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Wands. What they could do, and a petition

6 replies [Last post]
Thu, 10/03/2013 - 20:28
Rcar

Ok, so i've been thinking, and part of this is due to the number of untouched things in the game. But the biggest curiosity to me is the wrench wand, its a completly unique weapon in style and abilities. The charge shot is a swipe and a blast of energy. There are 3 whole sets of armor that were made to go with items like wands or staffs, but yet nothing to sate their thirsts. I want the players to choose between guns swords bombs and magic, magic has been alluded to before and having a weapon set(s) would fill the gap quite nicely. So I've made a small list of wands and staffs that i would love to see added to the game. All i ask of you is to comment(since there's no way for me to get signatures) just saying if you'd like to see wands and maybe along with all these plans their making they can consider wands.

Wands
Theirs four kinds of wands, one for each element of damage.
Wands attack differently than other weapons, they act as a sort of hybrid sword and gun. Dealing only a fraction of damage if you physically hit an enemy.
Wands are powered by what I am calling mana (it doesn't have to be called this as with everything else i name) each wand can hold a certain amount of mana and it is built up by charging (holding down the attack button), while charging the knight cant move so it is important to preserve charge.Wands preserve charge while swapping weapons. A wand at full charge changes how it attacks, it goes from melee mode to magic mode. Wands in magic mode glow with mana and use the casting animation from the wrench wand but while standing still and faster.
All of these wands build from a base item obtained in a mission: The Apprentice ( the wand is called the apprentice wand)
The Apprentice Wand deals a small amount of normal damage and is 2 star. It has a three hit combo attack and it takes 5 seconds to fully charge (5 shots)
The Apprentice wand can be upgraded to one of four paths
It can go to the piercing path "The Wild path"
The normal path "The Blast path"
The Elemental Path "The Shining path"
Or the Shadow Path "The Shade path"
All of these wands have different charge affects
The Wild path wands are a bit different from the rest, they hold less charge but deal more physical damage then the rest.
Wild Wands charge is a vine that runs across the floor briefly rooting and damaging enemies it hits.
The Blast Path focuses on knock back, using large projectiles and AoE damage to move enemies away from you
Blast wands hold 15 charges (at 5*) and deal as much physical damage as the other non-piercing wands
The charge from a blast wand sends out a wide projectile that catches and pushes back enemies, at the end of the path it detonates briefly stunning enemies
Shinning wands do not come in elements but focus on weakening enemies shredding armor that would otherwise protect them
Shining wands hold 20(5*)charges and have a reduced charge time. They deal less damage than all the other wands.
The charge of a shining wand unleashes a blast of light in a circle around you (5* range is = 4* element bombs) that blinds enemies caught inside and reduces their armor for 10 seconds. The blind wears off after 3 seconds.
The Shade path focuses on damage, these wands focus mainly on hard hits, nothing fancy
Shade wands hold 5(5*) charges and deal more charge damage than all the other wands
The charge for the shade wand is simply a blast of shadow energy followed by a mark. The Mark can be destroyed by a physical attack and they deal double the charge damage.

That was quite a wall of text but theirs more to come because theirs Mage Robes!
These are going to be easy to explain since theirs only three different ones at 5*
The robes before the 5* will give you extra charges for your wand.
The divine veil focuses on the elemental wand giving it extra damage and blind duration
The robes will now give the wand +5 charges and +2 seconds of blind along with health
However the bonus damage to fiends will be removed
The Grey owlite cowl focuses on either the piercing and normal wands not both
It gives ONE of the two wand types +5 charge and for the Wild Wand extra root duration, and the blast wand a wider arc and more stun
The chaos cloak being naturally chaotic focuses on the shadow wand
The Chaos cloak gives the shade wands -4 charges and +10% lifesteal upon breaking the mark from charges
The extra charge time and damage will be reduced to low, so the total equals medium for both.

And that's my idea for the basics of wands. Let me know what you thing in the comments, and tell your friends to check this thread out. I want as many people as possible. You want more ideas? Ill consider it.

Thu, 10/03/2013 - 20:33
#1
Bitsbee's picture
Bitsbee
Move to Suggestions.

Also, Biotech Hahn has mentioned that Magic isn't real in the Mission "Elemental my dear."

Fri, 10/04/2013 - 06:15
#2
Kraanx's picture
Kraanx
@bitsbee Hahn's a jerk.

@bitsbee
Hahn's a jerk.

Fri, 10/04/2013 - 06:26
#3
Thunder-The-Bright's picture
Thunder-The-Bright

unless it's like alchemers, no all-damage branching, due to ragecraft. actually, no ultra branching, we don't need another brandish/ alchemer to kill variety.
armor sinergy kills variety even more, so no.

Fri, 10/04/2013 - 06:31
#4
Heavy-Dragon's picture
Heavy-Dragon
Hahn one, wands zero.

and yet-

MENDING-

Fri, 10/04/2013 - 09:45
#5
Grimranger's picture
Grimranger

"petition"
hahahaha

Fri, 10/04/2013 - 20:15
#6
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

I'm with Grimranger. OOO no longer reads petitions, and just locks them up like that one complaining about the revive system that came three months ago. And you aren't the first consumer to want magic involved with a underrated and laggy MMORPG that has no popularity. Graveyard this, and don't take the loot from the Zombies.

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