Well whoop-de-fricken-doo!
Now I risk dying if i cast a spell whilst being attacked, without seeing it coming AND i get to die with a full mana bar, to boot! To put the icing on the cake, I cant make use of my many points in magic to fully heal myself with a simple health potion.
Second spell is a sad attempt to fix 1 of blood magic mode downsides. The fact that you are only ever able to use it when a constantly self-turning off mode is active wins bonus points for me. Not only can you kill an ally with it, but the healing is pathetic. A 63 magic mage heals 85, while damaging the ally for 50. And you must have blood magic on, because obviously such a powerful ability needs some limitations, lest it be called overpowered.
The third spell is the branch's saving grace, though it is hardly worth it, considering everything else. Blood magic having to be on is still a minus here. And if you get an unexpected critical whilst casting said spell, you risk being instantly killed in addition to not being able to heal yourself in a hurry.
The fourth spell is, well, nifty. An ability which requires level 16, a modal ability active, 3 abilities as prerequisites. And it manages to rank as "nifty". Taking control over an enemy. Goody gum-drops! You cant use the controlled creature's skills, and the spell mainly serves as temporarily taking out an enemy from the fight.
Which, to this point, was otherwise impossible, what with the lack of single target disable spells like paralysis, crushing prison, force field...and are accessible way before level 16.
Any rebuttals?
Modifié par Heals.like.Jesus, 08 décembre 2009 - 12:16 .





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