Quote Originally Posted by Cleretic View Post
I didn't play 1.0, but that'd actually be something of a problem I'd see with 1.0 Conjurer in a game with elemental weaknesses: they just had more game to play, because there was basically a system reserved for them.
Sadly, the game available to CNJs to play was akin to modern healers (ST direct, ST DoT, and AoE), but for each element. In practice, you might use 2-3 DoTs, but you'd fill with just the one ST or AoE skill, spamming it ceaselessly. It was not good.

If you wanted a real elemental system that doesn't just waste up to five-sixths of each toolkit, you'd need mobs to be able to hold granular affectable floating values besides just their HP. This would be things like Heat, Saturation, Hardness, and maybe even Polarity. Add time magic to that, and you'd also want Weight or even (Time) Dilation.

Between those, you could soak an enemy to shock it, granting it polarity in such a way as to, say, MRI the damn thing, find the cracks in its shell, hit there, saturate and heat further, shock again, purposely harden that angle with earth magic (Petra, not Stone -- Stone is physical damage, usually with low Pierce), then hit it with physical attacks timed together (especially, Blunt) to break the shell open there, then broil the thing in its shell.

:: (During all this, equal complexity would likely go into just keeping the mob in check and locked down so you could pull off this more macro-level stuff.)