Rift: Stormcaller suggestions: Another Thread

Quote:

Originally Posted by nolan330
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Maybe im the only mage that feels the stormcaller could use something a little extra in the pvp survivability area.

You want to have more effective Abbilities for PvP?

Quote:

Originally Posted by V1rul3n7
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Honestly what stormcallers really need is 35m range and the ability to maintain electrified stacks whilst on the move

You want to have an increased Spell-Range and the Abbility to keep up the different stacks while on the move? You want to be able to deal dmg and aoe-dmg just like a Rogue?

Quote:

Originally Posted by Black Howling
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-It’s especially problematic in the Stormcaller soul though because to make it perform as advertised it’s VERY point intensive.

You want to spend less points in SC for more dmg?

Here you get it!

This is my Version of the NEW StormCaller.

If you think he is to strong think about Warriors and Rogues!

Stormcaller

Root-Advancement:

Electrified (0)
Applied by Electrocute, Forked Lightning, Lightning Storm, Raging Storm, Thunderbolt, Thunder-Flash.
Lasts 15 seconds. Max 3 stacks.

Hypothermia (0)
Applied by Arctic Blast, Hailstrom, Icicle, Icy Vortex.
Snares for 3 sec. Slows the enemys movement speed by 75%. Lasts 15 sec.

Electrocute (0)
Instant
Channeled
Cooldown: 20 sec
Knocks the enemy back and deals 311 Air-Damage over 2,5 secunds.

Thunderbold (0)
Cast-Time: 1,5 Sec
Deals 87 to 91 Air-Damage.

Thunder-Flash (0)
Instant
Cooldown: 10 seconds
Deals 89 to 93 Air-Damage.

Icicle (2)
Cast-Time: 2,5 Sec
Deals 120 to 124 Water-Damage.

Cloudburst (4)
Instant
Deals 68 to 71 Water-Damage and applies the effect Hypothermia, slowing the enemys movement speed by 15% plus additional 15% % per stack of Electrified.
Damage is increased by 15% per stack of Electrified.

Icy Vortx (6)
Instant
Cooldown: 60 seconds
Reduces the damage taken by 25%. When hit, applies Hypothermia.

Arctic Blast (6)
Cast-Time: 2,5 Sec
Cooldown: 20 seconds
Deals 41 to 43 Water-Damage to up to 10 enemies.

Quote:

Originally Posted by Lloigor
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Healing Rain

Healing Rain (A) (8)
Instant
Each 3 seconds the Mage restores 194 Health.
Lasts 15 Seconds.

Forked Lightning (8)
Cast-Time: 1,5 Sec
Cooldown: 20 seconds
Deals 25 to 27 Air-Damage to up to 10 enemies.

Ride the Wind (10)
Increases movement speed by 60%.
Consumes Charge while active.

Quote:

Originally Posted by Lloigor
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Blind Jump

Blind Jump (A) (10)
Instant
Cooldown: 20 Seconds
Teleports you 20 meters backwards.
Frees the caster from all control and movement impairing effects.

Raging Storm (12)
Instant
Channeled
Cooldown: 20 sec
Deals 345 Air-Damage over 2,5 secunds.

Healing Water (A) (12)
Instant
Cooldown: 15 seconds
Restores 252 to 257 health.

Quote:

Originally Posted by Lloigor
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Tesla

Tesla (A) (14)
Instant
Cooldown: 30 Seconds
The opponent suffers 479 Air-Damage over 10 seconds. While the spell lasts, with each tick the opponent aditionally suffers the effect Electrified.
Furthermore, flashes like the ones from a Tesla inductor jump onto opponents within a range of 10 meters, causing Air-Damage as well. When hit, the opponents also suffer the effect Electrified.

Quote:

Originally Posted by Lloigor
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Shock

Shock (A) (14)
Instant
Cooldown: 30 Seconds
The opponent suffers 174 to 179 Air-Damage and is silenced for 6 seconds.

Static Flux (16)
Instant
Increases Air- and Water-Damage done by 20%.
Consumes Charge while active.

Quote:

Originally Posted by Lloigor
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Flip Back

Flip Back (16)
Saves automaticly the location on wich you have used „Blind Jump“.
By using „Blind Jump“ for a second time within 10 seconds, you will be ported back to the saved location.
The Mage has to be around the spot in a range of 50 meters.

Ice Shear (18)
Instant
Deals 34 to 37 Water-Damage.
Increases Air- and Water-Damage taken from the Mage by 10% per stack of Electrified for 15 seconds.

Flash Freeze (20)
Instant
Cooldown: 25 sec
Deals 49 to 52 Water-Damage to up to 10 enemies.
Damaged enemies are additionally Rooted for 8 seconds, or until damaged.

Lightning Frost (20)
Instant
Cooldown: 12 seconds
Deals 70 to 73Air- and Water-Damage each. Damage is increased by 50% for each stack of Electrified on the enemy.

Quote:

Originally Posted by Lloigor
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Electric-Image

Icy-Image (A) (22)
Instant
Cooldown: 30 Seconds
The Illusionist creates an Icy-Image of himself.
When opponents are in a 8 meter range of that Image, or after 10 seconds, the Icy-Image will cause 715 to 723 Water-Damage up to 8 opponents in a 10 meter range.

Spark of Life (22)
Bringst he fallen ally back to life, restoring 30 health an mana. Usable in fight.

Hailstrom (24)
Instant
Deals 325 Water-Damage over 10 seconds to up to 10 enemies in the target area.

Static Barrier (26)
Instant
Cooldown: 120 Seconds
Makes the Mage 6 seconds immun against all kind of DMG.

Quote:

Originally Posted by Lloigor
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Split Decision

Split Decision (A) (26)
Instant
Cooldown: 3 Minutes
Creates a non-controllable Illusion of yourself, attacking the enemies with your Standart-Spells.
Decreases the threat simultaniously.
Lasts 35 seconds.

Quote:

Originally Posted by Lloigor
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Back in Time

Back in Time (28)
Instant
Cooldown: 30 Seconds
Sets yourself into a condition in wich you where 5 seconds ago.
Does not save you from death.

Quote:

Originally Posted by Lloigor
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Anti-Gravity

Anti-Gravity (A) (32)
Instant
Cooldown: 40 Seconds
The Illusionist creates a space of reversed gravity which lifts up to 8 opponents in the air for 10 seconds.
While they are floating, opponents are stunned and get the status of Anti-Gravity.
The effect breaks after the opponents receives damage equal to 10% of their total life.

Quote:

Originally Posted by Lloigor
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Gravity (A) (1)

Gravity (A) (32)
Instant
By using „Anti-Gravity“ a second time, as long as the enemies levitates in air, they will be forced back to ground by „Gravity“.
Hereby they suffer 448 Air-Damage.

Quote:

Originally Posted by Lloigor
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X-Change

X-Change (A) (38)
50 Meter Range
Instant
Cooldown: 10 Seconds
You trade place with your Illusion.
To do so, you have to be within 50 meters range with your Split Decision-Illusion.

Quote:

Originally Posted by Lloigor
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Tornado-Cut

Tornado-Cut (A) (44)
Instant
Cooldown: 90 Seconds
The Mage creates a tornado, which is moving towards the opponent. While doing so, each second single Ice Crystals attack opponents within 10 meters range, causing 94 to 98 Water-Damage.
In addition to that, the moving speed is decreased by 40% for 5 seconds.
Lasts 15 seconds.

Quote:

Originally Posted by Lloigor
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Column of Storm

Column of Storm (A) (51)
Casting Time: 2 Seconds
Cooldown: 60 Seconds
A gigantic column of storm dashes out of the ground and begins to spread.
As long as the opponents are at this selectd area movement speed will be decreased by 75% and they will be silenced. In addition to that opponents at this selectd area suffer a total of 175 Air- and Water-Damage each.
Lasts 10 seconds.

Branch-Advancement:

Tier 1

High Voltage (P) (5)
Increases the critical hit chance of all your Spells by 1/2/3/4/5%, and the critical hit chance of your Air-Spells by additional 2/4/6/8/10%.

Storm Guard (P) (3)
Gives your damaging Air-Spells a 33/66/100% chance to make your next Icicle within 10 seconds instant; give that Icicle a 100% chance to critically hit and increase the critically hit damage bonus of this Icicle by 75%. This can not occur more thean once every 10 seconds.

Shell Shock (P) (2)
Your Electrocute and Raging Storm have a 50/100% chance to root the enemy fort he duration of the channel.

Tier 2

Lightning Mastery (P) (5)
Reduces the Mana-Cost of all your Spells by 1/2/3/4/5% and the Mana-Cost of your Air-Spells by additional 3/6/9/12/15%. In addition to that increases damage of all your spells by 1/2/3/4/5%.

Storm Guard (P) (3)
Reduces damage taken by 5/10/15%. When hit you have a chance of 100% to apply Electrified and deal 34 Air-Damage to the attacker if they are in melee range.

Lightning Rod (P) (2)
Reduces the Pushback caused by damaging attacks by 50/100%.

Tier 3

Quote:

Originally Posted by Lloigor
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Lightning-Illusion

Lightning-Illusion (P) (3)
When you deal Damage With your Stormcaller-Spells you have a 5/10/15% chance to summon a Electric-Version of yourself wich will fast move towards a target wich is afflicted by your effect Electrified or Hypothermia. Once reching the target it will instantly deal 54 to 59 Air-Damage and applie the effect Electrified.
While moving, the chance to summon a Lightning-Illusion is increased to 25/45/65%.
You can have up to 5 Lightning-Illusions active at a time.

Vitality(P) (5)
Increases your maximum Health by 2/4/6/8/10%.

Tier 4

Increased Range (P) (5)
Increases you Spell-Range by 1/2/3/4/5 meter.

Stretch of Cold / Cold Weather Training / Inductance (P) (5)
Increases the Damage of your Water-Spell by 5/10/15/20/25% plus additional 5/10/15/20/25% for each point spend in your Stormcaller-Soul.
Moreover damage of all your Non-Stormcaller-Spells is increased by 2/4/6/8/10%.
In addition to that increases the Spell Focus of your Water-Spells by 2/4/6/8/10%.
Enemies who are Electrified by you take an additional 2/4/6/8/10% damage from your Air- and Water-Spells for each of your Electrified effects on them.

Tier 5

Electric Reflections (P) (2)
As long as Static Basrrier is activ, 15/30% of the damage is thrown back onto the opponent.

Quote:

Originally Posted by Lloigor
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Thin Air / The Vanishing
The Vanishing

Thin Air / The Vanishing (A) (1)
Instant
Cooldown: 2 Minutes
The Mage coats himself with Air and is completely invisible for 12 seconds.
All slowdown and stunning effects are removed.
Taken damage or casting Non-Damage-Spells will not break the effect.

Electric-Frost-Nova (P) (1)
Requires: 1 Point in Thin Air / The Vanishing (A) (1)
When using Thin Air / The Vanishing you will automatically cast an Electric-Frost-Nova.
Up to 8 nerby opponents suffer 274 to 279 Air- and Water-Damage each. In addition to that, the opponents are thrown bachwards 10 meters and are Frozen / stunned for 2,5 seconds.

Quote:

Originally Posted by Lloigor
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Show Off

Show Off (P) (2)
Your spell criticals will refund 25/50% of their base mana cost.

Tier 6

Deadly Shards / Lightning Conductor (P) (2)
Increases Damage-Bonus provided by your Ice Shear by 2/4% per stack of Electrified.
In addition to that, your Electrocute, Thunderbolt, Raging Storm, Forked Lightning deal 15/30% more damage if the enemiy is suffering from Hypothermia.

Severe Weather (P) (2)
Increases Damage done by your are effect spells by 10/20%.
In addition to that decreases the cast-time of your Arctic Blast and Forked Lightning by 50/100%.

Quote:

Originally Posted by Lloigor
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Synergie

Synergie (P) (2)
Decreases the Cooldown of „Split Decision“ by 30/60 Seconds.
As long as your Illusion (Split Decision) is activ, you regain 2/4% of your total Manas per second. In addition your Illusion is healed by 2/4% of your caused damage.

Tier 7

Quote:

Originally Posted by Lloigor
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D’Lites (A) (51)
D’lites
D’Lite
D’Lightning Bug – Red

D’Lites (A) (1)
Instant
Cooldown: 2 Minutes
3 non controllable Lights emerge from thin air, taking a triangular formation whith the Mage in the centre. The lights support the battling Mage for 20 seconds.

RIFT Forums – Mage Discussion