Celtic Heroes

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RE: Mage Spell

#11
Sir Blaze333 wrote:how about they unfreeze when fire damage is dealt (or heat)


Does root go away when you cast lighting?

If you wanted it to be counteracted by fire damage then it should take much less energy and be a quick cast to equal it out.
Last edited by Papi on Fri Feb 10, 2012 4:09 pm, edited 2 times in total.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: Mage Spell

#12
I was expecting more comments on the images spell. I thought that one would get attention.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: Mage Spell

#13
Papi wrote:I was expecting more comments on the images spell. I thought that one would get attention.


Make one based on druids damage and you should get alot of hits that is if people arnt tired of typing it and not getting it in return.

But fort coming update has some major fixes increase both druid and mage damage and implimenting some new skills that better suits the class for its purpose.

If you really ant a thread with some hits make a post about how one clas is unbalanced compared to the rest make it a compelling argumet for both disagreements and agreements. Doesnt matter what class everyone feels they are under powered for one reason or another.
Name:HoorDee/DrPeppers
Class:(Balor) Warrior(Rosmerta)Druid
Level:170/140

Re: Mage Spell

#14
Dispel Magic (Debuff): Removes ALL skill effects from a single target such as Rend, Bola, Strangling Vines, Calm, and so on. Can be cast on ANY player or mob.
High energy cost, Medium cast time, Medium cool-down.

Confuse: Target mob attacks itself and nearby mobs for a short period of time. Cast on mobs only.
High energy cost, Slow cast time, Slow cool-down.

Aggression: Target player's agro is increased. Can be cast on ANY player. Mages currently don't have a skill to control agro from a boss (such as Taunt, Distract, Calm).
Low energy cost, Fast cast time, Medium cool-down.

Re: Mage Spell

#15
Deflectable
~Dodges attacks

Freeze (not my idea but is a GREAT idea)
~Freezes targets

Rezzerection
~Rezzerct on the spot (takes 1-3misn to regen)

Strike
~Strikes a enemy with a mix of bolt and ice with 'Icefire'

Energy Cloak
~Regens energy by 5 per tick in battle + cloak of fire

Rapid Ice shards/Bolt fire
~Just like rapid shot just instead rapid magic skills.

Super run
~Run faster

Wizard hit
~Hit faster

These are just random ideas i came up with on my head, hope you like.
Image

MightyTank - Level98 - Warrior(Main)
MightyHeal - Level80+ - Druid(When I get bored)


'Do what YOU want when YOU want'

Re: Mage Spell

#16
I have noticed that mages have lots of good spells that are long range and stat affecting for the enemy if mages got other spells for damage they would start turning into druids using nature magic but the idea of other branches sounds good like a group of light and dark spells in the end they need mor types of spells like a dark version of fire ball not new diffrent spells
Every one else is making mages the best by a ton
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Re: Mage Spell

#17
kolare wrote:I have noticed that mages have lots of good spells that are long range and stat affecting for the enemy if mages got other spells for damage they would start turning into druids using nature magic but the idea of other branches sounds good like a group of light and dark spells in the end they need mor types of spells like a dark version of fire ball not new diffrent spells
Every one else is making mages the best by a ton


Another stupid post,

How would they turn into druids useing nature magic sorry if im being harsh but really man are you drunk?
Name:HoorDee/DrPeppers
Class:(Balor) Warrior(Rosmerta)Druid
Level:170/140

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