Zewpi
The issue
So clearly, we can see wizards are incredibly powerful in comparison to the damage and utility that every other class brings to the table. What logical things can we add to buff "mundane" hitters up to a wizards level.. What makes sense for characters with both grand mastery of spells and grand mastery of weaponry like warriors, thieves and adventurers. Well.. Imbuing special attacks with various spell schools. (so you don't have to create new spell/skill schools to enable ability use on these characters). The skill books should scale with MDM (or DEX and STR whichever works code wise) and be limited to warr/thief/adventurer use (imo- though maybe not needed).
This was designed around what is already available within the realm regarding spell schools - not trying to reinvent the wheel and add 6 new ui buttons and recode everything. Just new spells that scale MDM. Simple.. (i think?)
Some very quick ideas would be -
Sorc:
Conjured weapons : Reduces your damage by 50/60/70/80% (depending on no. of targets available), but each swing hits every target on screen - extra procs such as Dragons Breath (see below) will not combine with other targets beyond the main target. Lasts 2 rounds.
Myst:
(funny name) - Attacks have a 10% chance to disarm/fumble opponent (like the warr shield on beta) and deal 10% bonus myst damage to your main target. Lasts 2 rounds.
Ele:
Imbue your weapon with various elements
Dragons Breath = Weapon strikes cause fire damage in an AOE cone. Lasts 1 round.
Ymir's puncture = Grants high armor penetration. Lasts 2 rounds.
Lightning strikes = +1 attack and chance to stun. Lasts 2 rounds.
Gaias gambit = Reduces the damage you take by 10-15%. Lasts 2 rounds.
Necro:
Maledictive pummel - Each weapon strike has a chance to inflict a random curse that the opponent doesn't currently have. Lasts 2 rounds.
Thaum:
Paladin's Rebuke - Chance to heal yourself on hit, or allies if you are full health. Lasts 2 rounds.
- these abilities should trigger your regular attack sequence after casting or last 1-2 rounds longer so you can link them.
Why?
The reason for these changes would be two fold -
1) It opens up opportunities for hitters to do some really fun/interesting chains of abilities and learning different interactions depending on the situation.
2) It also goes some way to bringing them to the same kind of clear speed as wizards, obviously scaling and tuning could take some time and it may be that each of these would have to reduce the amount of attacks you do if they seem too powerful. Certain abilities should be slightly stronger but have no carry-over effect into next round, sort of like finishers.
As an example > You could open up with imbuing your weapon with Necro, then imbue sorcery, this would spread various curses around to all targets, next round necro would run out so you would imbue something that synergises with your 1 remaining round of sorc, such as Myst to attempt to disarm them all, next round sorc will run out so you have the option of cyling it back into your "rotation" or moving on and choosing your next imbue to synergise with the 1 remaining round of Myst, such as using Gaias gambit now you're in the thick of it, then the turn after that using Paladins rebuke to heal up while you have damage reduction active.
If done right it could create an incredibly rewarding and engaging playstyle for hitters instead of just pressing attack every turn.