Categories: GuidesValheim

Eitr wielding is very cool – but it could be amazing.

As I and my crew are getting geared in Mistlands I chose the path of magic and usage of Eitr.

All the new staffs are very cool – their skills improve the things they should improve and upgrading the staffs and skull feels very rewarding. That being said imo having 2 playstyles for mages would be cool, as for now if you want to be a Blood Mage, you only have supportive spells and no real "Eitr dump" damaging spell. Also the management of skeletons on uneven terrain or in dungeons when there is 3-4 friends with you inside is tedious and they are kinda uselles.

That being said here are some ideas that could be implemented in mistlands update before ashlands roll out, that I feel would make a lot of mages happy and would make for more interesting gameplay.

  • Elemental Mages – their weapons left clicks feel very fun to use and give you 2 different combat options, one for AoE damage and other for single target CC. Well how about we give those staves some extra love with special attacks just like all the other meele weapons have. Examples i thought of while writing this:

  • Staff of Frost – Special attack – Releases a wave of frost around the caster that damages enemies and applies freeze for 3 sec's. If used near water, it becomes frozen and traversable on foot for 60 secs.
    (would of cost a lot of Eitr to cast, but would provide defensive cc for being surrounded)

  • Staff of Embers – Special attack – Flings a small firebolt that catches one enemy on fire, but doesnt deal damage on impact (would obv. cost less Eitr but would allow to cast some spells when Eitr-starved)

  • Blood Mages – my fav concept but sadly u cannot commit to being a pure Blood Mage since this school does not have any straight up damaging abillity to use Eitr yet. Supportive, less damage'y concept fits it perfectly, but a way to do something blood related with leftover Eitr is very much needed.

  • Dead Raiser – special "attack" – lets you unsummon the skeletons you've summoned to restore 25% of the Eitr used to summon them. (REALLY NEEDED)

  • Staff of Protection – Im not gonna lie this item needs a bit of a nerf in groups settings. Either base shield or bonus shield from leveling up Blood Magic toned down. You get 200 base shield for 2 minutes with this item. Each Blood Magic skill increases said shield by 5. This shield is applied to all allies around you, including ur skelly's. Having 50 BMagic would make this item give ur party 450 point shield for 2 minutes at cost of 60 Eitr and a bit of health – WITH NO COOLDOWN. Either a nerf or rework so it only works on you and special attack applies it to *set number of allies* with 50% effectiveness or smth.

  • New Staff… for example lets name it Blood Drinker

Normal attack – Lets you drain a bit of blood from target dealing a bit of damage (scales with Bmagic adn weapon upgrades) at cost of 4% health. Drained blood is stored visually in the staff, the staff would have more and more blood swirling around its head, and at max. stacks it would start glowing dark red light. The amount of left clicks needed to fill the staff with blood would be around 12~~ and would decrease with blood magic level. The stacks would linger around for 60 sec's out of combat before dissapearing. The damage per Eitr used by this staff would be lower than those of Elemental Staves.

Special attack – Only usable if your staff is glowing dark red light – consumes the drained blood instantly restoring 50 health. (amount increases with Bmagic and weapon upgrades, would cost very little Eitr to cast).

Of course all of the above are just floating ideas that I had during mage gameplay – don't take these suggestions too serious, I would like you to focus more on the core problems of magic schools such as lack of Eitr dump for blood or low variety of attacks for elemental. Share ur opinions below, thanks.

Gamer

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