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'''Kyrosiris' Wizard Spell List posted:''' | '''Kyrosiris' Wizard Spell List posted:''' | ||
Fire/ | '''Fire/Fire:''' Fire Bolt. Fast casting/cooldown, doesn't require a charge period (so you can hold right stick and walk backwards at full speed to pelt pursuers), mediocre damage. | ||
Fire/ | '''Fire/Lightning:''' Fireball. Has an arcing trajectory (so you can fire it off of ledges/across gaps and still hit enemies who can't hit back, but you can't fire it through doors for the same reason), somewhat slow missile speed and short-ish range. | ||
'''Fire/Ice:''' Flaming Serpents. Your primary "get me out of here!" spell on a long-ish cooldown. Lets you pass through any enemies unharmed but not terrain (a la monster summoners), damaging any of them you pass through. | |||
Ice/ | '''Ice/Ice:''' Ice Beam. Practically no cooldown, but you are rooted in place and can very slowly rotate the beam. Gets stronger as you sustain it, and does monstrous amounts of single-target damage if allowed to turret into something like a monster summoner or a boss. | ||
Ice/ | '''Ice/Fire:''' Freezing Wave. Projects a wave of ice shards in front of you that freezes and damages anyone hit. Good to cover your escape, especially on Death levels (though Death doesn't give a poo poo about it). | ||
'''Ice/Lightning:''' Frost Orb. Fires a projectile to roughly halfway across the screen (unless it hits something) that emits a big (probably 1/4th of the screen) slowing field that dramatically slows the movement and attacks of anything inside. Has a very long cooldown and a decent charge period. | |||
Lightning/ | '''Lightning/Lightning:''' Storm Barrier. Emits a barrier around the Wizard that no enemy can cross. Projectiles can still pass through and hit anyone inside, as can large cleaves (such as Skeleton Warriors). Has a very long cooldown, but is reduced by Masteries. | ||
Lightning/Ice: Chain Lightning. Does exactly what it says on the tin - when you're close enough to an enemy for it to fire, it jumps from your hands to the enemy and then to any other enemies within that rough "line", doing damage to each. It can be held at the ready to fire as soon as you're in range of something, but this slows you down (a la Thyra's shield block). | '''Lightning/Fire:''' Static Blast. Projects a short-range blast of static in the fired direction, which does damage and knocks enemies back (and knocks smaller enemies down). Also good for covering a retreat, since it has a pretty fast cooldown and no charge period. | ||
'''Lightning/Ice:''' Chain Lightning. Does exactly what it says on the tin - when you're close enough to an enemy for it to fire, it jumps from your hands to the enemy and then to any other enemies within that rough "line", doing damage to each. It can be held at the ready to fire as soon as you're in range of something, but this slows you down (a la Thyra's shield block). |
Latest revision as of 00:18, 29 September 2014
Kyrosiris' Wizard Spell List posted:
Fire/Fire: Fire Bolt. Fast casting/cooldown, doesn't require a charge period (so you can hold right stick and walk backwards at full speed to pelt pursuers), mediocre damage.
Fire/Lightning: Fireball. Has an arcing trajectory (so you can fire it off of ledges/across gaps and still hit enemies who can't hit back, but you can't fire it through doors for the same reason), somewhat slow missile speed and short-ish range.
Fire/Ice: Flaming Serpents. Your primary "get me out of here!" spell on a long-ish cooldown. Lets you pass through any enemies unharmed but not terrain (a la monster summoners), damaging any of them you pass through.
Ice/Ice: Ice Beam. Practically no cooldown, but you are rooted in place and can very slowly rotate the beam. Gets stronger as you sustain it, and does monstrous amounts of single-target damage if allowed to turret into something like a monster summoner or a boss.
Ice/Fire: Freezing Wave. Projects a wave of ice shards in front of you that freezes and damages anyone hit. Good to cover your escape, especially on Death levels (though Death doesn't give a poo poo about it).
Ice/Lightning: Frost Orb. Fires a projectile to roughly halfway across the screen (unless it hits something) that emits a big (probably 1/4th of the screen) slowing field that dramatically slows the movement and attacks of anything inside. Has a very long cooldown and a decent charge period.
Lightning/Lightning: Storm Barrier. Emits a barrier around the Wizard that no enemy can cross. Projectiles can still pass through and hit anyone inside, as can large cleaves (such as Skeleton Warriors). Has a very long cooldown, but is reduced by Masteries.
Lightning/Fire: Static Blast. Projects a short-range blast of static in the fired direction, which does damage and knocks enemies back (and knocks smaller enemies down). Also good for covering a retreat, since it has a pretty fast cooldown and no charge period.
Lightning/Ice: Chain Lightning. Does exactly what it says on the tin - when you're close enough to an enemy for it to fire, it jumps from your hands to the enemy and then to any other enemies within that rough "line", doing damage to each. It can be held at the ready to fire as soon as you're in range of something, but this slows you down (a la Thyra's shield block).