Looking at Sorcerer’s Dragon Mage and Dragon Breath Passives got me thinking about an All-Elements or Hybrid Sorcerer. After looking at it for awhile I believe this idea for high-tier Master Sorcerers needs to get more support.
Currently Mages who opt for these talents are spend 20 Passives for 100% Increased Damage and 100% Increased Shock/Ignite/Chill chance in a cycle. The damage portion is already outdone by two 300-Max-Mana Idols of a chosen Element. It’s a big investment that’s out scaled very easily. It seems like something at the peak of the Sorcerer Tree should be a bit more enticing.
Overall I think this idea is a lot of fun and think it’s a shame that it just doesn’t seem to compare to specifying in a single element, not just in damage but in utility. This tradeoff currently applies to Passives, Spell Specialization and Gear, but there’s just not enough support to warrant that tradeoff currently.
Ideas on how to promote this playstyle:
Idols that give % Increased Elemental Damage - Doubled if 300 Max Mana
- This is a major source of damage that Dragon Sorcerer would be missing out on. I think a similar philosophy to Elemental Damage % on weapons being less than the specific Elements would work well.
- On this topic, please add % Increased Cold Damage - Doubled if 300 Max Mana to the 2x2 Idols. Lightning and Fire both appear on two of the larger Idols, whereas Cold is left with only 1x4. Seems strange. Feels like Cold is left with less options for Idols and preemptively slaps down Frostbite being relevant
Hybrid Skills / Hybrid Specialization
- These skills seem to promote Hybrid-Type skills, but the skills that have this option is unfortunately short: Disintegrate; Elemental Nova; Fireball*; and Blackhole*. Nova I’ll discuss separately, but there really isn’t a way to synergize with these. I think some more Specialization Options for Hybrid Types would be nice.
Elemental Nova Specialization without Immediate Elemental Commitment
- Elemental Nova is the one skill where it seems this skill would really shine, but the Specialization Tree for the skill severely hamstrings this potential. You’re basically locked into the Lightning wing and forced to take Channeling and then do nothing else.
- Add a Passive into Fire and Ice similar to Silenced Spark that reverts the Nova to Elemental. Alternatively remove the condition of “If you have not taken Fire Nova or Ice Nova” from Silenced Spark.
- Alternatively to that: I think there should be another wing that allows folks to avoid picking Fire/Ice/Lightning Nova immediately. Specific ideas for Elemental wing:
- Boomerang: Fires Nova out like a Projectile, stopping once it reaches its maximum range before returning to where it was cast
- Fractured Nova: (Fires three separate projectiles for Boomerang, each being Fire/Ice/Lightning (unless specced into specific Element Nova), cycles the order between Elements (Ice, Fire, Lightning > Lightning, Ice, Fire > Fire, Lightning Ice). Branching options to reduce spread or revert back to all-Elemental while maintaining the multi-projectile for increased Mana Cost
- Elemental Dissonance: One element will do significantly more damage, while the others do less. Element selected at random, maybe branching off passives to improve the chance of an Element being chosen for the damage boost. Does not function with Ice Nova, Fire Nova or Lightning Nova
- Harmony: Disables conversion from Ice Nova, Fire Nova and Lightning Nova
More Dragon-Like Passives
- I cannot overstate how much I like the idea of these Passives. I wish there were more like them, or that supported this idea. Some specific ideas:
- Arcane Fusion: Similar to Rune of Winter, except instead of converting to Cold, it turns some skills into Hybrids. I think Meteor, Ice Barrage, Static and Static Orb would be fun options for this.
- Elemental Current: Increases Critical Strike Chance while an enemy is Ignited, Chilled and Shocked
- Dragon’s Mind: You are granted increased Mana Efficiency for spells of an element whenever you have casted a spell of another element recently.
- Chaos Theory: Adaptive Damage no longer splits evenly between Element Type, but alternates between the spell’s types. Significant Increased Elemental Damage when you cast a spell of an element whenever you have casted a spell of another element recently.