[SUGGESTION] Spirit Call

Mattiator
Scholar
It's me again, back with another complicated but dynamic suggestion.

New Spell: SPIRIT CALL

Description: Summon a spirit to attack enemy structures or players.

This spell would cost approximately as much as a Ward to cast. It would summon a weak (400 HP tops) spirit that would attack the target 4 times, or until either the spirit or the target died, before disappearing. Each Mage can only summon one spirit at a time. This spell would allow a Mage to multitask, for example use his own attacks against a powerful enemy while his spirit damaged the beacon he kept coming back through. If a Mage unwarps or warps to a beacon while the spirit is attacking the spirit will vanish. Spirits can also be used to attack other spirits, be they Catcher spirits, Called spirits, or random spirits. if the spirit is attacked, it will redirect it's focus to the attacker.

3 more levels would be added, and level ups of the spell would increase the maximum strength of the spirit, from 100 to 200 to 400. It doesn't mean you'll always get a 400 HP spirit, but it gives you a chance to get one. The spell would be learned at level 9.

FAQ:

Q: How is this different from a catcher?

A: Spirit Call is directed at offensive players, while Catchers are more useful to guard structures. Called spirits will also stop their attacks after a short duration, unlike spirits from catchers.

Q: Doesn't this make Wards useless if we can just use spirits to knock them out?

A: No, because a ward would target you for summoning the spirit.

Q: Can you attack your own spirit?

A: Absolutely. Just make sure you have enough mana to kill it before it vanishes.

Comments are appreciated.
Mattiator
Scholar
Bumped. Somone must have something to say about this idea...
Silverwulfe
Seeker
How about instead of summoning a new one, you could summon one from your spirit catcher? Cost the same as a War Chant since it takes time for a spirit catcher to collect a spirit. This would potentially be very handy in a big battle, you just wouldn't be able to choose what it attacked. I think it should have priority to attack other players first (kind of like an imp) and then structures after that. Let it stay active until you warp to another location (local dodge warps should be ok) and then it vanishes.

Could be a useful defense as well. Imagine hopping a High Command beacon to a team waiting with pet spirits? Gah!
Dragonfire
Magister
i like the spirit from your catcher idea. i have for some time thought there should be more use to haveing a spirit catcher. they are worthless in battle and not so hot for defence either. most often they just help the other teem when a newb leaves a good one lying around.

Edited by Dragonfire (Jan. 13, 2012 04:29:33)

Depth
Scholar
catcher is better. now the pets would die in one hit or 2 from the spirits.

Forums » General Discussion » [SUGGESTION] Spirit Call
Jump to

To reply this thread Sign in or Create an account