Spell Weaver

*"Spell weavers are very talented magic casters, they use the primary elements, lava, ice, wind, and nature, to form and cast many different spells, while using lesser elements and techniques to give variety to the spells they create."*-available description on the Trello

## Stats

### SPD(LVL 10)

29

**Note: This class can get obtained through getting the 3 elementals (Vita, Frost, Ember) or playing EXPVP and reaching prestige 1 with the spell book for badge.**

## Overview

Spellweaver is an complicated class which has too much to explain, using multiple different spell combos is the only way to reach ideal gameplay. One of the Best DPS classes, but suffers from moderate speed and incredibly low health, along with the limits of your creativity.

When creating a spell, you have to select a Power, Effect, and **Modifier rune**, along with spinning each rune and which spell bind to put it in.

**Modifier runes** are a basic modifier for the spell, and is shown as the diamond, being able to make a spell use a cooldown instead of mana, charging spells, and other "cast differences." Each of these have a unique downside, such as the drain-over-time doing less damage overall as you have the opportunity to cast a spell multiple times when you shouldn't be able to.

**Effects runes** are the complex changes for a spell, such as adding stun, making it steal mana or health on hit, but heavily increase the cost of a spell.

**Power runes** is the type of thing you will cast, and has a ton of different basic spells such as a Dash, puddles, lightning bolts, among other things.

**Spinning runes changes how a spell scales and acts**, the Effect Ring increases the potency of the effect and adds a unique effect if it causes the rune to **glow**. The Inner and Outer rings of the Power rune category dictate which "thing" you will be modifying about the spell, such as the outer ring for **Puddle** making it have increased tickrate, while the inner ring instead increases size tremendously. Both the Inner and Outer ring can be spun to combine their effects.

Doing any of these spins or additions of modifiers will greatly change the cost of the spell, such as a max rotation Inner Ring puddle costing 400 mana, while a max rotation Outer Ring puddle only costs 65 mana.

Use this amazing document for now as a tutorial (keep in mind some data is outdated or wrong) https://docs.google.com/document/d/1Y9ZtiovToZizHmWRo99RdSb8pWIc96YRidl3WPXOHAY/edit#heading=h.b872d3iy8ms

## Movesets

* [ Passive ] : Have a mana bar of base 400 max mana (800 at level 10), regain mana using secondary, abilities cost mana. Passively regen mana, this is halted by using skills and taking damage. Replacing a spell slot will wipe the saved spell from there. **You will need to re-make spells if you leave/rejoin.** **Using cooldown rune of any kind will put both that spell slot and the alternate spell slot on cooldown**. (e.g CD on Spell 1 would also make Spell 4 have the cd if you use Spell 1).

* [ LMB ] : Shoot out a spell using the orb rune which consumes a small amount of mana (0.6s CD)
	+ The amount of mana consumed is less than the amount of mana it would consume if you were to attach this to a spellbind.

* [ Secondary ] : Hold to regain mana faster, movement, and abilities disabled (2s CD)

* [ AB1 ] : Spell slot 1 & 4

* [ AB2 ] : Spell slot 2 & 5

* [ AB3 ] : Spell slot 3 & 6

* [ AB4 ]: Swap spells (1,2,3 -> 4,5,6) or hold to open creation menu (5s CD)

## Cost

**Unlocked by reaching prestige 1 in EXPVP with Spellbook or having a total of 30 levels between all the main element users (Vita = Nature, Ember = Lava, Frost = Ice, WindClass (unreleased) = Wind)**

## Tips

   Certain modifiers/ring spins can end up making a spell too costly, and as such, you'll need to find a personal configuration of spells that don't sap too much mana while dealing dps-class damage.

**For conciseness, assume every "ring" stated is maxed unless stated otherwise, and the lack of a modifier or rune as no modifier or rune.**

Some basic spells are:

* Outer-Ring Puddle
* Inner-Ring Dash
* Outer-Ring, Lifesteal, Piercing, Mana Bomb

While using runes, it is important to know what each rune does for a spell, such as how Mana Reduction removes 15% of the cost and adds a low cooldown, allowing for things such as "full refund mana steal". Make sure to mix and match runes, rings, and spells for the maximum effect.

As a general thing, **Full Cooldown should only be used for panic buttons**, such as Lifesteal max modifier dash to heal and run, and Double-Cast should only be used on cheaper spells to avoid situations where you can't cast the spell without nuking your mana pool.

**Be mindful of your mana bombs, as they deal self damage.**