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Eniripsa Spells Suggestion
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October 16, 2011, 00:08:47 |
#1
Eniripsa Spells Suggestion
Hello all.
I've been playing with an Eniripsa and noticed that they are very a very hybrid oriented class, that's not the problem though. What I noticed is that the fire branch is quite useless, beside the marks effect. So, I wanted to introduce a few changes to the branch that would make it more playable, and not just a secondary branch. Massacuring Mark The effects of this passive spell would be cut by half, in order to add a new effect without making it overpowered. It would still hit enemies and heal allies, but only 10% of enemy's HP. The additional effect would work like Marks. When an enemy is attacked by an Eniripsa, a mark effect will be added and last for 2 turns. The mark effect depends on the element used to attack the target. - Fire Damage: Sadist Mark (heals 20% of target's HP when it dies, % is increased by 2% per spell level) - Air Damage: Rebirth Mark (revives the target under the control of the killer and increases it's damage, AP and MP for 1 turn) Level 1: +0 AP, +0 MP, +0% damage. Level 10: +1 AP, +1 MP, +10% damage. Level 20: +2 AP, +2 MP, +20% damage. - Water Damage: Coney Mark (level of the coney ranges from 1 to 20 now) ----------------------------------------- Now, 3 out of 5 fire spells can be taken away and three new fire spells can be added. - Burning Word: 3 AP spell, 1-2 range, cannot be increased. Deals low fire damage and adds Wounded State (+1 level). Wounded State level increases by 1 every 2 levels. Effect: if healed, the target enters on Burning State (same level as Wounded State's level) Damage: 3 (increases by 1 every 4 levels). 16 damage at level 50 and 29 at level 100. That spell does pretty low damage, but if there's someone who can heal in your team, if combined with Unnatural Remedies and some healing it can do some nice damage. Traid Mark: no change. Underworld Word: this spell is weak if there aren't many targets in the area of effect. The more targets, higher the disaster it may cause. 0-3 range, area of effect of size 2 (cross). AP: 5, 1 WP. Damage: 5 +1 every 4 levels. (30 at level 100). Effects: Flaming State (all targets) Scalded State +1 level (all targets) +1 every 3 levels (level 33 Scalded State at level 100) Vampire Kiss: deals damage and healing. AP cost: 4 Range: 1-2, Linear, cannot be increased. Damage: 6 fire damage to the selected cell, increases by 1 every 3 levels. (39 at level 100) Healing: 1 fire healing to everyone in an area of effect of size 1 (cross) around the targeted square. Healing is increased by 1 every 5 levels. (21 at level 100). Altruistic Word: deals fire damage and distributes to all allies as healing (like Drain). AP: 6 Range: 1-3, can be increased. Damage: 5 at level 1, 11 at level 10, 32 at level 50, 66 at level 100. Note: Eniripsa does not receive the healing. That's it, thanks |
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