[Request] Mage spellset

shiFt

Member
Reaction score
8
Im looking for ideas for a mage/witch with AOE based spells that work well together, Looking for mostly nukes with minor support. 4 Spells in total with 1 ultimate. +reps to all suggestions, its pretty broad so most anything with good synergy will do :).
 

Bogrim

y hello thar
Reaction score
154
It's not pretty hard to come up with some ideas, given that Blizzard has already made a Mage class in WoW with tons of spells to collect your inspiration. Here's one idea though:

You can base a bolt-type spell on Life Drain, and use the Drain as a channel time to unleash a big nuke. While "draining", the Mage would have some special effects in his or her hands, and then a dummy unit fires the missile when the Drain is done casting. This will also allow time to interrupt / run away from the nuke so it's not overpowered.
 

Setharoth114

New Member
Reaction score
5
Naga Siren

Lightning Tail - (Target Unit) The Siren begins to channel lightning energies then releases them after two seconds, dealing damage to the target enemy. If the enemy gets at least 1000 distance from the Siren in that time frame, the spell is canceled and no damage is delt.
Screech - (Target AoE) The Siren's screech causes horrible pain to all enemy units that listen to it in the target area. Units that are attacking when the Siren unleashes her deadly wail take additional damage.
Mana Shield - (Target unit) Puts a shield around target unit, causing spell damage it takes to be transfered to its mana instead of its health. After casting, the Siren gets a secondary ablitty that allows her to cancel the shield.
Typhon Tantrum - (Target AoE, Ultimate) Summons several tornados in the target area. The tornados shoot out lightning bolts that deal spell damage to nearby enemy units and randomly tosses them opposite of their facing direction and disrupts casting.

A combination of distrupt/damage. Lightning Tail would be her main way of dishing out damage with Screech and Typhon Tantrum as back-up. Mana shield could be used both as a way to preserve the Siren's life or a nearby allies, but it could also be used as a form of attack as well. Casting mana shield on an enemy and then hitting them with Lightning Tail could wipe out their entire mana pool quickly. I think its a good hero with a lot of different stratagems open to her.
 

shiFt

Member
Reaction score
8
This kind of synergy makes for great heros, I love the mana shield it, with its offensive/defensive capabilities abilities with such dualites are great, thanks alot :D!

Great suggestions +rep.
 

Ayanami

칼리
Reaction score
288
Posted this somewhere in the forums before, but oh well. This spell set basically focuses on the theme of earth and darkness.

sandstormpng.png

Sandstorm - Active
Target Type - Point, Area of 500

Conjures a vigorous sand storm that rages against all enemy units caught in it. Every second, all enemies within the sand storm receives damage, with maximum damage received at the center of the storm. While in the storm, enemies have reduced movement speed, all allied linked visions are cut and the field of vision extends up until the sand storm area. Lasts for 5 seconds.

gloomypresencepng.png

Gloomy Presence - Active
Target Type - Point, Area of 350

Tapping onto the innermost darkness, the hero utilizes it to blind his foes with darkness. Foes will completely lose their vision for 4 seconds. While in the state of darkness, any damage taken will inflict 50% more damage and remove the blinded state immediately.

gabiearthquake.png

Gabi Earthquake - Active
Target Type - Point, Area of 450

Channels his darkness into pure energy into the targeted area. After 1 second, the dark energy sends a disturbance into the earth, causing a earthquake, dealing damage. The amount of dark energy unleashed is unstable on every cast. A random magnitude of darkness is selected from a scale of 1 to 10. The greater the darkness magnitude, the greater the influence of darkness portion in damage dealt and the lesser the influence of earth portion in damage dealt. After the earthquake, the enemies have their vitality drained and their armors shattered based on the darkness magnitude. A greater darkness magnitude causes a greater decrease in enemies' maximum health while a greater earth magnitude (which equates to lesser darkness magnitude) causes a greater decrease in enemies' armor. Decrease in maximum health and armor lasts 5 seconds.

enervation.png

Enervation [Ultimate] - Active
Target Type - Point, Area of 600

Using the darkness within, the hero releases a barrage of dark elements to strike all enemies in the targeted area. The dark elements continuously strike down his enemies for 5 seconds, with a damage interval of 0.03 seconds. After the barrage ends, the hero absorbs a percentage of the damage dealt to his health. If the absorbed value restores full health, the excess value is added as maximum health for 5 seconds.
 
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