--(Fun fact: some of the ancient civilizations once classified wind, water, earth and fire as the four main elements, although we now have far, far more as shown by the Periodic Table.)
Magic: Elemental Magic: Wind
Wind is dismissed by some of the newer role players as being weak for its low in-game damage. But, as a more experienced role player will know, in-game damage doesn’t dictate the In-Character strength. Wind is great for knocking an enemy back or down, which then gives your melee-wielding friend (or you, if you’re a melee-magic hybrid) a chance to rush in for the kill. Against a plate-wearing enemy, knocking them down gives you a whole lot more time to finish the job, getting up in that with full battle gear isn’t the easiest.
If you’re being attacked by a wind spell while wearing plate, dodge to the best of your ability. If not, crouch down, raise your shield, plant it in the ground, and concentrate your weight to hold yourself down. Heavy things don’t move easily, and doing this should make it harder for you to be moved. Don’t forget that a spell becomes more intense upon contact with metal, meaning the spell becomes stronger. To be safe, you could assume that the spell’s power could almost double when you’re wearing full plate. In short, the element would have even more knockback power.
If you’re not wearing plate, then simply go for a dodge of the spell. Chances are, you’ll be lightweight enough to dodge it easily. If you could see the spell being cast towards you, watching the magician send it from them to you, then you generally have enough time to dodge it. If you can** dodge, take a hint from aerodynamics and simply make yourself as aerodynamic as possible to reduce the overall knockback.
Magic: Elemental Magic: Water
Water is obviously the counter-element to fire.--
22-Jul-2012 21:06:36
- Last edited on
17-Oct-2014 11:59:08
by
heretic hary