's a winning deal - if this somehow makes the support classes not worth bringing along, they should be reassessed, since nothing should be quite so reliant on having Enchant Item to be relevant.

EDIT: It might be concerning to have max enchant weapons and armor out of T2. It's entirely possible to limit the max enchants you can do as a T2 character to avoid that, and with the expanded range of possible enchanters, this opens up hypothetical class-exclusive enchants, so an Archon might have something different than a Wyrm Master, as an example.
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