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Xavion
Level 75
The Perfectionist
Joined: 10/15/2013
Threads: 434
Posts: 5,682
Posted: 3/4/2017 at 2:12 PM
Post #11
Wrath of Malgorus (Rank 5)
Cooldown: 100 turns
A Finisher that deals 1,500% Magical Damage. This hits all Enemies. Causes Malgorus' Wrath for 10 turns.
Finisher -200 mana
_________________________________
Malgorus' Wrath: Decreases Magical Mitigation by 30%. Deals 100% Magical Damage per turn. Deals 500% Magical Damage at the end of its duration.
*couldn't resist regenning a Maxed Stats Ny'vene and naming him Malgorus the Wrathful*
Edited By Xavion on 3/4/2017 at 2:12 PM.
Littlemissmoriarty
Level 75
Supernatural Shopaholic
Joined: 5/9/2015
Threads: 329
Posts: 2,508
Posted: 3/4/2017 at 2:14 PM
Post #12
I liked being able to put stat points in when the pet leveled. Made it more personal for me to interact with the pet as I wished.
Now, from what I understand we only get 6 proficiency points to use?
Don't get me wrong, I like the new system set up...but I hope we get some time to battle with this before the MegaZone, or I am going to be stuck messing with many many pets, and getting consumed by time and not playing in the MZ when it comes.
Kenywi
Level 70
Guardian
Joined: 4/19/2013
Threads: 33
Posts: 271
Posted: 3/4/2017 at 2:21 PM
Post #13
Hey Krin
I noticed that the new system sets the pets up into "roles" in the party, for instance support/healer. Is this going to have any effect on the group dynamics? I ask cause some of us use an all light team https://www.sylestia.com/view/pets/?petid=2841678 like what I have here. This team allows me to do significant amount of damage while at the same time healing for every attack to every pet. Rarely do I need to use a potion. Will the new system effect this combination encouraging a more traditional tank/dps/heal group?
I liked being able to put stat points in when the pet leveled. Made it more personal for me to interact with the pet as I wished.
Now, from what I understand we only get 6 proficiency points to use?
Don't get me wrong, I like the new system set up...but I hope we get some time to battle with this before the MegaZone, or I am going to be stuck messing with many many pets, and getting consumed by time and not playing in the MZ when it comes.
Correct.
And yep, you'll have quite a bit of time to use it before the MegaZone releases.
I noticed that the new system sets the pets up into "roles" in the party, for instance support/healer. Is this going to have any effect on the group dynamics? I ask cause some of us use an all light team https://www.sylestia.com/view/pets/?petid=2841678 like what I have here. This team allows me to do significant amount of damage while at the same time healing for every attack to every pet. Rarely do I need to use a potion. Will the new system effect this combination encouraging a more traditional tank/dps/heal group?
Thanks
Keny
All specs will still be playable... I don't plan on coding any type of like hard coded "you must use ___ to win" mechanics. But all parties will have pros and cons.
For example, an all Light party will probably never die lol, but your Damage output will be very, very low. So battles will take a long time. If you run into time sensitive mechanics, you might struggle. So, pros and cons.
Edited By Krinadon on 3/4/2017 at 2:28 PM.
Savynn
Level 75
Sweet Solver
Joined: 12/18/2012
Threads: 216
Posts: 4,497
Posted: 3/4/2017 at 2:34 PM
Post #16
Time sensitive mechanics sound both exciting and terrifying. So with there being probably fights with different mechanics in the megazone, should we expect that it would be useful to have multiple team set ups for different encounters? Like have it set up where we can have two air set up with a tank, or a fire and light with a tank, or two fires with a tank, etc.?
More team slots would definitely be handy if that's the case aside from the species' battle leaderboards for fests.
Moonsugar
Level 70
The Sweet Tooth
Joined: 1/16/2014
Threads: 33
Posts: 925
Posted: 3/4/2017 at 2:47 PM
Post #17
Exciting to see more potential being given to the abilities, can't wait to see how it feels to play with the new system. I hope the enemy difficulty hasn't skyrocketed to match. 100 turn cooldown abilities sound daunting to manage, though I am eager to see their level of usefulness. I'm also curious, how long will it take to unlock the more advanced ranks in each ability? :)
Have Raith's Fury (the Air level 75 ability) Rank 1 and Rank 2 been accidentally swapped? Because as far as I can see, the Rank 2 currently shows as worse than the Rank 1, for me. :)
Savynn
Level 75
Sweet Solver
Joined: 12/18/2012
Threads: 216
Posts: 4,497
Posted: 3/4/2017 at 2:49 PM
Post #18
I just noticed that magical damage isn't going up when I select to increase intelligence.
Time sensitive mechanics sound both exciting and terrifying. So with there being probably fights with different mechanics in the megazone, should we expect that it would be useful to have multiple team set ups for different encounters? Like have it set up where we can have two air set up with a tank, or a fire and light with a tank, or two fires with a tank, etc.?
More team slots would definitely be handy if that's the case aside from the species' battle leaderboards for fests.
Yea, I definitely think having multiple party pre-sets would be beneficial.
Exciting to see more potential being given to the abilities, can't wait to see how it feels to play with the new system. I hope the enemy difficulty hasn't skyrocketed to match. 100 turn cooldown abilities sound daunting to manage, though I am eager to see their level of usefulness. I'm also curious, how long will it take to unlock the more advanced ranks in each ability? :)
Have Raith's Fury (the Air level 75 ability) Rank 1 and Rank 2 been accidentally swapped? Because as far as I can see, the Rank 2 currently shows as worse than the Rank 1, for me. :)
Just a typo.
Thank you for letting me know.
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