#Mage Mastery!

1 messages · Page 1 of 1 (latest)

red pelican
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Passive - Staff

A Staff on the back of the player, kind of like Malice.

There are two bars at the bottom of the screen. One for offensive mana, and the other for defensive mana. The player starts with 0% offensive mana, and 0% defensive mana. Player regains 2% of both mana types per second, and 15% of both mana types per landed punch. After killing someone, you regain 35% of both mana types.

All moves have a 1 second cooldown, and the punches deal only 7 damage. (Last time I checked mages weren't physically strong)

E - Concentrated Laser

Upon use, the player holds out their staff, and shoots out a thick, white railgun-ish laser. This takes up 33% offensive mana, and deals 20 damage. However, if the player holds it, it'll progressively get thinner, do more damage, and take up more mana. The maximum amount it can take up is 55% offensive mana, and deals 35 damage.

If the player is mid-air while using the ability, it will instead pull the last player you punched within a 20 stud radius towards you, taking up 60% offensive mana and dealing 5 damage. This will also ragdoll them.

Q - Shield

Upon use, the player holds their staff in the air, and it creates a forcefield around the player, only lasting 1 hit. The move can be cancelled anytime, but you cant use moves or punch if you're inside of the forcefield. If the move that hits the forcefield does over 25 damage, instead of removing all damage it does 25% of the initial damage instead. Not ragdolling or stunning the player. Upon the move being cancelled or the forcefield breaking, it will take 50% defensive mana.

If the player is mid-air while using the ability, the player will float 5 studs above the ground second, then throws the shield upon the release of Q. The shield is thrown towards the cursor, dealing 10 damage and takes 25% offensive mana. It will not ragdoll, but instead knock the player it hits back a bit, kind of like baller.

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R - Life Drain

Upon use, the player will do a lunge forward, and if it hits anyone, they get picked up by the staff, using telekinesis and thrown back to the ground, about 15 studs away. This deals 15 damage and heals the player of 20 hp. If this kills the opponent, it will instead heal 35 hp. This takes 45% offensive mana, and 25% defensive mana.

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@violet nebula

violet nebula
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ill read it soon

red pelican
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k

red pelican
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bump

red pelican
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bumo

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bump

violet nebula
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Yeah this is better

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But imo, you shoulda incorporated the charging mechanic more

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Wait I have an idea, what if u make it so the user starts at like 0 mana, but increase the max mana capacity of both bars

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Because I don't feel like these moves can be used too too often

red pelican
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@violet nebula i changed it up a little.

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the user starts at 0% mana, and the max mana capacity is "higher" (aka the moves just cost 33% less)

red pelican
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@scenic nymph

scenic nymph
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looks good