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Date:    2014 Mar  2 21:54
To:      dentin all
From:    draak
Subject: underwater druid skill
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druid skill: aquamancy

Aquamancy is a passive skill. The druid learns how to manipulate fluids
denser than air. They can now cast gust of wind, dust devil and tempest
while underwater.

Gust of wind blungeons enemies a powerful current, possibly disorienting
(i.e. tripping) them.

Dust devil creates an intense burst of bubbles to batter, blind and confuse
enemies.

Tempest creates a swirling underwater vortex that can be intensified with
additional castings.

One other change would probaly have to happen if aquamancy is implemented:
water weird would probably be dependent on it.

Optional trade-offs:

1) the spells do somewhat less damage, as water cannot be sped up to as
high of a velocity as air

2) the spells cost slightly more mana due to managing a denser fluid

Pros:

1) no need to make a seperate water tree that would be useless in most
environments

2) aquamancy already exists in-game under a druidic context, in the form of
murlock aquamancers

3) satisfies the "OMG NOT REELISTIk ENUF" crowd's complaints with minimal
effort

4) gives druids more offensive power underwater without completely twinking
them up

Cons:

1) the "OMG NOT REELISTIk ENUF" folks might clamor for similar skills for
mage spells and thief and warrior combat skills

2) making a skill that makes three spells work differently for a small set
of rooms is probably a pain in the butt.


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