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Cosomos' Change List: 1.2 Class Spells, Tier 4 Spell Encyclopedia

Discussion in 'General Suggestions' started by Cosomos, Aug 18, 2016.

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What classes needs their Ideas balanced the most?

  1. Assassin

    9 vote(s)
    81.8%
  2. Archer

    3 vote(s)
    27.3%
  3. Mage

    4 vote(s)
    36.4%
  4. Warrior

    0 vote(s)
    0.0%
Multiple votes are allowed.
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  1. Cosomos

    Cosomos Well-Known Adventurer

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    Minecraft:
    I have a forth upgrade for spells as a suggestion not actually in game

    I also have added ways for other classes to regenerate health to balance with mage

    If you think something is bad because of the numbers feel free to give your opinion,

    but also let me know what you feel about the effect it does and what you would do...


    I am working on resorting the colors the did not transfer from the backup, recoloring takes a while so please be civilized while I am adding colors. Also I have reformatted the previous layout so now there can be multiple ideas for every tier, now I can feel more free when I am told to scrap an idea.


    As for the main point of this thread it is not all about me and my ideas. I will add the ideas of others as they appear, so that we can have an encyclopedia of ideas. I will use the poll as a balancing discussion, where you will get to vote on the 2 biggest problems of the build.


    Assassin(Ninja):

    Spin Attack:

    Grade I (Lv.1)
    • Hunger: 4
    • Damage: 200%( 30%)
    Grade II (Lv.16)
    • Hunger: 4
    • Damage: 200%( 30%)
    • + Disease: freeze, blind, slow down and prevent enemies from jumping for 1 second
    Grade III (Lv.36)
    I changed around vampire to give enemies poison and you life steal, and I had it remove poison. The main reason for the change is so that assassin has a weak heal that heals based off of 5% of the spell’s damage(6k spin attack=300 hp & 1200 poison, happens before elemental and stat defense).
    • Hunger: 4
    • Damage: 240% Primary:200%( 35%) Secondary:40%(poison 100%)
    • + Disease: freeze, blind, slow down and prevent enemies from jumping for 1.5 seconds
    • + Vampire: steals all the positive effects your opponent has, and clean all the negative(poison) ones you have. Also gives Poison based off 20% of the spell’s damage and grants Life Steal of based off of 5% of the spell’s damage (you only get 1 life steal if you hit something)
    Grade IV (Lv.61)
    The Ring of Fire is meant to be a second spin attack 0.5 seconds after the first it only has half the damage as the first spin attack. The main purpose is to add fire damage to a spell that assassin has
    • Hunger: 3
    • Damage: 300% Primary:200%( 35%) Secondary:50%(poison 100%) Tertiary:50%( 100%)
    • + Disease: freeze, blind, slow down and prevent enemies from jumping for 2 seconds
    • + Vampire: steals all the positive(mana/life steal,potions) effects your opponent has, and clean all the negative(poison) ones you have. Also grants Life Steal and gives Poison of based off of 20% of the spell’s damage(you only get 1 life steal if you hit something)
    • + Ring of Fire: release a fiery burst dealing 100% damage and knocking back enemies 0.5 seconds after casting
    Vanish:

    Here I would change the base mechanic slightly so that while Sneaking and moving, or not moving would not cost any mana. However you still would not regen mana while vanished only not loose it at certain times.
    I also would make it so that you leave smoke partials behind when you a charged a mana. So if you were getting penalized for sprinting in the new update you would be leaving a lot of smoke behind, but if you are taking your time and sneaking you would leave no smoke behind.

    Grade I (Lv.11)
    • Hunger: 4
    • Duration: 10 seconds
    Grade II (Lv.26)
    I really kind of like the idea of dealing a heavy melee hit for assassin. I am a fan of hit and run, and think assassin’s spells are meant to be used to help you melee your opponent. So I wanted to make it so that your weapon hits as hard as if it was a Super Slow Weapon, then increase it’s damage by 25%, and then I would add a 50% damage spell that costs 2 mana. The spell at the end is meant to be the cost of this powerful melee attack, if you don’t have the 2 mana required by the spell you won’t deal any extra damage even for the melee attack.
    • Hunger: 3 (+2)
    • Duration: 13 seconds
    • Damage: 50%( 100%)
    • + Assassination: You unleash a +25% melee damage, super slow attack speed, and 50% spell damage 2 mana spell on you next melee attack
    Grade III (Lv.46)
    I felt that because if all the other classes can move while being immobile by using spells then Assassin should also have that ability too.
    • Hunger: 2 (+2)
    • Duration: 16 seconds
    • Damage: 50%( 100%)
    • + Assassination: You unleash a +50% melee damage, super slow attack speed, and 50% spell damage 2 mana spell on you next melee attack
    • + Shadow Travel: gives speed III and jump boost II while vanished, also removes all movement effects upon cast(speed, slowness, broken legs,ect) before these buffs are given
    Grade IV (Lv.71)
    I made Inherit The Wind so that Assassins will be able to get on roofs like archers and mages can. Assassin is a melee class so it needs to be able to get in melee range of the opponent. It costs 1 mana per leap so it is not cheap to get up on a roof.
    • Hunger: 1 (+2) (+1x)
    • Duration: 20 seconds
    • Damage: 50%( 100%)
    • + Assassination: You unleash a +50% melee damage, super slow attack speed, and 50% spell damage 2 mana spell on you next melee attack
    • + Shadow Travel: gives speed III and jump boost II while vanished, also removes all movement effects upon cast(speed, slowness, broken legs,ect) before these buffs are given
    • + Inherit The Wind: You gain the ability to use air itself as a spring board, every time you try to jump in the air, for 1 mana, you are propelled 1 block higher and 4 blocks in your desired direction(WASD control, if no key is pressed you go 2 blocks high, this is basicly a sudden leap in a direction you chose)
    Multihits:

    For some reason the elemental damage on Multihit only applies to finisher, so I wrote it how it is currently, which as it is now each multi hit does 25% damage.

    Grade I (Lv.21)
    • Hunger: 10
    • Damage: 250%(25%,10 Hits)
    Grade II (Lv.36)
    • Hunger: 10
    • Damage: 350% Primary: 250%(25%,10 Hits) Secondary: 100%( 20%, 20%)
    • + Fatality: hit another time at the end, knockbacking the enemy and causing 100% Damage
    Grade III (Lv.56)
    • Hunger: 10
    • Damage: 350% Primary: 250%(25%,10 Hits) Secondary: 100%( 20%, 20%)
    • + Fatality: hit another time at the end, knockbacking the enemy and causing 100% Damage
    • + Force: you can control the enemies trapped in your multihits by moving your head left or right
    Grade IV (Lv.81)

    I did not realize that adding elements in itself was a major buff to it’s damage, so it now does the same damage and a bit less has been converted, that being said it does cost 10 mana… it works by each element having 2 hits of it’s type and the elements are cycled through twice(now say that you have +50% damage in all the elements that means you get 30% damage per hit).
    • Hunger: 10
    • Damage: 350% Primary: 250%(25%,10 Hits, 40%/ 40%/ 40%/ 40%/ 40%) Secondary: 100%( 20%, 20%)
    • + Fatality: hit another time at the end, knockbacking the enemy and causing 100% Damage
    • + Force: you can control the enemies trapped in your multihits by moving your head left or right
    • + Element Burst: your attacks will be imbued with the power of the elements so that each hit will have part of it’s damage converted to one of the elements
    Smoke Bomb:


    Grade I (Lv.31)
    • Hunger: 7
    • Damage: 600% (60%, 5 seconds, hits 0.5 seconds, 15% 20%)
    Grade II (Lv.46)
    • Hunger: 7
    • Damage: 600% (60%, 5 seconds, hits 0.5 seconds, 25% 20%)
    • + Choke: greatly slow down the enemies while they are in the smoke
    Grade III (Lv.66)
    • Hunger: 7
    • Damage: 600% (60%, 5 seconds, hits 0.5 seconds, 25% 25%)
    • + Choke: greatly slow down the enemies while they are in the smoke
    • + Wall of Smoke: throw 3 smoke bomb at the same time, creating a large wall of smoke
    Grade IV (Lv.91)
    Herbal Vapors is to deal with fire and both use and neutralize poison. I hope in the future some mobs will have some abilities that the player does like poison, reflect, thorns, and life steal, not every mob but rare ones that require some thought into taking down, to give a bit more challenge in the game.
    • Hunger: 7
    • Damage: 600% (60%, 5 seconds, hits 0.5 seconds, 20% 20% 20%)
    • + Choke: greatly slow down the enemies while they are in the smoke
    • + Wall of Smoke: throw 3 smoke bomb at the same time, creating a large wall of smoke
    • + Herbal Vapors: give enemies poison(based of “times hit” x 20% spell damage) and clear you and your allies of Fire and Poison

    Archer(Hunter)

    Arrow Storm:
    Grade I (Lv.1)
    I think this is Current not sure though, I know arrow storm got nerfed
    • Hunger: 4
    • Damage: 250% (25%, 10 arrows, 10%)
    Grade II (Lv.16)
    I am pretty sure it is nerfed form what it was before
    • Hunger: 4
    • Damage: 300% (15%, 20 arrows, 10% 25%)
    • + Haste: double the amount of arrows and the speed
    Grade III (Lv.36)
    I know that this is nerfed from what it was before, basicly spreading the angle of fire only makes this ranged class more inaccurate from range, so I made the center stream of arrows deal more damage
    • Hunger: 4
    • Damage: 500% Primary: 240%(12%, 20 arrows, 15%) Secondary: 360%(9%, 20 arrows, 2 streams, 30 degrees, 30%)
    • + Haste: double the amount of arrows and the speed
    • + Triple Shot: triple the amount of arrows you shoot at the same time(30 degree divergence from center stream, same as it is?)
    Grade IV (Lv.61)
    Here is a compromise between power and accuracy although it has only a slight potential damage increase over Triple Shot (my nerfed version), it now has an angular arrow spread that you can manage, but the arrows start farther apart so the 4 farthest streams on the sides will never hit the same enemy, even at point blank (max point blank 380%). The structure is now a hexagon (Tertiary) of 6 arrow streams that is now 1 block wide (pointed up,1.2 high, 3 degrees inaccuracy) shooting 20 arrows per stream, that has another hexagon (Secondary) of 6 arrow streams that is now 0.5 blocks wide (pointed up,0.6 high, 1.5 degree inaccuracy) shooting 10 arrows per stream (slower rate of fire), that has a single (Primary) arrow stream in the center. Now how the spread works is the farther it goes the bigger the hexagon, it will not distort it’s shape. However each stream will have inaccuracy so it will not really be a perfect hexagon, but it will still resemble a cone like shape. The only real concern I have is that it now has 4 elements in it now so I may either need them remove the new elements or have a damage nerf…
    • Hunger: 4
    • Damage: 540% Primary: 120%(6%, 20 arrows, 20%) Secondary: 180%(3%, 10 arrows, 6 streams, 1.5 degrees spread, 1.5 degree inaccuracy, 0.3 blocks, 30%) Tertiary: 240%(2%, 20 arrows, 6 streams, 6 degrees spread, 3 degrees inaccuracy, 0.6 blocks, 20% 20%)
    • + Haste: double the amount of arrows and the speed
    • + Blizzard of Arrows: releases a cone of 13 arrow streams(a dot, in hexagon, in a hexagon that is x2 as big, both hexagons are point down), more focused then triple shot(1.5[for small hexagon] and 6[for big hexagon] degree diversion from center stream) and starts farther apart(0.3[for small hexagon] and 0.6[for big hexagon] block diversion from center stream)
    Escape:

    Grade I (Lv.11)
    • Hunger: 2
    Grade II (Lv.26)
    • Hunger: 2
    • + Speed: adds speed to the caster and people around for 3 minutes
    Grade III (Lv.46)
    • Hunger: 2
    • Damage: 100%( 25%)
    • + Speed: adds speed to the caster and people around for 3 minutes
    • + Surprise Strike: holding shift while falling will now attack enemies for 100% damage and blind them for 2 seconds
    Grade IV (Lv.71)
    This skill has a cap after 3 seconds, so the max you can heal is 6% of your max. I have this as a way for archers to regen. It is weak to not really compete with mage and it would take 50 seconds of air time to regen fully.
    • Hunger: 2
    • Damage: 100%( 25%)
    • + Speed: adds speed to the caster and people around for 3 minutes
    • + Surprise Strike: holding shift while falling will now attack enemies for 100% damage and blind them for 2 seconds
    • + Midair Medic: heals while in air, heal amount increases gradually for how long you are in the air and is based of max health(1 sec: 1%, 2 sec: 2%, 3 sec: 3%).
    Bomb Arrow:


    Grade I (Lv.21)
    • Hunger: 8
    • Damage: 250%( 15% 15%)
    Grade II (Lv.36)
    • Hunger: 8
    • Damage: 250%( 15% 25%)
    • + Leg Breaking: slows down and prevents the enemy from jumping for 10 seconds
    Grade III (Lv.56)
    I have it reduced to 125% because there is no way it should have the potential damage of 1500% with the games highest damaging weapon. It still has the same blast radius, but really it’s potential damage is x3 of it’s last Tier.
    • Hunger: 8
    • Damage: 750%(125% damage, 6 explosions, 25% 25%)
    • + Leg Breaking: slows down and prevents the enemy from jumping for 10 seconds
    • + Bounce: the arrow will now bounce up to five times
    Grade IV (Lv.81)
    I have carpet bomb so that you can deal more AoE Damage per bounce, but the small bomb arrows will travel 45 degrees side based off it’s trajectory after impact. So a shot at in front of an enemy will hit it with both small bomb arrows if the environment is right. The small bomb’s don’t bounce because it would be impossible to keep track of them all
    • Hunger: 10
    • Damage: 900% Primary: 600%(100% damage, 6 explosions, 25% 25%) Secondary: 300%(30% damage, 10 bombs, 25% 25%)
    • + Leg Breaking: slows down and prevents the enemy from jumping for 10 seconds
    • + Bounce: the arrow will now bounce up to five times
    • + Carpet Bomb: the arrow will split off 2 bomb arrows every bounce that deal 30% damage with a 2.5 block radius
    Arrow Shield:

    First of all I would have it activate upon getting hit by something and not when you get to close. It will then hit all enemies inside it’s previous activation radius. Therefore it can disarmed so it is not a guaranteed hit any more. Although I would nerf it’s damage more it costs 10 mana and I want it to be worth it. However I also would have fade after 10 seconds, so you still can’t force people to take it down.

    Grade I (Lv.31)
    Nerfed Damage
    • Hunger: 10
    • Damage: 200%( 40%)
    Grade II (Lv.46)
    Nerfed Damage
    • Hunger: 10
    • Damage: 200%( 40% 25%)
    • + Dragon Foot: knockback enemies far and blind them for 2 seconds
    Grade III (Lv.66)
    • Hunger: 10
    • Damage: 150%( 40% 25%)
    • + Dragon Foot: knockback enemies far and blind them for 2 seconds
    • + Arrow Rain: throw a bunch of arrows in the sky, damaging everything around you by 100%
    Grade IV (Lv.91)
    Basicly put you take 60% of the damage and the attacker takes 20% of the damage. I wanted to give back some of the damage it lost and I wanted it to actually be a shield so I had it absorb damage and reflect some back
    • Hunger: 10
    • Damage: 100%( 40% 25%)
    • + Dragon Foot, knockback enemies far and blind them for 2 seconds
    • + Arrow Rain, throw a bunch of arrows in the sky, damaging everything around you by 100%
    • + Arrow Armor: 40% damage reduction on the next hit you take and 50% of the blocked damage is redirected to the attacker

    Mage(Dark Wizard)

    Healing:

    Now I come to probably my biggest change. What I am trying to do is make the heal amount be more consistent while still maintaining it’s current style of healing. So I am keeping the pervious heal values from the first 2 tiers nerfing the tier 3’s main heal and buffing the pulses, and having you also heal 5% of you max hp to at all tiers. This is to allow for some consistency at low health, but still not heal for huge amounts when at high health. Still intel will factor in to you healing amount


    Grade I (Lv.1)
    • Hunger: 8
    • Heal: 40%
    Grade II (Lv.16)
    • Hunger: 7
    • Heal: 35%
    • + Purification: remove all negative effects and fire
    Grade III (Lv.36)

    Each pulse will heal 20% of the current health you have so it will end up healing for around 87.2% if you avoid your health lowering. Yet, you still don’t gain a lot of health instantly any more
    • Hunger: 6
    • Heal: 70% Primary(30%) Secondary(20%, 2 pulses)
    • + Purification: remove all negative effects and fire
    • + Pulse: gives 2 more healing pulses over 2 seconds
    Grade IV (Lv.61)
    It is meant to act as a shield to allow you to heal easier and attack without worry for some time, however you cannot refresh it by casting again you need to wait the 30 seconds to refresh Absorbtion
    • Hunger: 5
    • Heal: 70% Primary(30%) Secondary(20%, 2 pulses)
    • + Purification: remove all negative effects and fire
    • + Pulse: gives 2 more healing pulses over 2 seconds
    • + Guardian Angel: gives Absorption(10% of max health) for 30 seconds to you and your allies
    Teleport:


    Grade I (Lv.11)
    • Hunger: 3
    Grade II (Lv.26)
    • Hunger: 3
    • Damage: 100%(40%)
    • + Slash: hit enemies you cross while teleporting
    Grade III (Lv.46)
    A bit more damage and more converted to thunder, but decreased the blinding to 3 seconds. I really just think that people underestimate just how bad 5 seconds can be when blinded, especially without being able to see meteors warning beam.
    • Hunger: 3
    • Damage: 150%(50%)
    • + Slash: hit enemies you cross while teleporting
    • + Eye Piercing: blinds mobs you damage for 3 seconds
    Grade IV (Lv.71)
    Now this is really meant to deal with spell spamming mobs and bosses(you have to get the timing right), but pvp wise I think 0.25 seconds is not to long especially since TP is not that damaging of a spell. It is really a timing thing it is short enough that you can’t stun lock but long enough that with timing it can be a great asset.
    • Hunger: 3
    • Damage: 150%(60%)
    • + Slash: hit enemies you cross while teleporting
    • + Eye Piercing: blinds mobs you damage for 5 seconds
    • + Void Touch: Disables enemies' spells you damage for 0.5 seconds(It will stop mobs and players from casting spells, but not cut off active spells)
    Meteor:


    Grade I (Lv.21)
    • Hunger: 6
    • Damage: 400%( 20% 20%)
    Grade II (Lv.36)
    • Hunger: 6
    • Damage: 400%( 30% 20%)
    • + Mesosphere Fall: the meteor now falls much faster
    Grade III (Lv.56)
    • Hunger: 6
    • Damage: 500% Primary: 400%( 30% 20%) Tertiary: 100%( 40%)
    • + Mesosphere Fall: the meteor now falls much faster
    • + Burning Ground: burn the ground where it lands for a few seconds, damaging anyone who enters the area 100% damage
    Grade IV (Lv.81)
    Now you maybe wondering why this is not nerfed well I never really got to explain just what the chance of getting hit by one of the small meteors was. Well I will tell you now the chance of getting hit by one of the 10 small meteors is… 4%, that is right all that hate I got on Armageddon being able to hit you for 1000% damage and it turns out the chance for that to happen it is 0.04^10!!!(you are more likely to find a mythic!!!) , now can you please get off my back on this. The radius of the small meteors coming in is now 10 blocks and they have a blast radius of 2.5 blocks, with 10 small meteors that averages to 40% chance getting hit or 20% spell damage on average(so 520% spell damage on average).
    • Hunger: 6
    • Damage: 1000% Primary: 400%( 30% 20%) Secondary: 500%(50%, 10 meteors, 30%) Tertiary: 100%( 40%)
    • + Mesosphere Fall: the meteor now falls much faster
    • + Burning Ground: burn the ground where it lands for a few seconds, damaging anyone who enters the area 100% damage
    • + Armageddon: 10 more meteor's that deal 50% damage, have 2.5 block blast radius, will be summoned randomly(with the trajectory beam appearing) in a 10 block radius around the main meteor(just because they can spawn 10 blocks away does not mean their blast radius does not bleed over), and will start falling 1 second before and stop 1 second after the main meteor comes down(they will not have burning ground)
    Ice Snake:


    Grade I (Lv.31)
    • Hunger: 6
    • + Slow down enemies for 5 seconds
    Grade II (Lv.46)
    • Hunger: 5
    • Damage: 70%(❉ 50%)
    • + Freezing: freezes the enemies for 2 seconds
    Grade III (Lv.66)
    A bit extra damage
    • Hunger: 4
    • Damage: 100%( 50%)
    • + Freezing: freezes the enemies for 2 seconds
    • + Mind Control: you can control the snake by moving your head left or right
    Grade IV (Lv.91)
    Now this does have the chance to do it’s potential damage quite easily, but you would need to get in melee range. It is meant to be a knockback/damage unlock, while also giving mages access to air spell damage. I really don’t think this is too powerful, as it can also knock the enemy out of you meteor. I feel that the knock back should blow enemies up and away from where the snake was, and because you can hit be hit by multiple gusts the knockback should add up too.
    • Hunger: 3
    • Damage: 100% Primary: 100%( 50%) Secondary: 200%(10%, 20 hits, 25% 50%)
    • + Freezing: freezes the enemies for 2 seconds
    • + Mind Control: you can control the snake by moving your head left or right
    • + North Wind: when the snake stops, where ever the snake traveled, a rush of wind blows enemies away and deals 10% damage per hit and refreshes the 5 second slow(can hit be with multiple gusts)

    Warrior(Knight)

    Bash:


    Grade I (Lv.1)
    • Hunger: 5( 20%)
    • Damage: 170%
    Grade II (Lv.16)
    • Hunger: 5
    • Damage: 130%( 20%)
    • + Double Explosion: causing twice the amount of damage
    Grade III (Lv.36)
    • Hunger: 5
    • Damage: 130%( 40%)
    • + Double Explosion: causing twice the amount of damage
    • + Earthquake: breaking the legs of your enemies therefore preventing them from jumping and slows them down for 10 seconds
    Grade IV (Lv.61)
    It not only blocks melee attacks but also “powder moves”, not being able to melee attack I don’t find too devastating, as you can use spells.
    • Hunger: 5
    • Damage: 130%( 40%)
    • + Double Explosion: causing twice the amount of damage
    • + Earthquake: breaking the legs of your enemies therefore preventing them from jumping and slows them down for 10 seconds
    • + Debilitate: Prevent enemies from melee attacking for 1 second
    Charge:


    Grade I (Lv.11)
    • Hunger : 4
    Grade II (Lv.26)
    • Hunger: 4
    • Damage: 150%( 40%)
    • + Smash: hit every enemies in the way with 150% damage
    Grade III (Lv.46)
    • Hunger: 4
    • Damage: 150%( 40%)
    • + Smash: hit every enemies in the way with 150% damage
    • + Aerodynamics: you can now control your character while charging
    Grade IV (Lv.71)
    The purpose of this is to allow for longer flying and to clear a path for allies, or just sparta kick mobs off the the edge. I also have it so that anything(except Air Prison) will not effect your path in anyway.
    • Hunger: 3
    • Damage: 150%( 40%)
    • + Smash: hit every enemies in the way with 150% damage
    • + Aerodynamics: you can now control your character while charging
    • + Unstoppable Force: You charge for 50% longer and you are unaffected by knockback (multi hit,ect) while charging, and you knock away enemies you hit (clearing a path).
    Uppercut:


    Grade I (Lv.21)
    • Hunger: 5
    • Damage: 200% Primary: 200%( 15% 15%)
    Grade II (Lv.36)
    Reconfigured the elemental damage so it deals the same average elemental damage as before, but is redistributed over the the 2 blows. The average elemental damage is 20% 15%
    • Hunger: 5
    • Damage: 300% Primary: 200%( 15% 15%) Secondary: 100%( 30% 15%)
    • + Fireworks: your opponent will explode midair, hurting them again for 100% damage
    Grade III (Lv.56)
    I again reconfigured the elemental damage so it deals the same average elemental damage as before, but is redistributed over the the 3 blows. The average elemental damage is 25% 15%
    • Hunger: 5
    • Damage: 375% Primary: 200%( 15% 15%) Secondary: 100%( 30% 15%) Tertiary: 75%( 45% 15%)
    • + Fireworks: your opponent will explode midair, hurting them again for 100% damage
    • + Comet: your opponent will crash into the ground after the fireworks effect, hurting them again for 75% damage
    Grade IV (Lv.81)
    I added this because it seemed like an appropriate addition, maybe it could give a debuff if it seems under powered. The average elemental damage is 30% 15%
    • Hunger: 5
    • Damage: 425% Primary: 200%( 15% 15%) Secondary: 100%( 30% 15%) Tertiary: 75%( 45% 15%) Quaternary: 50%( 67.5% 15%)
    • + Fireworks: your opponent will explode midair, hurting them again for 100% damage
    • + Comet: your opponent will crash into the ground after the fireworks effect, hurting them again for 75% damage
    • + Thunder Punch: You deal 1 final devastating electrically charged punch knocking them back and dealing 50% damage
    War Scream:


    Grade I (Lv.31)
    • Hunger: 7
    • Damage: ???%(30%, ??? hits, 100%)
    • + 15% Defense bonus for 3 minutes
    Grade II (Lv.46)
    I switched around the fire and air damage
    • Hunger: 6
    • Damage: ???%(30%, ??? hits, 75% 25%)
    • + 15% Defense bonus for 3 minutes
    • + Air Shout: throw a projectile with high knockback that can go through walls, dealing 20% damage multiple times
    Grade III (Lv.66)
    I lowered the air and raised the fire damage
    • Hunger: 5
    • Damage: ???%(30%, ??? Hits, 60% 40%)
    • + 20% Defense bonus for 4 minutes
    • + Air Shout: throw a projectile with high knockback that can go through walls, dealing 20% damage multiple times
    • + Strength: adding 10% damage for 4 minutes
    Grade IV (Lv.91)
    It is a weak enough heal that it is not really a problem at lv 91. It is really meant so that those with high max health you don’t get a huge amount of regeneration, while still getting a bit more regeneration then those with low max health.
    • Hunger: 4
    • Damage: ???%(30%, ??? Hits, 50% 25% 25%))
    • + 20% Defense bonus for 4 minutes
    • + Air Shout: throw a projectile with high knockback that can go through walls, dealing 30% damage multiple times
    • + Strength: adding 10% damage for 4 minutes
    • + Siren’s Song: you hum in a peaceful rhythm healing yourself and your allies for, you get Regeneration I for 60 seconds(you get 12 hearts back over 60 seconds)
     
    Last edited: Aug 25, 2016
  2. whatheckno

    whatheckno cool guy HERO

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    Where's mages fourth tier upgrades? And warrior
     
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  3. Cosomos

    Cosomos Well-Known Adventurer

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    Huston we have a problem
     
  4. whatheckno

    whatheckno cool guy HERO

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    Uh ohs
     
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  5. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Minecraft:
    Looks like the formatting blew up there. Just a *bit.*
     
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  6. Cosomos

    Cosomos Well-Known Adventurer

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    Minecraft:
    ok fixed
    And finished with adding colors
     
    Last edited: Aug 18, 2016
    XavierEXE, whatheckno and Exvhius like this.
  7. BobCaboose

    BobCaboose Well-Known Adventurer HERO

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    Minecraft:
    Someone already posted a better thread with more details and tier 5 spells
     
  8. Cosomos

    Cosomos Well-Known Adventurer

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    Minecraft:
    His is a list of his own ideas, Mine is an encyclopedia so if other people have any ideas then they can say it here where it will be balanced by the public and added to the list(I will add more of my ideas tomorrow)
     
  9. BobCaboose

    BobCaboose Well-Known Adventurer HERO

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    Oh, kk
     
  10. Cosomos

    Cosomos Well-Known Adventurer

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    Minecraft:
    Bumping plan to update soon...
     
  11. xKindredKinesis

    xKindredKinesis .[_]. VIP

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    Minecraft:
    Looks good!
    I'd definitely use these in-game.

    +1
     
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