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Fourth Tier Spell Upgrades

Discussion in 'General Suggestions' started by Fruit987, Jul 7, 2016.

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  1. Fruit987

    Fruit987 Medieval Talker VIP+

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    These are the possible 4th Tier spell upgrades for the classes.

    Mage

    Heal, Grade IV (Lvl 71)
    + Purification, remove all negative effects and fire
    + Pulse, gives 2 hearts back after a few seconds
    + Immunity, After the cloud disappears, a small blue ring shoots out dealing 10% Water Damage
    10%

    Teleport, Grade IV (Lvl 76)
    + Slash, hit enemies you cross while teleporting
    + Eye Piercing, blinds mobs you damage for 5 seconds
    + Air Ripple, You leave an effect of teleporting in the air, dealing 15% Air Damage
    40% 15%

    Meteor, Grade IV (Lvl 81)
    + Mesosphere Fall, the meteor now falls much faster
    + Burning Ground, burn the ground for a few seconds, damaging anyone who enters the area 100% damage
    + Shock, Meteor causes shock, freezing enemies within a 5 block radius of the target for 1 second
    32% 30%

    Ice Snake, Grade IV (Lvl 86)
    + Freezing, freezes the enemies for 2 seconds
    + Mind Control, you can control the snake by moving your head left or right
    + Venomous, the Ice Snake bites the victim, dealing 10% Earth damage per second, for 3 seconds
    52%

    Archer

    Arrow Storm, Grade IV (Lvl 71)
    + Haste, double the amount of arrows and the speed
    + Triple Shot, triple the amount of arrows you shoot at the same time
    +Wound, Slows down hit enemies by 50% for 3 seconds
    10% 25%

    Escape, Grade IV (Lvl 76)
    + 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
    + Forceful Kick, knocks kicked enemy back 3 blocks
    25%

    Bomb Arrow, Grade IV (Lvl 81)
    + Leg Breaking, slows down and prevents the enemy from jumping for 10 seconds
    + Bounce, the arrow will now bounce up to five times
    + Wind Force, wind created by the bomb deals 10% Air Damage
    15% 25% 10%

    Arrow Shield, Grade IV (Lvl 86)
    + 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%
    + Arrows of Light, Arrows heal you for 15% of current health
    40% 25%

    Warrior

    Bash, Grade IV (Lvl 71)
    + 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
    + Head-Ache, Makes enemy's attacks 30% weaker for 3 seconds
    40% 10%

    Charge, Grade IV (Lvl 76)
    + Smash, hit every enemies in the way with 100% damage
    + Aerodynamics, you can now control your character while charging
    + Power, knocks hit enemies back 6 blocks
    40%

    Uppercut, Grade IV (Lvl 81)
    + 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
    + Static Shock, shocks enemy mid-air, dealing 10% thunder damage
    15% 10%

    War Scream, Grade IV (Lvl 86)
    + 15% Defense bonus for 3 minutes
    + Air Shout, throw a projectile with high knockback that can go through walls, dealing 20% damage multiple times
    + 20% Defense bonus for 4 minutes
    + Strength, adding 10% damage for 4 minutes
    + Unearthly Wail, prevents hit enemies from using special attacks for 5 seconds
    25% 75%

    Assassin

    Spin Attack, Grade IV (Lvl 71)
    + Disease, freeze, blind, slow down and prevent enemies from jumping for a short amount of time
    + Vampire, steals all the positive effects your opponent has, and clean all the negative ones you have
    + Double Spin, spin again, equaling two spins
    35%

    Vanish, Grade IV (Lvl 76)
    + Stealth, 30% damage bonus while vanished and 15% defense bonus
    + Shadow Travel, gives speed and jump boost while vanished
    + Focus, While Vanished, you deal 10% more damage and walk 5% faster

    Multihit, Grade IV (Lvl 81)
    + Fatality, hit another time at the end, knocking back the enemy and causing 100% Damage
    + Force, you can control the enemies trapped in your multihits by moving your head left or right
    + Friction, friction heats up the enemy, dealing 22% Fire damage
    20% 20% 22%

    Smoke Bomb, Grade IV (Lvl 86)
    + 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
    + Suffocate, deals 100 damage per second while enemy is in the bomb's smoke radius
    25% 25%

    Thanks for reading
     
    Last edited: Jul 22, 2016
    motoki1 likes this.
  2. Argagaes

    Argagaes Well-Known Adventurer HERO

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    Some of these would be fine, but especially what I noticed was the double arrow shield. It's already annoying enough when it activates once, making it go off twice would be way too unfair compared to the knockback and damage. Also varriors -10% dam from bash and no movement / abilities from war scream are extremely broken if you think about it.
     
  3. Fruit987

    Fruit987 Medieval Talker VIP+

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    Nerfed
     
  4. Endertricity

    Endertricity Assorted Mini Quiche VIP

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    i like the idea of x2 arrow shield, but make it so 2nd time it does 50% less damage and knocks them back less too
     
  5. Fruit987

    Fruit987 Medieval Talker VIP+

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    I actually kind of like my new idea more, it makes Archer slightly less a glass cannon
     
  6. eeveelution

    eeveelution Wynn Veteran/OG VIP+

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    These buffs seem insignificant tbh, 5% air dmg, enemies 5% weaker for 3s, etc. They also are mostly the same thing - deal X% elemental dmg. Try making them a bit more interesting and unique, and make sure that they further support the spell's/class' role in battle.
     
  7. Argagaes

    Argagaes Well-Known Adventurer HERO

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    I don't think it can be anything super special either just to not make it too op. It's just something small to get which gives you the feeling of progressing.
     
    Fruit987 likes this.
  8. Fruit987

    Fruit987 Medieval Talker VIP+

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    Buffing
     
  9. Icicly

    Icicly bred

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    WOW nice!!!
     
    Fruit987 likes this.
  10. StarDraco123

    StarDraco123 (・8・) VIP+

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    Lets give archer a heal why not ._. The class that pretty much does the most damage and is ranged, not strong at all lets give it a heal why not( pls nu ;-; )
     
  11. Allen_R111

    Allen_R111 Quality Shitposter

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    Just remove this section and it's all good!
     
  12. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    I really like the ideas of the heal spell attacking enemies, but tendrils don't really fit the feel. I always thought of perhaps a shockwave knocking enemies away from the player. It's up to you, but personally I don't think it should do damage, but rather give the player some breathing space.
     
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  13. Fruit987

    Fruit987 Medieval Talker VIP+

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    Changed to a ring
    ________________________________
    Mage is the best class, how dare you
    ________________________________
    Nerfed.
     
  14. Retathrah

    Retathrah Retired Nostalgia Hunter, Tired Metalworker CHAMPION

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    Very interesting, and i like how all the classes are able to cast spells at some point that can deal all the-wait, warrior still can't summon a water attack via spell? Even tho i dont use the class (Archer user) but if an archer can use water through a shield made of arrows, how can warrior still not cast a water damaging spell?

    Fix that and this is fantastic!
     
  15. setery10

    setery10 Well-Known Adventurer

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    I don't agree with a lot of these things but I do like that this works more as a proof of concept that we can make more powerful spells.
     
  16. Fruit987

    Fruit987 Medieval Talker VIP+

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    Added Water to +Headache, because y''know, heads, intelligence
     
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  17. Fruit987

    Fruit987 Medieval Talker VIP+

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    What is bump?
     
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