Re: Why don't myth and Ice have their own heals by now
New Spell: Name: Valiant Defense Cost: 7 Pips, 1 Shadow Pip Type: Spell Quest only Level: 101 - 110
Animation: A white or blue Pegasus comes down from the sky, and casts a spell on your entire team. Then he turns and casts a spell on the entire enemy team, and rams an enemy.
Effect: The Pegasus casts a -45% shield ward on all your team, and a 150 + 450 over 3 rounds on the caster's team. When the Pegasus turns, he casts a -10% negative charm on the entire enemy team. The enemy the caster chose will then be rammed by the Pegasus for 800 damage.
New Spell: Name: Ancient Fountain Cost: 5 - 6 Pips Type: Spell Quest only Level: 60 - 85
Animation: An ancient-looking fountain appears, a grail with water floats to the caster and is healed.
Effect: +700 if casted on , , or . +1000 if casted on , , or . +850 if casted on .
The reasoning for this is that Storm, Fire and Death are associated with chaos, and Ice, Myth, and Life are, at least calmer. Balance has a little of both therefore, in the middle.
Are these spells ok?
Oh, and if the costs says between X - X, as well as the levels, it means I'm not sure at what level it should be obtained.
Re: Why don't myth and Ice have their own heals by now
My exalted myth wizard does have a heal source when he does pvp. I summon a Golem minion for 0 pips, then do a Siphon Health on the minion. If I manage to do a critical, then I will get 1104 health back for just one pip. However, this only works if the minion is still alive when I do Siphon Health. The minion might not be alive if I am second in the battle, so I usually do it if i go first.