Suggestion: A couple of spell suggestions 12/21/2018 02:22 PM CST

#1 - Words of the Wind equivalent for Warrior Mages

+ Summoning skill
+ Discipline
+ Greatly reduces charge cost for all pathways and weapon summons if in a room with a fissure aligned to your element OR passively restores charge if in a room with the same fissure.

#2 - Cauterize
+ Blood staunch - vitality hit reduced with mana plugged into the spell.

#2 - Bring back some spell combinations

- Casting YS with SW or AEG up would give you back the old hindrance reduction.

- Strong RM casts could make the room a water room.

- Casting tailwind with Zephyr in the room creates an AOE ranged weapon debuff for everyone but yourself.

- A flare addition for ES that gives it a chance to flare on attack. You can cast on a specific element, assuming you know the spell (like HYH for clerics). It would apply the effect as if it was an armor flare. MoA for fire (+damage), PW for air (push back), AL for electric (stun), tremor for earth (knockdown), or ward break for Aether (indiscriminate dispel)

- Self-cast air bubble resets the CD on DB.

- Thunderclap + Rising mist = lingering perception debuff

- MAB + Grounding Field = Magnetize the target. They're hit by the MAB shot wherever they happen to be.

- PW on a target with vertigo has them go to range and back to melee. Balance hit, potential knockdown + triggers RoS's damage on both legs of the trip.
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Re: Suggestion: A couple of spell suggestions 12/21/2018 02:41 PM CST

A few more...

- EE would expel your stored up radiation from the WM high sorcery spell. Anything hit would be irradiated instead.

- Casting MoF with AC actively cancels AC and swaps the fire to a "dark" fire of burning aether. -stealth/+agility turns into +stealth/-charisma.

- Casting rimefang with AC active changes the damage to aethereal ice rather than "ice" ice. You can only replenish 1-2 shards per pulse, but the ice damage is considered a DFA (invisible). It also won't trigger the guards if it pulses in a justice zone.

- With BG up you can point to an MAB to automatically reload it (1s RT) and cause the next hit to have a higher FOI (and maybe a requirement for the ranged MAB option above).

- Spitting on MaB with DB up causes it to do +fire damage.

- Casting PW on yourself with DB up causes it to pull the liquid out of your mouth into your hand. Lightning it on fire (Burning Touch/flint) will boil out the impurities and turn it into Naptha.
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Re: Suggestion: A couple of spell suggestions 12/26/2018 06:53 AM CST
>>#1 - Words of the Wind equivalent for Warrior Mages

>>+ Summoning skill
>>+ Discipline
>>+ Greatly reduces charge cost for all pathways and weapon summons if in a room with a fissure aligned to your element OR passively restores charge if in a room with the same fissure.

This is a pretty neat idea, IMO. Useful for a WM in several ways and it could make using pathways for more than training a more viable thing.

While we're talking about ideas, I really like the idea of a TM spell that does no damage but paints a target for a couple minutes so that subsequent TM spells can be targetted on it whether it's hidden or in an adjacent room or etc.

Mazrian
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Re: Suggestion: A couple of spell suggestions 12/26/2018 07:32 AM CST

>>While we're talking about ideas, I really like the idea of a TM spell that does no damage but paints a target for a couple minutes so that subsequent TM spells can be targetted on it whether it's hidden or in an adjacent room or etc.


Sounds like a Meta for MOA
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