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Why the Incarnation "Inferno" this 2 spells only hit allies?

By Jucean - SUBSCRIBER - December 11, 2019, 05:08:02

I been dreaming on getting my hands on Inferno incarnation since i found out it exist like 2 years ago or so

Finnally got it yesterday only to find out this 2 spells (well 3 but that one its niche kinda deal)

Spoiler (click here to show spoiler)

Treacherous Flames

Cost 4 ap

Range 1-3 (modificable) 

Crit: 10% 

AoE: Cross Of 1 Cell 

Number Of Casts Per Turn: 1 

Uses Per turn: 1 

"Steals HP from allies inflicting Fire damage on them. This spell less effective on summons."

Effects:

7 - 12 (Fire Steal)
4 - 6 (Fire steal) (summon)
20% EROSION (1 turn) 

Critical Effects:

13 (Fire Steal)
7 (Fire steal) (summon)
20% EROSION (1 turn) 


The other would be

Spoiler (click here to show spoiler)

Mind-Numbing Flames

Cost: 2ap

Range: 1 - 3 (modificable)

Critical: 10% 

AoE: Cross Of 1 Cell 

Recast Interval: 4

Forbidden state: Carried 

Steals intelligence from allies by inflicting Fire damage on them.
This spell is less effective on summons.

Effects:

16 to 30 (Fire Damage) 

20% EROSION (1 turn)

Steals 71  to 140 intelligence (1 turn)

Steals 36 to 70 intelligence (1turn) (summon)
Critical Effects: 

16 to 30 (Fire Damage) 

20% EROSION (1 turn)

Steals 140 intelligence (1 turn)

Steals 70 intelligence (1turn) (summon)


I mean why this spells work like this? why not enemys its only for allies only 

Of course the 2 spells are lvl1 only but you got better spells as well that you could use instead of these 2 i dont see a reason to use them unless you are trying to harm your team 

The fire steal one got erosion for some reason and isnt really viable anyways 

And why hit your allies to steal some int erosion them for 1 turn get int for only 1 turn when you could easily use the other 2 good spells. 

Wich are 

Spoiler (click here to show spoiler)

Infernal Flames

Range: 0 - 4 (Modificable)

Critical: 10%

AoE: Cross 1 Cell

Uses Per Turn: 2

Inflicts fire damage on several targets.

Effects

15 to 19 (Fire Damage) 

Critical Effect

17 to 21 (Fire Damage) 
And

Spoiler (click here to show spoiler)

Infernal Storm

Cost: 4ap

Range: 1 -4 (Modificable)

Critical: 10%

Number Of Cast Per Turn Per Target: 1

Uses Per Turn: 1

Inflicts Fire Damage.

Effects:

34 to 38 (Fire Damage)

Critical Effects:

39 to 43 (Fire Damage)

As you see the other spells arent "broken" but are sorta viable and left no use for the other 2 

Inferno got 1 more spell wich i find a classic "meeeh" spell could be useful but probably just niche and could use a modification same as the 2 firsts.

Spoiler (click here to show spoiler)

Heat Theft

Cost: 2ap

Range: 1 - 3 (Modificable)

Critical: 10% 

AoE: Cross Of 1 Cell 

Recast Interval: 3

Forbidden state: Carried 

"Steals ap from allies to give them to the caster, and increases the caster's ability to steal AP. This spell is less effective on summons."

Effects:

Steals 2 to 3 AP

Steals 1 to 2 ap (summons)

9 AP reduction (4 turns)

Critical Effects: 

Steals 3 to 4 AP

Steals 1 to 2 AP (summons)

11 AP reduction (4 Turns)

 

Those are the 5 Inferno spells

And 3 of 5 only work on allies and DOESNT benefits them "benefits" you

I get that bandit incarnations are got really low spell buffs and hits because "its avariable for everyone" 

But Inferno and the other 3 Frigost incarnations requires you do to high lvl dungeons (maybe not end game dungeons but high lvl Beein Obside Snowfoux Korriander and Kolosso) 

They could be more useful 

I feel like i sorta waste my ice coins 

Because i wasnt expecting to have a "godlike" spells but at least some sorta useful 

Not 3 that doesnt help me at all 

I mean i love the "body" sorta speak of it looks great 

I find it fun to be "someone else on a game that im already someone else" 

And should be somewhat the "best" fire incarnation since its quest related only to get this dissapointing spells wich are pretty much useless 

The other 2 might hit low but do something 

Hell give me any 3 bandit spells for those 3 so i can actually use them 

Why it got a spell that instead of helping hurts 

Just because you go "incarnation" instead of "classic" people are feel like you are leeching even tho inc could be lvl50 (wich its an annoying thing of the incs but part of it sadly)

And even on that you go and hit them to "buff" a "buff" that last a turn and if you got melee or use the other 2 you would be more useful? 

Of course im not an expert 

Not a pvp god not a pvm god or anything like that 

Just a regular guy who enjoys incarnations and cries over the fact that the "most" important of his favorite element got flaws 

Maybe nerf those 3 spells nerf them baaad and let them hit enemys instead of allies

 
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