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Post Icon Runaway caster mana costs.

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1 Posts

Joined 2014-03-06

March 07, 2014 17:41 (almost 2 years ago)

TL;DR - Change the mana costs or allow Runaway to build mana somehow from range to allow for a caster build.

Ok, so I generally play the Runaway because I enjoy her playstyle, I usually just play a melee spec focused on mobility, stuns, and shields. But today I tried using some of her ranged skills and making a caster spec, and quickly realized it is entirely impossible to create a caster build for Runaway that doesn't require you to take on hour dodging monsters in a castle because everyone clumps up huge packs in 1 room and calls it a dungeon.

Now that being said, I don't think the issue is the way people are designing their castles, while yes it's annoying that nearly every single castle I raid is literally just 1 room full of 25-30+ mobs and a couple traps (usually some cheesy Spring Board+Fire Trap at the beginning). The problem with the Runaway as a caster while yes, she can deal a huge amount of damage to fairly large packs of monsters, rests solely on her huge mana costs. For a class that doesn't exactly get a ton of mana and has no spells that build mana (aka Knight) it's just a little absurd to give it the ability to be a caster.

I have a few proposals that could most likely solve this issue entirely with a little fine tuning and balancing. I believe either all of these things (where applicable) or at least some should happen.

  1. Runaway spells that can be cast multiple times in succession consume the mana cost of the spell on the first cast and the first cast only. (This can also be implemented for every class, though I'm not super familiar with the others so I don't know how many abilities this would apply to.)

  2. Runaway spells that can be cast multiple times in succession cost on each cast for a total of the current single cast mana cost.

  3. At least one of the Runaway ranged spells should regain mana instead of costing mana. (Shred would be the best choice for this, but to allow for a caster build it would require a lower cooldown.)

I feel that even 1 of these changes would improve the experience of playing Runaway immensely, it would give the class more variety of playstyle and allow for more unique builds. Thank you for your time and I hope you enjoy my suggestions. :)

P.S. - Headbang should also be included on suggestions 1 and 2 despite being a melee ability. It costs a significant amount of health per cast so I don't feel it should consume roughly 75% of your mana on top of the health cost.

last edited: March 07, 2014 17:54 (almost 2 years ago)

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36 Posts

Joined 2014-02-27

March 07, 2014 23:53 (almost 2 years ago)

  1. To my knowledge(have played all characters) She is the only character with multicast spells.
  2. I'd prefer this over the above due to getting stunned and having the skill go to cd while stunned.
  3. Shred would be good for gaining mana but I don't think it should be a range skill that gains mana. I don't need another heavy range kiting class, we have 2.
  4. Alternate solution to 3, Make teen spirit cause you to gain mana per melee hit(includes melee skill hits) for 6 seconds. As it is right now you won't be getting large packs of fast dying monsters in player castles.

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Foot Soldier

161 Posts

Joined 2014-03-07

March 26, 2014 13:40 (almost 2 years ago)

necro this , as its the one that surfaces whe nyou google it.

seems like , with the new system, solution 1 was adopted.

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