• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

Wizard Class Suggestions

Badblood161

Glowstone
Joined
Jan 29, 2011
Okay, so right off when I joined the new hero system I was hoping to get away from the melee combat that everyone usually does in MC. Yet sadly now that I am a wizard I feel like I'm stuck doing melee combat anyways with just wood crappy items. even when I was a caster I could at least use a stone sword so that I would hold my own, but trying to melee a class now is near impossible.

So here is my version on how the mage should be.

Tools:
Pickaxe - Wood through Iron
Axe - Wood through Stone
Hoe - Wood through Stone
Sword - Wood through Stone
Armor - Leather

Above is what i could use as a caster and as a Wizard I cannot, I don't understand that now I've spec'ed I should lose the tools I could first use. Doesnt make sense. Now if i switched to like a warrior that would be fine cause that is a completely different roll.

Spells:

Fireball - You know I like this spell. It just has a couple problems. First, the thing is really easy to dodge, second usually if I do hit them it does little dmg because of their armor and what not. Lastly, this is my biggest problem with it, when the mod or player dies from fireball's DOT they dont give any XP at all. Which is sad because half its dmg is from a DOT. This also forces me to melee my foes for I wont get XP otherwise.

So I propose keeping its dmg the same, 4 hearts. Just make it all instant dmg. So it gives me credit for the kill.

Replenish: Looks fine, longer CD could be placed if needed.

Mana Shield - Atm I feel like its a little underpowered based off how it is used. Consider changing it to a buff like sneak is. I could turn it on or off based on what I need it to do. For its actual dmg absorption I feel like it is currently a little weak. How about changing it to "once activated, mana regen stops and for every ten point of mana you have it will absorb half a heart in dmg." That feels like a mana shield, very defensive for I wouldnt beable to cast or risk loosing the buff. Also when I run oom make it turn off auto.

Bolt - I don't know much about this spell yet, but I'm assuming it does more dmg than fireball and not DOT. And if that's the case, keep it as is.

Now, atm there is no lvl 40 spell so I think ill add one unless you're saving it for Group Teleport once its working.

(New) Nova - Freezes all targets around the caster for 1 second. 50 mana, 30 sec CD

Finally There's Blink, I don't have it yet so I don't know fully what it does but the wiki says teleport 4-5 blocks for 50 mana and a CD of 3. Sounds fine, but imho lower the cost to 33, so we could use it 3 times instead of two. But then again that could be too powerfull as I havent tested blink as is.

Right-o I think that is all I have on my class. xD
 

pyrokinetic

Legacy Supporter 4
Joined
Feb 7, 2011
Agreed with the problems with fireball. It's SO easy to dodge, and you have to land 3 to get a kill. The fire DoT does true damage (bypasses armor) from what I heard which is a plus, but casters/wizards really need a reliable way of killing.

The fact that fireball kills don't give xp makes it even worse. To pvp you will sooner or later have to get into melee range, which will end up in the guy you're fighting 2-shotting you with his iron sword. If you could fight without having to go in melee to get the kill then it wouldn't be such a problem.
 

Badblood161

Glowstone
Joined
Jan 29, 2011
Was testing Fireball some more, even the direct dmg doesnt give XP atm either.

Also the replenish spell has no CD
 
Top