##Orb of Lightning
– An item idea by ProWinner
Hello guys, here is my newest item: an Orb for Mystic! Enjoy!
Sprite:
Sprite Credits: @PisakPL
Description: An orb once wielded by a great storm mage, it is said the user of this mighty Orb shall see into the realms of lightning.
####Stats:
-
Tier: UT
-
MP Cost: 110
-
Duration:
-
Cooldown: 6 seconds
-
Range: Radius of
-
Effect: Healing on Self for
-
Stat Bonuses: +40 HP, +4 VIT
-
Special properties: The Orb paralyses all enemies within the range.
-
Fame Bonus: 5%
-
Feed Power: 1000
####Drops From:
A boss such as Lord Xil.
####More info:
This is an interesting orb, right? The effect of the Mystic’s Orb, stasis, is commonly exploited to troll and is mostly useless unless you’re rushing a dungeon. This unique orb allows for a new playstyle with the Mystic, which many people tend to veer away from due to an unattractive ability (only made better with the addition of Beserk), and gives a new spin on what the Mystic can do.
First up, the paralyse effect. This is only used by a few items: high tiered Quivers, the Coral Venom Trap, the Midnight Star, and the Helm of Draconic Dominance. This Orb allows for the paralysis of multiple enemies as long as it is within range. At 30 Wis, the Range is 1.5 – lower than the Skull of Endless Torment. At 75 Wis, the Range has a radius of 2.5 tiles, which is still a small range allowing for this skull to be used best coupled with accurate aiming and prediction of enemy movements. Paralysis of enemies allows for a more co-operative playstyle and furthers the support aspect of the Mystic, which was cough cough Stasis, and Curse. Paralysed enemies can come into handy much of the time, whether it be from stopping a charging enemy or allowing to focus fire on an erratically moving mob.
Now we have the Healing to Self effect. At 75 Wis, when activated, this Orb gives nearly 5 seconds of Healing. This can come into handy for the Mystic, already made fragile by the usage of a Robe, compounded by the lack of a survivability feature. Healing is a nice addition that just provides that extra power allowing the Mystic to get back on her feet quicker. Coupled with Paralysis, it could make for a better rushing orb if you don’t have a developed pet.
Lastly, I want to cover the Stat Bonuses. I think that 40 HP could play a part in increasing the Mystic’s survivability, which also influenced the addition of 4 VIT. Although these are small upgrades they might mean the difference between life and death.
Thanks to you all for reading, be sure to give some feedback and advice!
- Changelog: 20/8/17 – Uploaded a new sprites (still working on another one); decreased range of paralysis
- Changelog: 12/9/17 – Uploaded a new sprite, thanks to PisakPL!