Posts: 334Threads: 70Joined: Oct 2019
Reputation:
Spell: Flying Kick
Suggestion: Lower RPP Cost
Spell: Accelerate
Suggestion: Increase Agi % or [Increase spell speed/armed&unarmed +1range]
Posts: 23Threads: 7Joined: Nov 2019
Reputation:
12-05-2019, 02:12 AM
(This post was last modified: 12-05-2019, 02:13 AM by SmugGod.)
Spell: Energy Shroud
Suggestion: Increase it to +30 Base Power. Other stance's are nearing, or equal, to the boost in power of Energy Shroud and possess other attributes, such as healing, MP regeneration or whatever else. Even with +10% AP at less than fifty percent Health, you're not exactly getting a huge amount of bang for your buck! With all the other aura's increasing in strength overall, I think Energy Shroud deserves some love.
However, if you don't want to increase its power, perhaps +20 Power and +10 Melee Power, since it's primarily a melee stance anyway! This would avoid any changes to spells and allow it to function better for melee.
also fix lariat please please please
Posts: 16Threads: 5Joined: Oct 2019
Reputation:
Spell: Twister
Suggestion: Give it a bigger damage radius but maybe reduce the damage slightly.
Pure wind mages are kind of really lacking in damage spells right now and twister either hits everything (Bad verbers who don't move much) or hits MAYBE once in the entire cooldown. This change might make it more consistent and reliable to use instead of just a zoomy zoomy escapey that doesnt do any damage....
Posts: 109Threads: 22Joined: Nov 2019
Reputation:
Earth Bomb
Suggestion: Lower the damage / up the cooldown. As it stands, it's a very long range 8P nuke on a 10s cd that homes.
Fireball
Suggestion: Increase the cooldown / lower the damage. It's currently 8P-11P on a 3s CD. A linear skillshot, sure, but one that overrewards.
Posts: 1,813Threads: 117Joined: Oct 2019
Reputation:
Spell: Tidal Wave
Suggestion: Instead of making it a stun, that also heals and does a good amount of damage, remove the stun and turn it into a slow.
Posts: 3Threads: 1Joined: Nov 2019
Reputation:
Spell: Shock
Suggestoin: Make it 3 tiles already, some spells do more damage with the same cd and has the fancy 3 tiles.
Posts: 44Threads: 7Joined: Nov 2019
Reputation:
12-05-2019, 03:41 AM
(This post was last modified: 12-06-2019, 01:01 AM by Gab.)
Spells: Armed Combat Styles
Suggestion: Lock them behind another Armed Spell that is not Dash Strike, since any mages (including ones that haven't dipped into the Tree in order to play as melee themselves) can snatch one for the free stat boosts/absurdly effective Specials (hello, Fomorian)
And about Ifrit... it probably deserves a more elaborate, useful Special. The majority of Armed Melee spells are already GCDE, which has Ifrit's Special become a bit redundant. I might even say it is null in effectiveness, seen as the GCD ones are already solid finishers
Posts: 17Threads: 3Joined: Nov 2019
Reputation:
Spell: Shimmering Javeling & Crystal Wall
Suggestion:
With consideration of how Crystal magic functions, I believe the prices involving crystal spear and wall should be toned down, some. Crystal wall is oddly buggy and fires off inconsistently in terms of timing, and crystal spear seems to be only one tile wide. I don’t think they’re worth 30 rpp. Neither hit hard enough to warrant the prices, in comparison to what other trees offer and can accomplish in the same tier. Maybe expand the spears width in terms of attack range, and take a look at the crystal wall. The opener being 30 RPP is a bit jarring, as well....