fo/te already only really amounts to utilizing elemental weak hit; since outside of compound techs you are only ever using a single set of elemental mastery skills. /te is mostly only there for access to light mastery for darkers and baransion, dark mastery for fomelgion, and possibly most importantly, all of the pp regen skills to help keep force from running dry as often. fighter sub gets loads of power, but you are basically limited to only using fire, ice, or lighting depending on your tree; and lightning gets preference here since bolt tech pp save helps out a lot.
techer on the other hand, should get something like elemental weak hit 2, something that benefits both wand bonking and casting, but the problem there is that next update that idea is mostly "isnt this just elemental stance"
really, what I would like to see is them breaking force's dependency on techer sub, turn force into a class that specializes in two or three elements of the player's choosing, and make techer into a rainbow-generalist. force's multipliers for techs would still be higher than techer's, however techer will always be hitting elemental weaknesses, so a lightning/ice/light force wouldnt be quite as strong against stuff weak to fire as a techer using fire techs; though of course if something was weak to light, the force would be beating out techer's damage.
force should keep elemental convert. first off, giving that skill to techer would be horrible since L/Wand Element Change does not work with elemental conversion (neither does Jet Boots Gear for that matter). after that, if a force is only focusing on 2 or 3 elements, then they really only need 2-3 weapons; and at most a rod and talis for each element they have skill points invested into. if anything it's an omni-specialist skill. it lets you specialize in an element, but you can use it to specialize in -any- element.
I kinda feel like talis on techer is more like rifle on gunner. it's there for when you REALLY dont want to be using a wand for whatever reason; like if anga is resisting wands, I forget if wand still has a longer casting animation than rod and talis though. in this sense, force is kinda like ranger, in that it uses both weapons for various reasons.
EDIT: of course this would come with them re-adjusting skills/skill point reqs. we would have to eliminate all "- mastery 2" skills, buff mastery 1s to be at least close to the original amount (1.4x if they want to nerf force coming out of this deal, 1.45x or 1.5x if they want to buff force). also cut all the extra element skills down to 5 points; make freeze keep 1 point, maybe consolidate freeze ignition into a single skill.
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