Why does this feel like a commercial
Also sorry if I don't put some of the superior element spells, I just don't think they're "underused" or "underrated".
Underrated spells[]
- Lightning Barrage - Equivalent to Aciculated Spikes minus the tripping effect. Good damage, but sadly can be blocked. Still pretty good. Mana cost is ok, cooldown is ok.
- EVERYTHING IN EARTH - Aciculated Spikes is pretty good, like I said earlier, tripping effect as well as good damage and speed, Rock Avalanche is good for damage/combo purposes, but hard to use on its own, Rock Fist is pretty good if you can properly land it, though distance-wise, its comparable to Shadow Sneak and it's pretty slow, and Rock Armor has decent damage reduction and speed reduction isn't an issue since you have a transportation spell/max speed. Everything has low/moderate mana cost and short/ok cooldowns.(what a long one)
- SONAR Quake - Everything is good about it except for damage, healing, and utility. Still, a godly disabler with good combo potential.
- Perilous Hail - Actually decent damage when it's casted on the ground, and extremely fast speed when used in the air, however it lacks damage compared to the other mode.
- Nature's Essence - Decent at close range, godly at farther range, Easy to aim and pairing it with height enhancing moves like wall climbing or Wind's Wind Ascend is extremely good.
- Plasma Rays and Plasma Orb - Plasma Rays trades iffy mana cost with easy-to-aim and actually good bursts of damage + burn that does diddly. Plasma Orb is good for deceiving opponents, good damage, easy aiming, and unstoppable.
- EVERYTHING IN CRYSTAL - AoE and multi-projectile is fun to use, damage is decent, pretty easy to aim (especially Lucid Rift), but can be sometimes easy to predict. Shield is slow but damage-wise is pretty good (400+, wow). Healing is ok and is definitely better than Light's since it's faster, but gets overshadowed by others.
- Vigor Gyration and Vitality Abolishment - Vitality Abolishment has good AoE and decent damage, although mana cost can hinder it down. Vigor Gyration is easy to spam, pretty decent damage when you hit all of them, but pretty slow compared to the likes of Consecutive Fire Bullets or Flurry Heave.
- Gravitational Exertion and Inertia - Slow, of course, but AoE is pretty big and unexpected and damage is pretty good. Inertia is a great counter to majority of stun-based combos, so that's a plus along with gravity decrease.
- Warp Bombs, Genesis Ray, and potentially Chronostasis - Multi-projectile is Poison Needles but stickier and easier to aim, not to mention can counter SOME shielding spells (wait for their shields to wear off, then boom). Genesis Ray is unique and has pretty great combo potential. Damage is decent, pretty easy to aim. Chronostasis is annoying, but it's fast so it can probably be pretty good as a Lightning Flash substitute (if you can't use it properly).
- Almost all of Dragon (except for Fuming Whack) - The multi-projectile does good damage, its abilty to provide mobility is one of its great aspects, and it's moderately easy to use. AoE has decent damage, good AoE, pretty unexpected, but shakes your screen so you can't really substitute it as a stun spell. Dragon Ember, while having short range, is good when it hits with decent base damage and good burn damage along with pretty good AoE.
- Holobeam - Plasma Missiles minus the burn damage. Pretty easy to predict, but fun to use and deals decent damage. Only bane is the mana cost (oh god 380).
- Spear Thrust - Charge may be painful, but outcome is good with knockback, cancellation, damage, and aiming. Things that you'd want in a transportation spell.
Yes it's finished now go away