I think Diego should offer more spells for the PvP Arena. Currently, he gives 2 spells that focus on Stuns (Stun Block and Conviction) and 1 spell that focuses on hiding hanging effects (Cloak). I've kinda hoped Diego would give a Moon spell to fill that gap in since he offers a Sun and Star spell. Also, I think he could offer more Balance spells to help with damage boosts and such. Lastly, if we're working so hard to become Warlords and all, shouldn't their be like a spell prize or some kind of reward for the Warlords? So here's what I've got in mind:
Dragon Blade Pips: 0 Acc.: 100% Type: Charm +30% to next Damage spell
Dragonspear Pips: 0 Acc.: 100% Type: Charm +10% Pierce to next Damage spell
Spear Storm Pips: 1 Acc.: 100% Type: Charm +4% Pierce to next Damage spell
Threefold Fever Pips: 1 Acc.: 90% Type: Charm -25% to next 3 spells
-I take no credit for any of these spells. -Each of these spells have been in Treasure Card/Item Card prison since pretty much the creation of the game. I see them as having use in the PvP arena and it's just, in my opinion, that Diego should offer them. Like Stun Block, you need to be at least Private and have 1 training point to get any of them. Balance may get these spells free.
Polymorph Duelist Pips: 0 Acc.: 100% Type: Polymorph Polymorph into a Unicorn Duelist for 6 Rounds Stats: 4800 Max Health +45% Power Pip Chance +30% Damage +15% Accuracy 50% Resistance 30% Universal Resistance 15% Boost +200 Critical Rating +200 Critical Block +15% Pierce +25% Stun Resist +25% Incoming/Outgoing Healing Deck Size (42 Cards Total):
The idea for this spells is to be a piercer, stunner, and ward-wrecker. You must be at least Captain and have 1 training point to obtain this spell.
This spell below I'm sure will get a little backlash, but I'll try it anyway:
Wrath of the Warlord Pips: 7 Accuracy: 80% Type: Damage, Charm, Manipulation 100Damage. -1 Charm, Ward. -30% Acc.,, Damage. Stun all.
-The focus of this spell is not the damage, but the massive after effect. It was hard picking a school for the spell, because I didn't want 1 school having all this power. I guess because Balance kind of takes a bit from everything, I picked it. I think because it does have many effects, it's sort of "overpowered" but the damage isn't much (at best you can be a 375 base with Colossal) and because it's Balance, not many spells can power it. It does take 7 pips to use, so it's harder to spam it without a Mastery Amulet or being Balance. -You have to be Warlord and have 1 training point to get this spell.
Anyway, I hope you find the spells possibly good enough for Diego to offer. Thanks for reading!
brilliant light: +30% to next healing spell all friends
Why should does spells be trained? Deer knight is a crafting spell and Brilliant Light is a life exclusive spell. Also I thought it was +40% healing up
Why should does spells be trained? Deer knight is a crafting spell and Brilliant Light is a life exclusive spell. Also I thought it was +40% healing up
if you learn brilliant light in wintertusk, its +30% and the treasure card version is +40%
captain and up: regenerate, bladestorm, choke, polymorph ninja or draconian, avaling hands, flowing storm, 500 storm damage + balanceblade, fire dragon, explosion ( rank 7 balance, 900-1400 random type damage to all enemies+lose 60% health to self), musle spasm ( rank 6 death, 200+900 death damage over 3 rounds+ drop decoy+ -20% to next damage to all enimies)
veteran and up: polymorph gobbler, helping hand, link stats (trades all mana for health, 1 mana= 2 health, only works in pvp), polymorph harry potter ( transform Into a storm harry potter 6 rounds)
private and up: hurricane javalin (100 storm damage per pip, up to 3 pips and +5% armor piercing to next spell per pip up to 3 pips)
captain and up: regenerate, bladestorm, choke, polymorph ninja or draconian, avaling hands, flowing storm, 500 storm damage + balanceblade, fire dragon, explosion ( rank 7 balance, 900-1400 random type damage to all enemies+lose 60% health to self), musle spasm ( rank 6 death, 200+900 death damage over 3 rounds+ drop decoy+ -20% to next damage to all enimies)
veteran and up: polymorph gobbler, helping hand, link stats (trades all mana for health, 1 mana= 2 health, only works in pvp), polymorph harry potter ( transform Into a storm harry potter 6 rounds)
private and up: hurricane javalin (100 storm damage per pip, up to 3 pips and +5% armor piercing to next spell per pip up to 3 pips)
I'm not understanding why you want spells that are school specific to be trainable based on PvP Rank. Many of those spells should be left as is and not be made so other schools can actually train them.
When I made this post, I felt that Diego should offer a few new spells. The ones he currently holds are from an old Treasure Card (Cloak), used to be on a different trainer (Stun Block), and/or is completely new (Conviction). However, each spell is merely an add on of effects, not major game changers, and are of universal use.
The ideas you pose are pushing a lot of boundaries. For one thing, there are too many spells that any 1 trainer could hold. Second thing is Renegerate, Bladestorm, Helping Hands, Choke, and Availing Hands should remain exclusive to their respected schools. The Polymorphs should remain restricted to Celestia onward.
Some of your other ideas are really over powered. Explosion does too much damage for a Rank 7 spell (most rank 7 spells of any school don't go past 500 damage (unless you're Storm or Fire and even then they only go up another 100-200 damage). Muscle Spasm is again pushing the limits. If we look at Deer Knight (which does something of the same effect), it doesn't go that high in damage (max 570) and Muscle Spasm is at 1100 max. That's just a little much
I have to disagree with Hurricane Javalin for Privates. Basically you're saying 100Damape and +5% Pierce for 1-3 pips. So max it's doing 300Damage and +15% Pierce. I would personally be wary of having pierce at such a low level. It just doesn't sit well with me.
I would suggest decreasing a lot of the Damage on Explosion and Muscle Spasm. I would also drop the idea of allow School only spells put up for trainability. Maybe they could be put on gear as item cards, but I can't agree with a Fire Wizard training a Storm-only school spell. Polymorph Harry Potter seems kinda plagarised, so I would switch the name "Harry Potter" out for something you can find in-game (like the Dragonspyre Wizards). Hurricane Javalin should probably give a different side effect than Pierce. Maybe an accuracy debuff, or some kind of Ward Wrecker. Just a suggestion.
I'm not understanding why you want spells that are school specific to be trainable based on PvP Rank. Many of those spells should be left as is and not be made so other schools can actually train them.
When I made this post, I felt that Diego should offer a few new spells. The ones he currently holds are from an old Treasure Card (Cloak), used to be on a different trainer (Stun Block), and/or is completely new (Conviction). However, each spell is merely an add on of effects, not major game changers, and are of universal use.
The ideas you pose are pushing a lot of boundaries. For one thing, there are too many spells that any 1 trainer could hold. Second thing is Renegerate, Bladestorm, Helping Hands, Choke, and Availing Hands should remain exclusive to their respected schools. The Polymorphs should remain restricted to Celestia onward.
Some of your other ideas are really over powered. Explosion does too much damage for a Rank 7 spell (most rank 7 spells of any school don't go past 500 damage (unless you're Storm or Fire and even then they only go up another 100-200 damage). Muscle Spasm is again pushing the limits. If we look at Deer Knight (which does something of the same effect), it doesn't go that high in damage (max 570) and Muscle Spasm is at 1100 max. That's just a little much
I have to disagree with Hurricane Javalin for Privates. Basically you're saying 100Damape and +5% Pierce for 1-3 pips. So max it's doing 300Damage and +15% Pierce. I would personally be wary of having pierce at such a low level. It just doesn't sit well with me.
I would suggest decreasing a lot of the Damage on Explosion and Muscle Spasm. I would also drop the idea of allow School only spells put up for trainability. Maybe they could be put on gear as item cards, but I can't agree with a Fire Wizard training a Storm-only school spell. Polymorph Harry Potter seems kinda plagarised, so I would switch the name "Harry Potter" out for something you can find in-game (like the Dragonspyre Wizards). Hurricane Javalin should probably give a different side effect than Pierce. Maybe an accuracy debuff, or some kind of Ward Wrecker. Just a suggestion.
you lose 75% of your health after the move does damage to the opponents. thats why the explosion is WAY stronger. losing 75% health is why