Hi! So I just created and I'm enjoying getting myself lost in Hallifax anytime I walk anywhere. Slowly learning my stuff, and I've been trying to plan ahead towards what I want to specaliize in. My biggest question, is aeromancy or aerochemantics. I've found a few posts about the later, apparently at the skill's release, that suggests its fun as well as strong, but it doesn't seem like anyone is one these days.
Which would you recommend I pick, and why? I doubt I'll get much into player combat, so I'm more wondering which is more fun/useful/interesting outside of that.
Hope this was the right forums to ask in, thanks!
Comments
There are a lot of Geochems in Mag, to the point that it can often be hard to find a Geomancer that used normal Geomancy. So there are people who can put up with the essence thing. The other mage guilds seem to have less chem (possibly because their chems are not steampunk cyborgs toting magnum blasters).
Though I've been saying for years they need to let us use psiblade on npcs. Because it would be cool.
Aerochem has some nice abilities, and great flavour, but aside from a boost to electric damage and some fire damage mitigation, all the abilities are really geared more to pvp.
With Aeromancy on the other hand, you get a guild unique beast (thunderbird), passive healing, passive curing, an influence buff, and as Saran pointed out the very useful teleport to your meld from cloudy room.
Psionics with telekinesis is a good choice, as you will get forcefield which is great for bashing.