User avatar
Vincyblue
Junior Member
Junior Member
Topic Author
Posts: 16
Joined: Thu Jun 15, 2017 1:15 am

GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 3:41 pm

Upon review of the latest released mystics (Zoey, Taegen, Ellis-Revamped), it seems the intended fix for mystics is implemented by the devs by releasing new units. >_< This is absurd or else earlier mages would be obsolete in no time.
To elaborate my point, let me review what the new mystics have that the older mystics dont:

1. Zoey has a very useful on spawn skill. It pops resilience ( which mystics need to do first before nuking).
2. Taegen has amazing on attack effects on his celestial forms. The knockback, burnground, and silence on attack of taegen can serve many purpose (e.g. constant nuke, cc, even resilience cancellation)
3. Zoey, Taegen and Ellis all have super low CDs. Ranging only from 3-4 turns. This scales so much in PVP because a Zoey or Taegen MW can skill reset your Ronan, Kiera or Zedd (poor guy, who uses him anyway) before their skills could ever be ready.
4. Taegen MW incorporates his MAG in his atk in his celestial form.

^THOSE THINGS ARE WHAT WE'BE BEEN ASKING FOR THE OTHER MYSTICS IN THE POOL.

All other genesis heroes have a use in a way or another. It is sad seeing mystic users now scrapping their Zedd for Taegen and even Kiera for an Ellis or Zoey. For pete's sake, Kiera is a valiant too! Darrion , Lucille, Kane, Freya, Shizu all have their place in Arena. Sadly, Kiera is overshadowed by many heroes in the game. She sank even deeper into the abyss when Zoey came into play.

In everglades arena the top mystic team player IMHO is Hungshu. Before, he uses a full tp Kiera elem as his main nuke. When revamped Ellis was released, he scrapped his Kiera for Ellis Elem. It was alarming as I am a Kiera Elem user too. Why would anyone change a Kiera(full tp and a valiant!) for a new hero of the same class? Simply put, Kiera elem's mechanics is ineffective compared to the newly released units now.

Kiera, Ronan and Zedd need serious reworking so that they may catch up in the game. I'm not sure if the devs are working on something but I came up with the following suggestions:
 
User avatar
Vincyblue
Junior Member
Junior Member
Topic Author
Posts: 16
Joined: Thu Jun 15, 2017 1:15 am

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 3:41 pm

-ZEDD-
1. MINDWARDER
ACTIVE: (3 turn CD) Skill delay an enemy by 2 turns and deal damage 120% of Mag to all enemies.
PASSIVE: When hero dies, reset enemy skill cooldown and deal poison damage for 2 turns equal to 80% of hero's MAG to all enemies.
ON ATTACK: 50% chance to delay skill by 1 turn, and deals additional damage 80% of MAG.
2. RUNE MAGUS
ACTIVE: (4 turn CD) Summons walls with HP 150% of hero's MAG, push back all enemies 1 tile away from caster and deal 120% of hero's MAG to all enemies.
PASSIVE: Increase def of everyone in aura by 15% of hero's MAG. Increase dodge of everyone in aura by 20%.
ON ATTACK: 50% chance to knockback and deals additonal damage 80% of hero's attack.
3. ELEMENTALIST
ACTIVE: (4 turn. CD) Deals 280% of MAG to target enemy, burns 2 random enemy dealing 120% Mag for 2 turns and stunning them for 2 turns.
PASSIVE: Gain +15% Mag for each ally in aura. Gain shield equal to 50% of MAG at the start of each wave.
ON ATTACK: 50% chance to burn ground dealing 100% of MAG for 1 turn. 25% chance to stun enemy.
4. WARLOCK
ACTIVE: (3 turn CD) Teleports target to a random tile. Deals 100% of MAG as poison damage for 2 turns to all enemies.
PASSIVE: When self or ally in aura is attacked, 75% chance to poison enemies 80% of MAG for 2 turns.
ON ATTACK: 40% chance to blind enemies.

-RONAN-
1. MINDWARDER
ACTIVE: (3 turn CD) Fire random 3 missiles delaying cooldown by 2 and dealing 120% MAG as damage each. Damage increase by 50% for each consecutive hit to the same target.
PASSIVE: When ally in aura attack an enemy, there is a 50% chance to silence enemy for 2 turns.
ON ATTACK: Deals additional damage 200% of MAG to silenced enemies.

2. RUNEMAGUS
ACTIVE: (4 turn CD) Knockback single enemy 2 tiles away from caster. Fires 3 random missiles which knocks back enemy 1 tile away from caster and deals 150% of hero's mag per missile.
PASSIVE: Increase Mag of everyone on aura by 12% of hero's MAG. Def by 15% of hero's MAG.
ON ATTACK: 50% chance to knockback target and deal damage 80% MAG.


And Lastly,
*I've been very careful in assigning effects on Kiera since she is a valiant. She needs to be stronger than other mystics and comparable to and can go 1on1 with zoey.

-KIERA-
1. MINDWARDER
ACTIVE: (3 turn CD) Delay all enemies skill by 1 turn. Summons 3 bolts that delays skill by 2 turns and deal 120% MAG damage each. When a target is hit consecutively, reset that hero's cooldown to the max cd.
PASSIVE: When hero dies, release 2 bolts dealing 120% of heroes MAG each.
ON ATTACK: 50% chance to deal 100% of MAG as additional damage and skill delay by 1 turn.

2. RUNEMAGUS
ACTIVE: (4 turn CD) knockback enemies 1 tile away from caster and deal 100% of heroes MAG. Summons random 3 lava pillars with hp equal to 200% of hero's MAG in front of enemies and burns units directly infront of the pillars by 120% of hero's MAG for 2 turns.
PASSIVE: Increase Def of allies in aura by 20% of MAG, Increase MAG of all in aura by 15% of MAG.
ON ATTACK: 50% chance to deal 100% of MAG as damage and root the enemy in place for 2 turns.

3. ELEMENTALIST
ACTIVE: (5 turn CD) deals 60 % of MAG as pure damage (ignores enemy def and mag) to single target and deals 150% of MAG in a cross area. Burns ground for 100% of heroes MAG for 2 turns. 50% chance to stun enemies for 1 turn.
PASSIVE: increase MAG of everyone in Aura by 25% of hero's MAG.
ON attack: 75% chance to burn ground for 100% of MAG and reduce enemy MAG by 25% for 2 turns.

4. WARLOCK
ACTIVE: (4 turns CD) Confuses enemies to walk in random directions every start of each turn for 2 turns. Deals 120% of heroes MAG as poison damage for 2 turns.
PASSIVE: Everyone in aura gains 30% dodge chance. When hero dies, deal 80% of hero's MAG as poison damage for 2 turns.
ON ATTACK: 75% chance to inflict a random debuff to an enemy for 1 turn. (silence, stun, frozen, confused, fear, blind). Deal 80% of MAG as additional damage.

So guys what do you think?
 
User avatar
WildmVtt
Official Member
Official Member
Posts: 29
Joined: Thu Jan 05, 2017 4:17 pm
Location: Philippines
Contact:

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 4:00 pm

-ZEDD-
1. MINDWARDER
ACTIVE: (3 turn CD) Skill delay an enemy by 2 turns and deal damage 120% of Mag to all enemies.
PASSIVE: When hero dies, reset enemy skill cooldown and deal poison damage for 2 turns equal to 80% of hero's MAG to all enemies.
ON ATTACK: 50% chance to delay skill by 1 turn, and deals additional damage 80% of MAG.
2. RUNE MAGUS
ACTIVE: (4 turn CD) Summons walls with HP 150% of hero's MAG, push back all enemies 1 tile away from caster and deal 120% of hero's MAG to all enemies.
PASSIVE: Increase def of everyone in aura by 15% of hero's MAG. Increase dodge of everyone in aura by 20%.
ON ATTACK: 50% chance to knockback and deals additonal damage 80% of hero's attack.
3. ELEMENTALIST
ACTIVE: (4 turn. CD) Deals 280% of MAG to target enemy, burns 2 random enemy dealing 120% Mag for 2 turns and stunning them for 2 turns.
PASSIVE: Gain +15% Mag for each ally in aura. Gain shield equal to 50% of MAG at the start of each wave.
ON ATTACK: 50% chance to burn ground dealing 100% of MAG for 1 turn. 25% chance to stun enemy.
4. WARLOCK
ACTIVE: (3 turn CD) Teleports target to a random tile. Deals 100% of MAG as poison damage for 2 turns to all enemies.
PASSIVE: When self or ally in aura is attacked, 75% chance to poison enemies 80% of MAG for 2 turns.
ON ATTACK: 40% chance to blind enemies.

-RONAN-
1. MINDWARDER
ACTIVE: (3 turn CD) Fire random 3 missiles delaying cooldown by 2 and dealing 120% MAG as damage each. Damage increase by 50% for each consecutive hit to the same target.
PASSIVE: When ally in aura attack an enemy, there is a 50% chance to silence enemy for 2 turns.
ON ATTACK: Deals additional damage 200% of MAG to silenced enemies.

2. RUNEMAGUS
ACTIVE: (4 turn CD) Knockback single enemy 2 tiles away from caster. Fires 3 random missiles which knocks back enemy 1 tile away from caster and deals 150% of hero's mag per missile.
PASSIVE: Increase Mag of everyone on aura by 12% of hero's MAG. Def by 15% of hero's MAG.
ON ATTACK: 50% chance to knockback target and deal damage 80% MAG.


And Lastly,
*I've been very careful in assigning effects on Kiera since she is a valiant. She needs to be stronger than other mystics and comparable to and can go 1on1 with zoey.

-KIERA-
1. MINDWARDER
ACTIVE: (3 turn CD) Delay all enemies skill by 1 turn. Summons 3 bolts that delays skill by 2 turns and deal 120% MAG damage each. When a target is hit consecutively, reset that hero's cooldown to the max cd.
PASSIVE: When hero dies, release 2 bolts dealing 120% of heroes MAG each.
ON ATTACK: 50% chance to deal 100% of MAG as additional damage and skill delay by 1 turn.

2. RUNEMAGUS
ACTIVE: (4 turn CD) knockback enemies 1 tile away from caster and deal 100% of heroes MAG. Summons random 3 lava pillars with hp equal to 200% of hero's MAG in front of enemies and burns units directly infront of the pillars by 120% of hero's MAG for 2 turns.
PASSIVE: Increase Def of allies in aura by 20% of MAG, Increase MAG of all in aura by 15% of MAG.
ON ATTACK: 50% chance to deal 100% of MAG as damage and root the enemy in place for 2 turns.

3. ELEMENTALIST
ACTIVE: (5 turn CD) deals 60 % of MAG as pure damage (ignores enemy def and mag) to single target and deals 150% of MAG in a cross area. Burns ground for 100% of heroes MAG for 2 turns. 50% chance to stun enemies for 1 turn.
PASSIVE: increase MAG of everyone in Aura by 25% of hero's MAG.
ON attack: 75% chance to burn ground for 100% of MAG and reduce enemy MAG by 25% for 2 turns.

4. WARLOCK
ACTIVE: (4 turns CD) Confuses enemies to walk in random directions every start of each turn for 2 turns. Deals 120% of heroes MAG as poison damage for 2 turns.
PASSIVE: Everyone in aura gains 30% dodge chance. When hero dies, deal 80% of hero's MAG as poison damage for 2 turns.
ON ATTACK: 75% chance to inflict a random debuff to an enemy for 1 turn. (silence, stun, frozen, confused, fear, blind). Deal 80% of MAG as additional damage.

So guys what do you think?

Hmm nope. Adding on attack skill makes them too OP and makes the characteristics of elves which seperates them obsolete. I like the idea but no on on attack skills.
 
User avatar
Silmeria
Senior Member
Senior Member
Posts: 211
Joined: Mon Mar 27, 2017 12:41 pm

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 4:03 pm

I agree with wildmutt... These suggestion are too OP. I like some of the idea but the value needs readjustment to balance them.
And 'when this hero dies' aura has no use in PvE.
So I think you should change them.
 
User avatar
Vincyblue
Junior Member
Junior Member
Topic Author
Posts: 16
Joined: Thu Jun 15, 2017 1:15 am

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 4:21 pm

I agree with wildmutt... These suggestion are too OP. I like some of the idea but the value needs readjustment to balance them.
And 'when this hero dies' aura has no use in PvE.
So I think you should change them.
On my defense, the On Attack effects are tailor-made to help both in PVE and PVP. This would allow players to raise a unit with high mag that is PVE capable. So that raising a mystic will also pay off just like raising a champ/shadow/archer with high atk stat.

And the damage % based on MAG are already lowered compared to the current damage output of mystics right now. Currently, a kiera elem deals 180% of MAG burst. My Kiera (19k MAG) only deals 5-8k damage on typical guardians. Imagine how much can a 80%, 100% and 120% multiplier do when it comes to lower MAG stat Ronan and Zedd?
 
User avatar
Bansky
Senior Member
Senior Member
Posts: 170
Joined: Mon Dec 19, 2016 12:41 pm

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 4:30 pm

I still cant move on concerning zoey and that devious scheme used to acquire her.  It's hugely frustrating because all other mystics pale in comparison to her.

On to the topic. I will just give my input for now regarding the mystics that I employ at the moment.

Ellis Warlock - I would say I am hugely disappointed with this character.  Tried in vain to make her work in arena.  She is highly effective against archer teams, but everything else against other squads, she is not that effective.  The skill description is great.  The problem with this character, is the damage output is very low.  Ellis has very low base stats compared to other mystics, so the skill despite having fast CD, does really do much damage in arena.

Kiera RM - My main problem with Kiera RM is that leveling up the skill does not increase magic damage.  It only increases wall HP.  I would say I find this rather ridiculous  Mystics by nature are supposed to be nukers.

Lastly, as a general rule.  I am hoping that all mystics will have at least 2% per level increase.  Mystics are in a unique position with their talent, because mystics are the only class that have stat alignment to maximize Skill overdrive with their talent.  Most mystics have only 1% per level increase in their skills, so having maxed out skill overdrive only gives you 10%.  By making it 2%, mystics will have an additional 20% at maxed out skill overdrive.

That's all for now.
 
User avatar
Vincyblue
Junior Member
Junior Member
Topic Author
Posts: 16
Joined: Thu Jun 15, 2017 1:15 am

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 4:35 pm

I still cant move on concerning zoey and that devious scheme used to acquire her.  It's hugely frustrating because all other mystics pale in comparison to her.

On to the topic. I will just give my input for now regarding the mystics that I employ at the moment.

Ellis Warlock - I would say I am hugely disappointed with this character.  Tried in vain to make her work in arena.  She is highly effective against archer teams, but everything else against other squads, she is not that effective.  The skill description is great.  The problem with this character, is the damage output is very low.  Ellis has very low base stats compared to other mystics, so the skill despite having fast CD, does really do much damage in arena.

Kiera RM - My main problem with Kiera RM is that leveling up the skill does not increase magic damage.  It only increases wall HP.  I would say I find this rather ridiculous  Mystics by nature are supposed to be nukers.

Lastly, as a general rule.  I am hoping that all mystics will have at least 2% per level increase.  Mystics are in a unique position with their talent, because mystics are the only class that have stat alignment to maximize Skill overdrive with their talent.  Most mystics have only 1% per level increase in their skills, so having maxed out skill overdrive only gives you 10%.  By making it 2%, mystics will have an additional 20% at maxed out skill overdrive.

That's all for now.

I agree with this. I have my Kiera on skill overdrive and its ridiculous. 180% -to 190% damage. The 10% addtl damage fron skill overdrive is very negligible.
 
User avatar
Silmeria
Senior Member
Senior Member
Posts: 211
Joined: Mon Mar 27, 2017 12:41 pm

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 5:09 pm

I agree with wildmutt... These suggestion are too OP. I like some of the idea but the value needs readjustment to balance them.
And 'when this hero dies' aura has no use in PvE.
So I think you should change them.
On my defense, the On Attack effects are tailor-made to help both in PVE and PVP. This would allow players to raise a unit with high mag that is PVE capable. So that raising a mystic will also pay off just like raising a champ/shadow/archer with high atk stat.

And the damage % based on MAG are already lowered compared to the current damage output of mystics right now. Currently, a kiera elem deals 180% of MAG burst. My Kiera (19k MAG) only deals 5-8k damage on typical guardians. Imagine how much can a 80%, 100% and 120% multiplier do when it comes to lower MAG stat Ronan and Zedd?
On-attack skills are unique to elves, and just like wildmutt said it will make elves (Taegen especially) lose its uniqueness. It's better if mystics in general get attack damage addition from mag around 35-65% and even better if it have low % but pure damage.

And about the value adjustment I was referring to aura % since some of them seems to have odd value into them... for example Ronan rune magus is fine with 15% mag and 10% def. Since 5% def means nothing when you fight 17k atk rangers.

But I have a very different opinion about aura improvement so this is just about opinion.
 
User avatar
Ferico
Veteran Member
Veteran Member
Posts: 520
Joined: Sat Nov 12, 2016 11:49 pm
Location: Pluto

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 5:25 pm

As much as I agree with some of your suggestions, the on-attack buff to genesis mystics is just hmmm not necessary. 
What we only need is lower cool downs (2-3 Turns) lowering the scale damage of the 6turn skills (or not??)

What I am afraid is VF will turn a blind eye and just release new mystics with better and lower skill turn and disregard genesis mystics and valiant kiera in the process. 


EDIT: What I am more afraid is VF will take it a year, or more than a year, to realize how bad their mystics are and follow-up with a buff when mystics users have left the game already.

Hello, MiloD, please at least acknowledge the booming threads asking for justice for at least a decent mechanics for the mystics.

#MakeMysticsGreatAgain
#MakeMysticsDecentAtLeast
 
User avatar
Vincyblue
Junior Member
Junior Member
Topic Author
Posts: 16
Joined: Thu Jun 15, 2017 1:15 am

Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 5:50 pm

I agree with wildmutt... These suggestion are too OP. I like some of the idea but the value needs readjustment to balance them.
And 'when this hero dies' aura has no use in PvE.
So I think you should change them.
On my defense, the On Attack effects are tailor-made to help both in PVE and PVP. This would allow players to raise a unit with high mag that is PVE capable. So that raising a mystic will also pay off just like raising a champ/shadow/archer with high atk stat.

And the damage % based on MAG are already lowered compared to the current damage output of mystics right now. Currently, a kiera elem deals 180% of MAG burst. My Kiera (19k MAG) only deals 5-8k damage on typical guardians. Imagine how much can a 80%, 100% and 120% multiplier do when it comes to lower MAG stat Ronan and Zedd?
On-attack skills are unique to elves, and just like wildmutt said it will make elves (Taegen especially) lose its uniqueness. It's better if mystics in general get attack damage addition from mag around 35-65% and even better if it have low % but pure damage.

And about the value adjustment I was referring to aura % since some of them seems to have odd value into them... for example Ronan rune magus is fine with 15% mag and 10% def. Since 5% def means nothing when you fight 17k atk rangers.

But I have a very different opinion about aura improvement so this is just about opinion.
Hmmm. Maybe you were referring to what I did with MW Kiera and Zedd aura? I meant them to be specifically archer counters. Instead of wasted turns of wasting for CD or dying from an archer crit, they can dish out damage in the hopes of killing 1-2 of the archers. This can compensate the lost opportunity of casting a skill because of CD and glasscanon limitations.