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Wildmage Overhaul

Like a mage, only with backfire.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Thu Jan 08, 2015 12:22 pm

Re: Wildmage Overhaul

Don't forget green demons trip (or bash), which opens possibility of being trip-bashlocked if used with the opponent in the same room
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Posts: 158

Joined: Fri Jun 06, 2014 9:25 pm

Post Thu Jan 08, 2015 6:49 pm

Re: Wildmage Overhaul

Hrobshur wrote:I agree with wild heal. black haze could effectively be changed to not damage the wildmage, but let them suffer the cost of the spell still.


This X 1000.

Posts: 186

Joined: Wed Jun 11, 2014 9:14 pm

Post Thu Jan 08, 2015 10:55 pm

Re: Wildmage Overhaul

Wildmages should get teleport. just saying.

Necro's if I'm correct get teleport. and a target based teleport spell shadowstep.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Fri Jan 09, 2015 12:50 am

Re: Wildmage Overhaul

Well...they do have vanish, which is a teleport to its target's area.

It's pretty great for running due to its short casting lag, specially if the player has insane knowledge of the game's areas.

A pity using it to Heimdall results in failures because he shares the area with imm rooms and whatnot. If it didn't, it would be way better than recall.

Posts: 186

Joined: Wed Jun 11, 2014 9:14 pm

Post Fri Jan 09, 2015 2:21 am

Re: Wildmage Overhaul

Vanish puts the wildmage in fightlag. Which I think is lame.

teleport doesn't require a target. Yet vanish does. Sure its great, but if you're blind you can't use it. If I'm mistaken let me know.
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