Joined: Wed Jun 11, 2014 1:54 am
I mean...what's not to like about a class that has mirror image, sleep and a summonable?
I"ll answer: dispel - considering how important sanctuary/magic ward are, a backfire can easily cost the wildmage 400 hp. Also, asides from these two spells, there are very few dispellable spells that actually make a huge impact on players (haste and fly to a lesser extent), so a complete dispel isn't really worth having a backfire.
That said, I propose a few changes to the 'wild spells', mostly based on how Templar's Judgment - a spell that should've been wildmage's, given its random nature.
This spell would be fine if it wasn't for the fact that Armor Class is useless. Fix AC - Wild Shield becomes more attractive.
Extra hitroll and damroll for a spellcaster? I'd much rather have a random value buff to a random number of attributes:
Wild Enhance - Increases your <Str/Dex/Int/Wis/Con> by <1-4> for 10 hours [1 - 5 tests]
So a wildmage could end up with something like this:
Wild Enhance - Increases your strength by 4 for 10 hours
Wild Enhance - Increases your intelligence by 3 for 10 hours
Wild Enhance - Increases your constitution by 1 for 10 hours
I know it can increase and decrease damage taken, but it's really difficult telling its effectiveness.
Even so, it wouldn't hurt to give it a slight buff:
- Whenever it reduces damage taken, it also reflects that damage to the attacker.
Why do green demons exist? To offset the angel?
Angel isn't much stronger than a werefolk summon (which has no sickness): three attacks, better damage, no trip or bash
Angel is great for hunting equipment, but red/blue demons actually are more useful in PK
Remove green demons
Add chance summoning sickness won't appear
Instead of dispelling the wildmage on backfire, have it drain an additional amount of mana from him.
Or...give them dispel magic too.
Wildfire is great.