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![Polaris Shadow Spells](http://ift.tt/1P2pGCC)
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“From the darkest of shadows, comes the light.”
It’s me, Mismagically! I’m totally alive and well, just got caught up in a new career of teaching! It’s wonderful, and exciting, and BUSY! So, to kick off a new meta of PVP and our new world Polaris, here’s a crash course in all the new Shadow-infused spells and their impacts in Team PVP! (Take out your notebooks, class!)
![Myth-button](http://ift.tt/1kYShL4)
Witch’s Housecall: This big hitter of a spell doesn’t see much action in a 4v4 setting, but it’s a great spell to have on hand if you need an anti beguile piece for your spell arsenal. The minion will have zero impact on a 4v4, unless someone has fled and it’ll take the empty spot. Overall, I’d say this is more suited to be a 1v1 spell, clearly, but props for the animation.
Mystic Colossus: The Myth AOE everyone ever dreamed off! With it’s base power set at 880 coupled with an AOE Shatter effect, this is a definite all-star in the myth 4v4 deck. Seeing as we’ve had a negative charm emphasis for quite some time, Mystic gives us what Earthquake can’t: Selective removal of Shields, and more bang for our buck. Best used with weaknesses, smokescreen, or even dispels.
![Life-button](http://ift.tt/1kYSbTM)
Wings of Fate: This is an interesting spell. It’s the first life spell that does damage and heals at the same time. We’ve seen a similar mechanic with Power Link from the school of fire, which is why I speculate this spell was left as a DOT (damage over time) and a HOT (heal over time). I haven’t seen it used personally but I imagine that, in spite of the DOT/HOT distinction, it’ll be a nice tool for life hitters who want to do double duty on healing and hitting. Additionally, the jades (of all schools if they get the TC) might find some interesting use out of this spell as a shield breaker/heal pivot.
Hungry Caterpillar: Everyone’s favorite childhood story brought to scary life! As far as 4v4 usage goes, this falls into the same category as the witch’s housecall: definitely more of a 1v1 spell, but is useful for a surprise burst in damage on a target, or as your anti-beguile spell.
Call of Khrulhu (affectionally known as lulu): Everyone’s got a love/hate relationship with this spell from Darkmoor, I’m pretty sure. You love it for being epic, cool, and extremely useful! You hate it for the long animation, the criticals that literally suck the life out of you, or simply because you’ve farmed Darkmoor too many times and have it burned into your eyelids. This is definitely a big threat in the 4v4 setting, as a necromancer can often go from zero to 4400 in just one move. Your biggest defense against this spell is death dispels, but barring that, watch their pips, and use shields/weaknesses accordingly.
Winged Sorrow: Let me start out by saying that I really would’ve enjoyed the multiple beguile effect as a way to really keep people on their toes in a 4v4 setting, but given how complicated beguile mechanics can be, I’m happy that the effect of plague is AOE. That being said, this spell hits hard, from jades and non-jades alike, and I’ve personally used it as a jade simply for the extra layer of weakness, so be wary before making any big hits from second going against a death (which you should be anyway due to certain OTHER spells *cough* juju *cough*).
Gaze of Fate: Also another 1v1 tailored spell, however, this one makes a special note in the 4v4 realm for it’s ability to provide the only balance damage bubble in the game. Since the school damage is completely random, nothing you can really do to prepare against this, except for simply throwing down some weaknesses like a true visionary.
Nested Fury: Easily one of my favorite new spells. This trio of temperature temperaments is basically that AOE Hydra everyone wanted in actual spell form! This spell is easily a great pivot for balance in 4v4 by capitalizing on elemental teammate’s buffs and strategies. My best suggestion for dealing with it? Bring your Volcanic and Glacial shields.
Fire From Above: A great spell for both 1v1 and team, and what makes it notable for team play is the “Fuel” after-effect, setting up nice hits for fellow teammates or even a DOT that might already be making the rounds. Pack extra flame shields!
Raging Bull: I’ve already seen a LOT of this spell in team play, and rightfully so: Fire got a nice, all-in-one hit damage AOE with a mild smoke effect and it’s really burning up the arena! So much in fact, that many are opting to “quench” the pyromancer’s thirst for Red Bull. My suggestion? Definitely use those dispels if you have them. Deny them any buffs they play if you can, and even target them early with some single hits to douse those fiery passions. Get out your matador cape and stop the trailblazers!
Abominable Weaver: Ah, our chilly friend from Yevengy’s Nightmares. This monstrous menace just loves to deal a nice chunk of damage, then effectively neutralize your retaliation with that big, nasty, -75% shield. Best solution to this would be any multi-hits if attacking from second, or DOTs which won’t have their full value neutralized by the one shield.
Snowball Barrage: My favorite new spell out of the bunch! Ice gets a nice Tempest equivalent with the only hitch that the shadow pip is required for use (so we don’t have Temp/Barrage spam war). This spell hits very hard when given some setup, so it is not to be underestimated. Easily a popular 4v4 spell after ices have used Giant for their stun. Start packing some ice shields to survive this absolute-zero assault.
Glowbug Squall: Easily the most hated spell in the 4v4 metagame since it’s introduction, Squall has both power and an amazing effect alongside it. The “charm” counterpart to Mystic Colossus (not surprising at all), this duo will have an AOE enfeeble effect as well as doing a truckload of damage. Given the high critical and pierce running around, I’d say start packing some storm dispels to continue to ward off this barrage of shocks.
Rusalka’s Wrath: Another controversial spell, mostly while it was in test, this spell is basically a cheaper version of storm owl, but with the “minor” chance of a self-imposed weakness. Again, I’d at least consider this tool as an anti-beguile measure, especially since storm is a very popular beguile target in team play, given the sheer fortitude needed to weather some of those powerful attacks.
That’s all I got for now! I’ll try to at least get an article up once every two weeks if I can. But I’m back. I’m in action. You’d better be ready for it. Class dismissed!
The post Shifting Shadows: A Crash Course on the Shadow Infused Spells appeared first on Duelist101.
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