Divinity: Original Sin 2

Divinity: Original Sin 2

Arcanist Class - 27/31 skills. *** UPDATE 4/7 ***
Shade 19 Dec, 2017 @ 10:28am
Ideas & Suggestions
@Sir Canadian Rhythm Senpai: An idea I had - maybe Arcanist skills scale with how much AP you have stored up when you cast the spell or some other factor like a status effect that stacks when you do something, like building up "Stacks" per cast to make things stronger. Maybe magic missile fires 1 missile per 1 ap or stacks you have when you cast it. In World of Warcraft arcane mages have a simular system, "Arcane Charges". They can store up to 4, and all their stuff is stronger when they have more - but more expensive. Lower charges, lower damage, but less cost. In this sense, Arcane Inisight could give you a free stacks instantly (At a cooldown) and a small damage buff. Like "Oh I need 4 stacks RIGHT NOW", get 4 stacks instantly (5-6 round cooldown?), but when you cast magic missile, its +4 missiles.

Also, arcane mages can easily control how many charges (and mana) they have, using abilities to instantly restore them or gain multiple charges quickly (ableit with a cooldown). Mana in this sense would be +AP cost to spells, and -AP cost to spells.

I know that the bard and monk class mods have systems like "Devour this many status effects on ally/enemy, this skill does more when it consumes 3/5+ buffs" and a combo point/finisher move system. Perhaps copying a mechanic like theirs?

Some ideas;

New Status: Arcane Empowerment

Effect: This status stacks up to 5 times. Each stack gives +25% spell damage and +1 AP cost to all spells. They last for up to 2 rounds (applying a new stack refreshs this duration).

Arcane Insight (0 AP Cost, 6 Round Cooldown), You gain 4 stacks of Arcane Empowerment immediately. Your AP costs for all spells are reduced by 2 for 2 rounds (So net of +2 AP Cost, not +4, for 2 rounds).

Magic Missile (0 AP Cost, 1 Round Cooldown), You fire one missile at long range that deals X damage/type. Your level/intelligence determines its damage. You fire an additional missile per stack of arcane empowerment you possess.

Arcanist's Channeling (0 AP Cost, Stance - Turn Off/On, infinite duration), while channeling is active, you gain 1 stack of arcane empowerment each time you cast a spell, up to a maximum of 5.

Power Word: Shatter (1 Ap Cost, 4 Round Cooldon), select a target in long range that is frozen or petrified. You instantly kill them if they have 25% or less vitality. For each point of arcane empowerment you posses, the threshold to kill the target is increased by 5% (to a maximum of 50% hp or less).

Discharge (0 Ap Cost, 1 Round Cooldown), you can vent your overwhelming energy, dealing area damage around yourself and knocking enemies back. Deals more damage and has a larger area per point of arcane empowerment you possess. You lose all stacks of arcane empowerment after casting this spell.

Arcane Fury (1 Ap Cost, Self Buff, 3 rounds duration, 1 round cooldown) Your weapon gains a small bonus magic damage equal to the number of arcane empowerment stacks you possess. You gain one stack each time you attack or use a weapon skill.

Blink (1 Ap Cost, 4 Round Cooldown) You teleport a moderate distance. You can activate this skill again within the next 2 turns to return to the location you teleported from. This skill is unaffected by arcane empowerment.

Etc, etc. Just a general idea. Whatcha think?
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Nachtvogel 30 Dec, 2017 @ 10:36pm 
Just wanted to toss in that this is a really cool list of ideas and would love to see it in some form!
Mushelox 11 Jan, 2018 @ 12:16pm 
Sorry if this is considered to be off-topic but could you please upload this to nexus for GOG users? The mod looks great and the class seems to be really unique ^^
Pontifex Maximus 26 Jan, 2018 @ 4:32am 
Not really a future suggestion, but I've noticed a lot of the spells don't have their damage listed. When I first used them I had no idea that they even did any damage. It can be difficult to judge a situation in battle when you have no idea how powerful your spells are.
pneumatic_lance 26 Jan, 2018 @ 8:24am 
I wonder if it's possible to mod in extra unlockable effects that tie in to how many point you have in each combat skill. Kinda like how if you have 10 summoning, you summon an incarnate champion instead of a imp like incarnate.

Take Magic Missles (Aero/Hydro) as an example:

Aero 5 : Magic Missles deals extra damage to Magic Armor
Aero 10: Magic Missles now apply shock for 2 turns
Hydro 5: Magic Missles restore Magic Armor for 25% of damage dealt
Hydro 10: Magic Missles have 7 projectiles instead of 5

So if a player specialize in Aerothurge, he will only get the Aero effects, but if he max out bothe Aero and Hydro school, he will get all the effects listed.

Some other possible effects insipred by DnD wizards:

Abjuration: Restore physica/magic armor, set magic shell, gain resistance
Divination: increase accuracy/dodge, gain 1 AP (like a refund)
Enchantment: Set Sleep/Daze/Blind on enemy
Evocation: MORE DAMAGE, only affects enemies
Illusion: Turn invisible after casting, set madness
Necromancy: Set curse, lower resistance, restore vitality for damage dealt
Transmutation: Vaporize/condense surfaces, remove/set shocked/chilled/warm, set encumbered(?)

Since Arcanist is spread between 3 different school, I think it will be pretty cool that what school you specialize in impact the power of your spells
SINoALEXA 24 Feb, 2018 @ 7:10am 
some advices from me if i may: balance it out(this shouldnt feel more powerfull than others), explain the skills as best as possible and make a vendor that sells the books so you dont have books in all other vendors (which makes it easier for a lot of players and no issues with other mods)
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