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    Thread: Mutate Spells?


    1. #1
      Dylan Windwalker's Avatar
        Dylan Windwalker is offline Legendary Wizard

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      Mutate Spells?

      How would you bring back Mutate Spells?

      I'm saying this because Ki has plans of expanding the accessibility of "other schools" in a future update (as stated in the Dual School thread I made not too long ago and other Dev Diaries). I think Mutate Spells would be a great way to make use of other school spells (a school that is not your main school) because the mutated spells will be powered by this "other school" making the hit as strong as if it were used without the mutation.

      But in the end of the day, that's really optimistic and I don't think the dual school should be ultimately as strong as the player's main school so perhaps Mutation spells as it currently stands, is still going to be a weaker alternative to using the main school spells. For example, a Balance Wizard's Locus Swarm regular will always have to be stronger than a Balance Wizards mutation of Locus Swarm that is now Ice School. But that's why no players ever bother to learn Mutation enchants, there's just little need for them and their spells are better off enchanted with the other sun spells. Something about Mutation Spells needs to change. But how?

      I thought about adding in Pip Conversions but for Celestia, that's much too early. Perhaps Mutation spells could add to the spells once enchanted but differently than the other Sun spells? Perhaps add an increased Critical Stat?

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    2. #2
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      Re: Mutate Spells?

      Good thread! I like the mutates as they work now. A lot of them are either more powerful than their base spell, reduce pip requirement, or add a charm or ward. Midnight Sprite is a favorite of mine for breaking a shield, and adding a universal trap. Mutate Storm Elf is a nice, low pip DOT for storm or ice, which is also great. Some of these spells have recently been made 'No-PVP', but many are not. Even so, many can be quite useful in PVE. It is fun to create and use somewhat obscure spells sometimes. I do think that they did fail to keep up though, since mutate spells stopped at the 5 pip mark. There is a lot of room for improvement and creativity for 6 and up.

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