06-24-2020, 09:36 PM
All of these trees, barring hiddens (for explosion) are lacking and have 4 or less spells in their trees. Some of them, as a result, have become extremely strong simply because there's no reason to go into a tree with only like three spells if all three of them are lackluster. In comparison to other specializations in their base trees (blood and nature, etc) they share, they just simply pale in comparison because there's literally not anything going for them.
So, this is going to be a masterlist suggestion thread for all of them. Suggest any spells that you have for any of the trees, maybe give a visual idea of what you'd like to see for them.
BONE (has 3 spells; no corresponding hiddens: priority)
Aura Spell: 10 VIT, 15 POW. Q Spell: Fires a bone shard at the target, and heals on return (old blood aura Q spell)
Bone Wall: Creates a dense 5 tile wide wall that shoots bone lances forward, with no CC effect.
Skeletal Familiar: Creates a single skeleton summon that chases the target down and strikes them for 15 seconds. Low HP, can be killed very easily; relatively low cooldown to compensate (Nightmare Familiar, but with the Skeletal Army sprites)
METAL (Has 4 spells, no hiddens.)
Aura Spell: 15 VIT, 20 MANA. E Spell: Creates an AoE of metal shards that can inflict bleed, increasing DR by 10% while active for 6 seconds. A la sandstorm or blizzard, but significantly smaller.
Perfect Offense: 15% AP for 10 seconds. While blocking, DR is increased to 50%. (Silver/Grey Outline graphic)
Shield Bash (INTERMEDIATE): Create a shield of metal, dashing forward and striking your opponent, dropping it. Fatal strike, inflicts a slow on hit. creates a 3 tile wall that blocks projectiles at the very end.
SAND (Has 4 spells. No corresponding hiddens.)
Aura Spell: 20 POW, 20 crit/agi. PASSIVE: Gives speedboost while using sandstorm or on Sand Burial tiles.
Quicksand: Drop a 5x5 AoE, visually 1 tile wide, that roots for 1 second and draws the victim two tiles inward, slowing for 3s. Does medium damage, with a medium CD.
RIPTIDE (4 spells, no hiddens)
Water Dragon's Roar: This spell could just be added as a public water spell; water already has water dome, tsunami, and 9 base spells; Riptide could use another public spell and this would be the easiest one to add.
Unforgiving Vortex: Places 5 randomized puddles around the RPB; these puddles are 1 tile wide, visually, but range from 1 tile to being 4 tiles wide each. When you trigger one, it roots you for two seconds and draws you into the center, doing rapid amounts of low water damage.
EXPLOSION (3 public spells, 2 hiddens. Low priority but I hate shadowflame)
Aura Spell: 30 Power. Q Spell: Shockwave that does no damage and does not knockback, but inflicts burn damage.
Cinderflare: This spell could just be made a public intermediate spell.
Phosphor bomb: Shadowflame Ball. That's it. That's the spell.
numbers etc. are up for debate
Also give light magic a new spell. Your turn to suggest!
So, this is going to be a masterlist suggestion thread for all of them. Suggest any spells that you have for any of the trees, maybe give a visual idea of what you'd like to see for them.
BONE (has 3 spells; no corresponding hiddens: priority)
Aura Spell: 10 VIT, 15 POW. Q Spell: Fires a bone shard at the target, and heals on return (old blood aura Q spell)
Bone Wall: Creates a dense 5 tile wide wall that shoots bone lances forward, with no CC effect.
Skeletal Familiar: Creates a single skeleton summon that chases the target down and strikes them for 15 seconds. Low HP, can be killed very easily; relatively low cooldown to compensate (Nightmare Familiar, but with the Skeletal Army sprites)
METAL (Has 4 spells, no hiddens.)
Aura Spell: 15 VIT, 20 MANA. E Spell: Creates an AoE of metal shards that can inflict bleed, increasing DR by 10% while active for 6 seconds. A la sandstorm or blizzard, but significantly smaller.
Perfect Offense: 15% AP for 10 seconds. While blocking, DR is increased to 50%. (Silver/Grey Outline graphic)
Shield Bash (INTERMEDIATE): Create a shield of metal, dashing forward and striking your opponent, dropping it. Fatal strike, inflicts a slow on hit. creates a 3 tile wall that blocks projectiles at the very end.
SAND (Has 4 spells. No corresponding hiddens.)
Aura Spell: 20 POW, 20 crit/agi. PASSIVE: Gives speedboost while using sandstorm or on Sand Burial tiles.
Quicksand: Drop a 5x5 AoE, visually 1 tile wide, that roots for 1 second and draws the victim two tiles inward, slowing for 3s. Does medium damage, with a medium CD.
RIPTIDE (4 spells, no hiddens)
Water Dragon's Roar: This spell could just be added as a public water spell; water already has water dome, tsunami, and 9 base spells; Riptide could use another public spell and this would be the easiest one to add.
Unforgiving Vortex: Places 5 randomized puddles around the RPB; these puddles are 1 tile wide, visually, but range from 1 tile to being 4 tiles wide each. When you trigger one, it roots you for two seconds and draws you into the center, doing rapid amounts of low water damage.
EXPLOSION (3 public spells, 2 hiddens. Low priority but I hate shadowflame)
Aura Spell: 30 Power. Q Spell: Shockwave that does no damage and does not knockback, but inflicts burn damage.
Cinderflare: This spell could just be made a public intermediate spell.
Phosphor bomb: Shadowflame Ball. That's it. That's the spell.
numbers etc. are up for debate
Also give light magic a new spell. Your turn to suggest!