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<blockquote data-quote="Incenjucar" data-source="post: 4789433" data-attributes="member: 6182"><p>I don't think so and I hope not. I'd much prefer for all of the elemental classes to, more or less, have access to a variety of elements each, though certainly they might favor one or the other. 3-4 common damage types, at least, for different builds and concepts. Also, I'm not sure that the classic elements are the way things will work out, anyways, since D&D relies more on Fire/Lightning/Thunder/Acid/Cold for the most part, with a bit of Poison and Force thrown in, when it comes to grossly physical effects.</p><p></p><p>I much prefer to see the elemental classes focus on using each element in a different way, such as:</p><p></p><p>Fire Defense: Fire damage when marked and not attacking the marker, fire-themed power, speed, or defense increases ("tempering"), explosive sliding attacks.</p><p></p><p>Fire Control: Smoke screens, walls and pillars of fire, magma traps, suffocating ash bursts.</p><p></p><p>Fire Striker: Set a foe on fire, further hits cause escallating fire damage and make for easier hits, ash in their eyes so they go blind.</p><p></p><p>Fire Leader: Adding fire damage to allies attacks and blazing trails behind them as they move, providing fire resist, giving them breath weapon attacks.</p></blockquote><p></p>
[QUOTE="Incenjucar, post: 4789433, member: 6182"] I don't think so and I hope not. I'd much prefer for all of the elemental classes to, more or less, have access to a variety of elements each, though certainly they might favor one or the other. 3-4 common damage types, at least, for different builds and concepts. Also, I'm not sure that the classic elements are the way things will work out, anyways, since D&D relies more on Fire/Lightning/Thunder/Acid/Cold for the most part, with a bit of Poison and Force thrown in, when it comes to grossly physical effects. I much prefer to see the elemental classes focus on using each element in a different way, such as: Fire Defense: Fire damage when marked and not attacking the marker, fire-themed power, speed, or defense increases ("tempering"), explosive sliding attacks. Fire Control: Smoke screens, walls and pillars of fire, magma traps, suffocating ash bursts. Fire Striker: Set a foe on fire, further hits cause escallating fire damage and make for easier hits, ash in their eyes so they go blind. Fire Leader: Adding fire damage to allies attacks and blazing trails behind them as they move, providing fire resist, giving them breath weapon attacks. [/QUOTE]
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