Magic Schools and Pet balance from MO1

Magos

Member
Nov 26, 2020
72
57
18
Elementalism:
Earth Shiver did too little damage
Healing rain did too little healing. Don't worry so much about ppl chaining them, they can also chain ecu heals. And you needed it to be raining. Never saw it chained, barely used.
Summon Water Rift was too hard to land, too situation made it hardly ever useful. Was not landable on un even terrain.
Hail Missile slightly too low damage
Hail Barrage slightly too low damage

Spiritism:
The portal didn't last long enough to make dispel portal spell ever useful.
Kau regeneration and Ether momentum had too long cast times and were too weak, I never used them because ether pvp fights spiritist vs spiritist were so rare.
I often had wrist pain fighting spirits because of needing to hold down MB1 so long and chase the orbs. Maybe more orbs that break quicker this time.
The Ether realm and spells were too loud/annoying, had to turn my game volume way down to farm spirits.

Necromancy:
Necro pets too tanky

Taming/Dominating:
Pets too tanky and do heavy attacks too often, need stamina, reduced speed when low health, reduced speed up hills.
It's ok for some powerful creatures in the wild to not hit as hard, as often, when tamed/dominated. This will help a lot with the balance/complaints.