Shield yourself with your magic, creating a small magic explosion and decreasing the damage you take for some time, but passively consuming magic energy. If your shield is broken, unleash a large explosion of magic energy.
Function
Upon casting cloak, the player will create a small magic explosion, dealing low damage in a small area, and will be covered in magic energy. The effects are similar to denser aura particles. While cloak is active, the player will take reduced amounts of damage, but will also lose 1% of their energy each second, rounded up, and lose some mobility.
The cloak itself has a set amount of health equal to the player’s base amount of health. As long as its active, a portion of the damage the player takes will instead be dealt to the cloak. If the cloak loses all of its health, it will unleash a large explosion dealing a medium-low amount of damage.
Settings
Protection
10% - 90%
Increases how much damage will be dealt to the cloak instead of the player, and the amount of mobility lost. More protection means the cloak will last for a lower amount of hits. Each 10% more decreases dash distance, tall jump height and dodge reflex distance by 2.5%, up to a maximum of 22.5% damage reduction at maximum protection.
Duration
5 s - 30 s
Increases how long the cloak will be up. Longer amounts of time increase the amount of time the player will take reduced damage, but also increase the total amount of energy lost and reduces the player’s mobility for longer periods of time.
That was made with the current energy maximum of 380, so the reduction would be 4 energy per second, and I think it’s perfectly acceptable to have the game scale it this way
(100 + statPointsInvested) / 100
Using the formula with the upcoming max level still brings the usage to around 4 energy per second. Red and green apples regenerate 10 and 11 energy respectively.
That is 2.5 and 2.75 seconds per apple.
I get what you mean though, it depends on what the new energy amounts will be.
It is so complex, that it loses all of its use outside of very specific scenarios. Could be worth putting on your second or third magic, but it sounds like a far future.
It really doesn’t. You can activate it at the start of the fight so the shield soaks up damage from stronger attacks, especially ultimate arts, that the enemy will usually start with, for a low cost of energy, and you also get a damaging AoE if the enemy manages to break through the shield.
But hey, you cannot read people minds. In Elysium PvP the only similar pattern is the use of auras at the start of the fight, everything else depends on the player. If you get jumped in normal PvP, you would have no time to use this spell.
Usually I take some time jumping and dodging around to see how my opponent will act, what their build and stats are. Using an anti-mobility spell to tank a lot of damage in the beginning of the fight sounds like a very questionable tactic, unless you want to deal an emotional damage to your opponent by tanking everything like Senator Armstrong.
Yeah, real pain to berserkers. Could be constantly useful for metal mages, but not sure about others.
Anyway, I am not saying that it’s useless, it’s just good for things like ship combat, where you cannot run. Or for ganks. To me it sounds more like an emergency spell, rather than something mainly offensive. Yet, I don’t believe it’s can be balanced out due to metal mages.
Do you actually think that a spell that functions primarily as a shield is supposed to be offensive? If so, you gravely misunderstood the point of the spell.
You’re forgetting glass cannon builds, too.
Let’s say you use cloak. As long as it’s active, you’re taking reduced damage, unless your enemy breaks through it. At level 170, that is a total of 1,283 damage that needs to be dealt to destroy the shield, all the while you can still attack. If your enemy casts their aura, you can cast cloak, forcing them to waste the bonus damage given by their aura (either in the form of increased DPS, hit rate or actual damage). All the while, you can still attack them.
This all goes without accounting for the fact the game’s focus is on PvE, where this spell can prove very useful. PvP will become optional, and even if PvP players can’t find a single good use for the spell, which I highly doubt, PvE players will most likely use it.
If the enemy is close by when they break your shield, it’s free automatic damage. Wind users get the bonus of knocking away their enemy, and synergy users can use it for an easy follow-up in the form of another AoE spell to get a free slowing effect or damage bonus.
Final question: How people are supposed to counter that? If you add something that can be used by only one class, then you should explain how others have to deal with that. In both PvE and PvP.
Don’t waste ultimate arts and high cooldown spells on the shield. Lowered mobility allows for easier hits on attacks with naturally lower speed or AoE, so you can wear down the shield with attacks with low cooldown, speed and/or size without wasting attacks.
If the shield is low, you can use an attack that would knock the enemy or yourself back if you have no ranged alternatives in order not to put yourself at risk.