Arcane Wonders Forum
Mage Wars => Player Feedback and Suggestions => Topic started by: Nareus on October 12, 2015, 08:23:02 AM
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Light spells are almost useless for any mage who's not a priest or priestess, I get that they're cheap, but if you compare pillar of light and arc lightning, you pay the same cost, but arc lightning seems to be far better, it has a higher chance to stun, does more damage, and is unavoidable. I would really like to see some good light attack spells when the Paladin comes around. Thanks for listening ;D
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I want the Paladin's Sword to be able to generate mana and cast bound holy attack spells when it hits something.
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I want the Paladin's Sword to be able to generate mana and cast bound holy attack spells when it hits something.
Would it attack whoever the sword attacked or would it be able to target a separate creature?
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I suspect that we'll get some good light attack spells when the paladin comes out. And I think that his sword will have the counterstrike trait.
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The spell would hit whoever he hit with the sword in much the same way as [mwcard=FWQ09]Sectarus, Dark Rune Sword[/mwcard] works now.
I think he should have a sword that does critical damage to non-living creatures. Then he would have to chose between which sword to use.
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The spell would hit whoever he hit with the sword in much the same way as [mwcard=FWQ09]Sectarus, Dark Rune Sword[/mwcard] works now.
I think he should have a sword that does critical damage to non-living creatures. Then he would have to chose between which sword to use.
personally I would go for the light attack spell one every time(unless I'm fighting a Necromancer, and maybe even then). It just seems like an additional 2 dice is worth more than a chance you might do critical damage.
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What do you think a powerful holy attack spell would be?
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Arc Lightning is range 0-1. Pillar of Light is range 0-2. Arc Lightning has to land a 7+ on the effect die to leave any effect at all. Pillar of Light just needs a 4+. Arc Lightning has unavoidable, pillar of light gets +2 vs nonliving creatures.
I would say those two spells are pretty even. Pillar of Light is more multipurpose. Dazes can either be used to lower enemy defense rolls, or make them less likely to land a successful attack on you, and the +2 vs nonliving makes them excellent burst damage against undead. And since they can be cast from a greater distance, it gives you the option to either cast it close up or farther away.
Of course, it's probably not going to be used by non-holy mages anytime soon. I suppose a wizard could put one on a wizard's tower, since that would be useful for picking off enemy undead, and having a chance to daze or stun things that are more than one zone away.
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Sunfire Burst - Range 0-1: 6-7 Daze, 8+ Daze + Burn, Ethereal, Unavoidable, +2 vs. Nonliving is about as good as it gets at the moment.
I have been agitating to get some better Holy attack spells myself. ;D
My issue with Holy attack spells, is with attack dice, at 2 it makes these really pale in comparison to other same cost (or lesser cost) Attack Spells, for 4 mana I get 5 attack dice with Hurl Rock! I have 3 Sunfire Bursts in most of my Priests books but always use the Hurl Rock/Fireball/Flameblast/Surging Wave first as the action that I use to cast an Attack Spell is very valuable and 2 dice almost never makes it worth while. The rare occasion I am up against "nonliving" they are ok, but still one less attack die than Hurl Rock.
So what I would like to see is a Holy Attack spell that rolls more than 2 attack dice, with a 0-2 range, a smaller daze / daze + (stun or burn) chance is fine with me. I need to put some HoeLee Schidt damage on the target down range when I cast it, less focus on placing conditions.
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I don't think the holy school "needs" good attack spells. I like the fact that every school has its own flavor. Attack spells is not the strong side of the holy school and the current attack spells have their uses.
Def. for a priest with the dawnbreaker ring and his ability, those spells are decent.
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right now holy attacks give you that daze/stun. But if you really want to get a daze surging wave is better and rolls more dice also. I would also find it nice to have just cheaper attacks with few dice and effects. So holy mustn't be like earth attacks, but have a more unique part.
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Not saying anyone but the priest(ess) should use it. With the ring the dice are the same, the daze chance is almost the same. (slam but yeah...) and a small chance for stun. As an extra, +2 for nonliving and ethereal. So it's very good vs whirling spirits and necro's.
It's not the most versatile spell, but it has it's uses.
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Sunfire Burst compared to Arc Lightning is a pretty nice match up actually. They both deal an average of 3 damage to an unarmored target, with Sunfire Burst doing better than Arc Lightning against armor. Sunfire Burst also has a better Daze chance and +2 vs non-living targets, but lacks the chance to Stun. They're pretty even.
When you throw in the Priest's Malakai's Fire ability, bumping the average damage of Sunfire Burst up to 5.5 against unarmored targets for an extra one mana investment, then it's no contest at all.
Pillar of Light does seem to lag behind though. It is 1 less damage on average and lacks the unavoidable trait and all it really has going for it is an increased Daze chance and increased range. Not really impressive.
I would personally be very happy just to see Sunfire Burst be printed, but I think I would also like to see a level 2 non-zone light attack spell. Something that is supposed to be the equivalent of a Lightning Bolt or Fireball would be cool.
Maybe something like:
8 Mana, Quickcast, 0-2 range, targets Creature or Conjuration
4 attack dice, 5-6 Daze, 7+ Daze and Burn, Ethereal, +2 vs non-living
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I'd say there should be an enchantment, that makes holy attack spells always hit with critical damage. They would hurt heavy armored targets as well as resilient ones.
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I'd say there should be an enchantment, that makes holy attack spells always hit with critical damage. They would hurt heavy armored targets as well as resilient ones.
Yeah that would be great. The +2 vs nonliving would be much more useful if you didn't have to deal with infinite armor too. And it would definitely make up for the lower attack power.
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I just think there should be a light spell strong enough to do some real damage to the enemy, not a lot, just like one 4-5 dice holy attack. That way the Holy school has a finisher spell. Thanks for listening ;D
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The spell would hit whoever he hit with the sword in much the same way as [mwcard=FWQ09]Sectarus, Dark Rune Sword[/mwcard] works now.
I think he should have a sword that does critical damage to non-living creatures. Then he would have to chose between which sword to use.
personally I would go for the light attack spell one every time(unless I'm fighting a Necromancer, and maybe even then). It just seems like an additional 2 dice is worth more than a chance you might do critical damage.
IMO the game really needs an option to deal guaranteed critical damage to non-living creatures (current critical damage attacks are either of poison or psychic type). You can have Brogan swinging his sword at weakest zombie and still do 0 damage if You don't roll crits. Additional attack spell as a free action is good for sure, but it's still wasted if You have bad rolls.
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I do like the idea of guaranteed critical damage, actually. It suits my concept of light damage, and would be worth the trade of fewer attack dice. The attack might not be the best against unarmored targets, but against high armor it'd be great.
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I do like the idea of guaranteed critical damage, actually. It suits my concept of light damage, and would be worth the trade of fewer attack dice. The attack might not be the best against unarmored targets, but against high armor it'd be great.
Yes, this is really a great idea. Although very situational it would fit the theme very well.
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Another way to go would be to have an increased chance to stun an undead creature. Why not a multi - round stun effect that uses Dissipate to track duration?
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I do like the idea of guaranteed critical damage, actually. It suits my concept of light damage, and would be worth the trade of fewer attack dice. The attack might not be the best against unarmored targets, but against high armor it'd be great.
Don't forget resilient, currently there's no way around that, because every "active" critical damage attack is of poison or psychic type and resilient creatures have immunity to both those types.
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Burns
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Burns
That's why I mentioned active attacks. Besides it takes at least two burns to destroy resilient creature.
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Dont forget Corrode tokens.
I dont know how old that idea was (created by fans, not by AW) that Healing "attacks" should do direct damage to undead. (GO Asyran Clerics).
Light attacks should always had a bonus against non-living. Increased number of attack dice is also increased chance to roll critical.
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light attacks dealing critical damage is an interesting concept. It might make Sunfire burst too good...
I still don't like holy spells making burns when burn markers have the flame type. there was a thread on that.
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Maybe adding a conjuration that tuns Light Damage to all crits?!
Something like that.
Zone exclusive, cost 7mana, 5life, 2armor, aegis1 on conjurations zone, all dealt light damage gets all critical.
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A reverse chain light spel could be cool too.
You have a dirt cheap 1 die light attack and when it deals damage, the priest can pay 2 mana to target another creature with 2 dice. If that attack deals damage, the priest can spend 3 mana to target a different creature with a 3 dice attack...
Buffing the first attack would be advised to get the chain going...
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*Zombie-Necro worshipper suspiciously monitoring this thread* ???
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*Zombie-Necro worshipper suspiciously monitoring this thread* ???
Get out of our Temple!!!