Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Siege Spells/Super Spells
Icebearfu
Member, Alpha Two
Just a thought I had and posted in Discord, I was told it would be at least looked at here so here we go.
Similar to the Seige Beasts, summoned by several players of the same archetype, Seige Spells would be cumulatively powerful spells aimed at one side of the mmo trifecta. Defensive, offensive, support. One 'type' per casting and no overlaps.
The idea would be something along the lines of this:
Defensive: Several mages combine their mana in a defensive pool which forms an immobile magic bubble up to say 30 meters around where the primary caster is standing. Any amount of mages can join and add their power, in a slow burn channel, to power the field. The more mages, the more mana to 'burn' through, so the stronger the field.
This field could defend against any number of things, elemental damages, and physical damages. With the focus chosen by the primary caster when they start the casting. BUT.. it nullifies ALL damage of that type.. so say a fire-based defensive ward prevents any friendly fireballs from doing damage inside its effect too, so if enemy melee gets inside the range they too are protected.
Offensive: Same idea as the defensive, but the ritual would start with the primary caster choosing the base spell (lets say fireball) and starts the ritual. Others join in, channeling the casting.. pumping the potential damage that much higher. So a cast time of say 30 seconds, or a minute. (which is a long time on the battlefield) results in a fireball capable of decimating enemy troops, or heavily damaging walls in a siege situation.
Support: Again, the idea is the teamwork of casters, but this time it's either a single blast healing effect.. everyone within the radius gets a big chunk of HP back.. or they maintain a healing ward, everyone in the radius getting HP and mana regen. A healer's tent so to speak, so long as the channeling isn't interrupted or the healers go oom.
This was my thought. Hopefully this can be implemented in some way.
Similar to the Seige Beasts, summoned by several players of the same archetype, Seige Spells would be cumulatively powerful spells aimed at one side of the mmo trifecta. Defensive, offensive, support. One 'type' per casting and no overlaps.
The idea would be something along the lines of this:
Defensive: Several mages combine their mana in a defensive pool which forms an immobile magic bubble up to say 30 meters around where the primary caster is standing. Any amount of mages can join and add their power, in a slow burn channel, to power the field. The more mages, the more mana to 'burn' through, so the stronger the field.
This field could defend against any number of things, elemental damages, and physical damages. With the focus chosen by the primary caster when they start the casting. BUT.. it nullifies ALL damage of that type.. so say a fire-based defensive ward prevents any friendly fireballs from doing damage inside its effect too, so if enemy melee gets inside the range they too are protected.
Offensive: Same idea as the defensive, but the ritual would start with the primary caster choosing the base spell (lets say fireball) and starts the ritual. Others join in, channeling the casting.. pumping the potential damage that much higher. So a cast time of say 30 seconds, or a minute. (which is a long time on the battlefield) results in a fireball capable of decimating enemy troops, or heavily damaging walls in a siege situation.
Support: Again, the idea is the teamwork of casters, but this time it's either a single blast healing effect.. everyone within the radius gets a big chunk of HP back.. or they maintain a healing ward, everyone in the radius getting HP and mana regen. A healer's tent so to speak, so long as the channeling isn't interrupted or the healers go oom.
This was my thought. Hopefully this can be implemented in some way.
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