insane ideas for new DD spell (in General)

AdminShade May 21 2009 6:17 PM EDT

We have DD spells which are cast in all rounds.
We have DD spells which are cast in melee rounds.

Why don't we have a DD spell which casts in ranged rounds only?
And if you would have to come up with such a spell, what should it do?

Share your ideas with me! :)

three4thsforsaken May 21 2009 6:23 PM EDT

yes, that sounds great!

Also how about a melee DD that cast every other round but does twice the damage of CoC? If anything it'll be slower in terms of rounds needed to take out the opposition, but at least it'll stand a chance against GA.

Minion's DD is charging.
Minion's DD hits Koy for (lots of) damage!

AdminShade May 21 2009 6:24 PM EDT

So for the 5 rounds of Ranged, in which rounds would it cast? 1 / 3 / 5 or 2 / 4 ?

AdminTitan [The Sky Forge] May 21 2009 6:26 PM EDT

If it's like Hyper beam, the Pokemon didn't need to charge the first round, lol. So, it would fire rounds 1/3/5.

Lord Bob May 21 2009 6:28 PM EDT

"Share your ideas with me!"


Syphons life (HP) from the target to the caster.
Splits with any minions who have Phantom Link.
Minimal damage (equal drain), but ignores AC.
Still affected by magic-specific counters (AMF, Mage Shield, Elven Hauberk, etc.).

Listener [Fees Dirt Cheap] May 21 2009 7:27 PM EDT

Firing in rounds 1/3/5 makes good RPG sense, too. Theoretically, the minion would go into battle with the spell nice and charged up, just like the archers would have an arrow pre-nocked and whatnot.

Goodfish May 21 2009 7:29 PM EDT

Make Fireball ranged-only. Increase it's damage.

Goodfish May 21 2009 7:29 PM EDT

its, rather. Stupid me.

Wizard'sFirstRule May 21 2009 7:30 PM EDT

I will argue for 2/4/6 instead then. It make sense in that HoC still do things. so 2/4/6 would basically mean 1/3/5 with HoC, else its round 2/4.

Untouchable May 21 2009 7:31 PM EDT

Goodfish wins

Lord Bob May 21 2009 7:54 PM EDT

I'd say any DD spell that fires in ranged only would have to be more of a supportive spell then a primary damage source. There's just not enough rounds in there to rely on it as a battle winner.

Drama [Just for fun] May 21 2009 8:04 PM EDT

Still got my insane healing chain idea.

Wich reacts against your GA, your AC and magic defence and opponents AMF.

Crazy stuff, still could help non-GA user against GA users.

A Lesser AR of 15 [Red Permanent Assurance] May 21 2009 8:44 PM EDT

Earthquake! The limited FoD/decay based wild card for ranged only.

Little Anthony May 21 2009 8:47 PM EDT

i like this idea, make SG works only in range please :D

FailBoat[SG] [Forever Alone] May 21 2009 9:20 PM EDT

I guess I'll repost this now that people might actually listen to it.

<Insert Witty Name Here>

Direct Damage

Prevents Learning of Enchant Offense Spells

Does more damage based upon placement. Damage is 20% of Spell Level. Total Damage would be effect * 5, like Cone of Cold. - From Left to Right
First Minion - 125% Total Damage
Second Minion - 100% Total Damage
Third Minion - 75% Total Damage
Fourth Minion - 50% Total Damage

Secondary Effect: Increases damage by a set percent based upon placement, this effect will never increase. This increase is only applied to the other minions placed "infront" of the Casting Minion. This effect does not stack multiple times. - From Left to Right
First Minion - 0% Increase
Second Minion - 1% Increase
Third Minion - 2% Increase
Fourth Minion 3% Increase

Admiralkiller [Cult of the Valaraukar] May 21 2009 9:32 PM EDT


Traps and totally thrashes a Familiar in ranged but pops once melee starts. Spell would need to be of a certain level compared to the familiar. (may or may not render familiar useless during these rounds)

Or if no familiar available it would choose a random minion to trap.

Daz May 21 2009 10:01 PM EDT

Lightning bolt. Hits front two minions. Every ranged round damage another bolt hits (Everyone knows lightning bolts bounce off of arena walls!). In melee, the caster stops using it because it would.. uhhh... Arc into himself. Yeah, that'll do for reasoning. Or because the bolts only start a small way away from him...

Meteor Rain. First round hits 1&3, second round hits 2&4, back to 1&3, so forth, so on. Stops casting because it would be the ultimate fail to smack yourself in the face with a meteor.

Dave's The Man May 21 2009 10:56 PM EDT

We already have a spell that somewhat backfires, FB. How about a powerful (more than MM or SG) single-target spell that always backfires a certain percentage (like 15-20%, I don't know) of the damage dealt directly to the caster?

Zenai [Ministry of Pain] May 21 2009 11:46 PM EDT


Fires in Ranged round 1/3/5

Damage Type: Drain

Explanation: Drains Opponents DD Magic Temporarily to Augment your own. Percentage would depend on how high it is versus your Opponents DD Spell. (Average Beginning 3%. Upgrades add .5% per level or maybe lower)

QBsutekh137 May 21 2009 11:58 PM EDT

This is all well and good...

... as long as I can train two DD spells. One for ranged, one for melee.

Like a tank carrying a bow and sword.

Otherwise I am not sure about this whole idea. What happens when ranged is over?

Zenai [Ministry of Pain] May 22 2009 12:08 AM EDT

That was the other part of my idea. Why not have a different slot open for this kind of Spell. An Augmentation/Support slot :)

But to ground it in DD only then I would say it would work like this. Lets say it fires 2/4 then in 3/5 it hits for the accumulated damage of the Drain Physically. It would work under similar premesis as the AMF Backlash but instead of small percentages every round it would hit massively every other round.

Wizard'sFirstRule May 22 2009 12:17 AM EDT

I am all for more choices, just make them unique and somewhat useable. doesn't have to be very competitive.

AdminShade May 22 2009 4:33 AM EDT

sutekh: what happens with minions using CoC or Decay now in ranged? nothing...

This spell would make a mage / tank viable as opposed to a mage archer possibly.

The idea is to come up with ideas, I just want to know different opinions and ideas regarding such a spell since we don't have one atm.

Goodfish May 22 2009 4:34 AM EDT

"This is all well and good...

... as long as I can train two DD spells. One for ranged, one for melee."

Seems pretty logical, but we already have spells that only fire in melee, so why should spells that only fire in ranged be any different? There are weapons that only fire in ranged as it stands...

MissingNo May 22 2009 4:40 AM EDT

The weapons that "only" fire in ranged also fire in melee too. :P

Goodfish May 22 2009 4:41 AM EDT

But at a massive PTH penalty.

{WW]Nayab [Cult of the Valaraukar] May 22 2009 4:42 AM EDT

Death Seeker

Deals damage to minion with highest health, causes them to take 1/2 health in damage, deals 1/4 of that damage to all other minions.

pretty much ranged Decay that targets minion with highest health while still hurting other minions.

Goodfish May 22 2009 4:48 AM EDT

Nayab: That'd be a brutal spell. Targets a PL wall or tank, kills all E's. It'd virtually eliminate the need for DM on quick-kill teams... unless I'm mistaken?

Marlfox [Cult of the Valaraukar] May 22 2009 6:44 AM EDT

Yes, that would be far too OP.

Mesoshort May 22 2009 9:11 AM EDT

Why not a "magic" arrow? ^.^ Choose from fire for high damage when it is shot, or ice to slow down your opponent - decreasing its dex for the next fired round. I probably shouldn't be suggesting this as I'm an archer :}

Mesoshort May 22 2009 9:55 AM EDT

Forgot to mention you have to train archery to use it at full effect... -snickers-

Demigod May 22 2009 10:08 AM EDT

I like Daz' lightning idea to an extent. Though I suggest making it strike only one minion at a time -- and at random. You can't control if it will strike the front minion vs third, etc. You can have it fire in ranged and in melee, but the randomness will make it weaker against 4-5 minion teams.

AdminTitan [The Sky Forge] May 22 2009 11:36 AM EDT

Meso that is the COOLEST idea ever. Too bad we still don't have ammo so we could have ice arrows and fire arrows and poison arrows, dang.
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