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I've always wondered about this, regarding the elements
#18
I feel, that an Earth/Wind class should be just that, Earth/Wind Mage, rather than being called Druid. A clerical/dark magic user would be sort of dumb in this game. I'm not saying the idea is dumb, cause obviously it would work, but it'd make the other mages useless. I mean, why play a cleric, when you can play a druid and have heal, and good attack skills. Why play as F/P or I/L mages when you can have those great attack skills, along with the benefits of Heal and HS.

To even this out, there should be 2 more mage routes. Earth/Wind works fine as one of them, Water/Wood works fine as another. One can argue Water is Ice, and Wood is Earth, but there are many games, and believes, and such that would say other wise. As for how the weaknesses would play out in the way the F/P and I/L classes do, it can be Earth is weak to Wood, and vice versa, and Water and Wind, are just there. Like Poison doesn't affect Lightning, they are just there.

Now you can easily give them demons, and a summon at 4th job. This would greatly simplify things imo. Yeah, it'd be more of the same, but eh. I know it would be weird have 2 more classes that have Ultimates in the end, but the E/W Arch Mage could have Gaia, which would care less if an enemy can fly, and the Water/Wood would have something along the lines of Geyser/Hurricane/Monsoon, something water based. I would go more for Hurricane or Monsoon, cause it fits the Water/Wind thing a lot better, where as Geyser could be seen as Water/Fire, since water and heat are both aspects that cause such phenomena.

They could have moves like;
Earth/Wind:
Spike(Earth based) - Launches a spike made from the Earth itself, shatters upon contact, attacking the enemy behind it multiple times. (It's new, not something really done, the first spike would grant one big number, the 4 spikes behind it do smaller, but varying numbers. Working like l7 with shadow partner would, each spike has it's own calculation, and can only hit that one monster even if it dies from the damage of 1 spike)

Tornado(Wind Based) - Surround yourself with the power of Wind. A barrier that tosses your enemies, keeping them a safe distance away, while causing minor damage. No limit to how many enemies it can hit, vertical range is exactly equal to that of the character hight. Minor damage, meaning it's hardly worth it to try to use it on a boss to cause constant damage, while being unable to throw it away.

Water/Wood:
Roots(Wood Based) - Summon roots to rise up from underground to wrap around your enemies, holding them in place while cause constant damage.

Well, you get the idea, I'm kind of tired and not thinking well enough to keep coming up with skills. On top of this, I wouldn't mind seeing a Void(Time/Space) Mage, and a Neutral/Amp Mage(Shouldn't someone continue non-elemental magic training?). Why not, right?

Aside from that, isn't the Cygnus version of Assassins, more Poison than Dark? I know they are supposed to be dark, but eh. Also, Dark/Black magic, tends to be elemental magics in most rpgs, and from what I'm getting of the story, that's what MapleStory's Dark Magic is as well, so I'd say we pretty much have them. If you're looking for Necromancy type skills, I really do think those are evil skills, but those skills have been used for good before, just as holy has been used for evil.
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I've always wondered about this, regarding the elements - by MaplesGrandGM - 2009-03-16, 02:35 PM

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