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Old Jun 28, 2006, 05:00 AM // 05:00   #261
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In honor of the World Cup:

DIVE

Self-skill only. You drop to the ground and flop around for 5 seconds. One player on the opposing team is immediately removed from the battle.
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Old Jun 28, 2006, 05:04 AM // 05:04   #262
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Mesmer

Rebound
Energy- 10
Casting time- 2
Recharge time- 30
Attribute- Illusion

For 5...25 seconds, the next time you would be interrupted, the closest enemy loses 1 enchantment. If there is no enchantment on the enemy, the ememy is interrupted.
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Old Jun 28, 2006, 05:16 AM // 05:16   #263
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Quote:
Originally Posted by Z'HA'DUM
sorry for bringing this up again but that was very funny! but if we could put something like this in a fun-subforum, were we can make all kinds of silly things like this, we dont cut in on the seriously ment post. "chicken shiat", i nearly crapped my pants dude haha
i think there's somewhere thread called "create useless skill"
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Old Jun 28, 2006, 05:31 AM // 05:31   #264
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shadow armor(e) elite skill for 20 seconds gain 1..3 health regen and 5..25 armor 5 energy 20 second recharge attrb shadow arts might need to tweak the health regen/armor bonus

obsidian hammer(e) elite spell deal 10..110 earth dmg and knockdown target foe 10 energy 1 sec cast 8 recharge

Last edited by bunnys are ebil; Jun 28, 2006 at 06:10 AM // 06:10..
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Old Jun 28, 2006, 06:04 AM // 06:04   #265
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Spirit of Touching

Create a level 1...100 spirit. Whenever a creature uses a touch skill, that creature takes 999 damage and is knocked-down for 5 seconds. If they do not die, they are Err-7ed from the game.

: )

On a more serious note:

Mantra of Touch

For 15...45 seconds, all touches targeted at you cost one more energy and deal 15% less damage. Whenever you are touched, you gain one energy.
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Old Jun 28, 2006, 06:35 AM // 06:35   #266
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Quote:
Originally Posted by Storm Crow
Monk

Feathered Wings - Elite Enchantment Spell. Feathered Wings envelop target ally and last until 100 damage is taken. (Attrib.: Protection Prayers)
cost: 25 energy
cast time: 2 seconds
recharge time: 30 seconds
Isn't that kind of a weak, nerfed Life Sheath?

Only major difference is that Sheath lasts for 20 seconds, and Feathered Wings would last forever.. But you could cast 5 Life Sheaths for 25 energy, and cast 4 Sheaths during Wings' recharge

Anyways, prolly someone made something similar, but waah:

Emergency - Enchantment Spell
Divine Favor
5e - ½sec cast - 20sec recharge
For 1...8 seconds you move 50% faster. Emergency ends prematurely when you cast a spell that targets an ally. If Emergency times out, all your skills are disabled for 15...5 seconds.

Intended usage of Emergency would be in battlefield where the team is split up more or less, and the monk needs to get somewhere fast to heal the teammate. If you manage to toss out the heal before Emergency end, there is no penalties, but if the player doesn't heal/prot/whatever other player, you effectively blackout yourself. The duration might be little off, but I wouldn't see it as overpowered running skill when it disables all the skills, and is removable as well. Maybe add an additional energy loss as well for the penalty..

Last edited by Kaguya; Jun 28, 2006 at 06:43 AM // 06:43..
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Old Jun 28, 2006, 08:32 AM // 08:32   #267
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Not sure what profession, probably Mesmer.

Fourplay - Signet
0 energy, 4 second cast, 40 second recharge

When activated, for 4-14 seconds target foe is blinded, suffers -1 to -4 health degeneration, and moves 10% - 40% slower. When Fourplay ends, foe takes 10-40 damage.
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Old Jun 28, 2006, 02:51 PM // 14:51   #268
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Mesmer (inspiration)
Lyssa's Kiss:
Energy 5, Cast Time 1, Recharge 30
Target other ally gains 3...8 energy.

Elementalist (n/a)
Exhaustive Boon:
Energy 15, Cast Time 2, Recharge 45
If successfull, you no longer suffer from exhaustion. 50% failure chance with energy storage 5 or less.

Elementalist (energy storage)
Elemental Sacrifice:
Energy 5, Cast Time 1/2, Recharge 5
Loose all energy. Any energy lost is multiplied by 1.0...2.5 and converted into health.

Monk (smite) or Mesmer (domination)
Smite Healing [Elite]:
Energy 10, Cast Time 3, Recharge 60
For 5...10 seconds, whenever target foe would give health to an ally, that ally recieves the equivalent in damage instead.

Monk (divine favour)
Mental Block:
Energy 10, Cast Time 2, Recharge 20
For 10 seconds you cannot be the target of hex spells, but cast 50...20% slower.

Monk (healing)
Healing Ball:
Energy 10, Cast Time 1, Recharge 5
Heal target other ally and creatures adjacent to that ally for 30...150 points

Elemantalist (water magic)
Hail Storm:
Energy 15, Cast Time 2, Recharge 30
Create a Hail Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...24 water damage each second.

Elementalist (water magic)
Waterfall:
Energy 10, Cast Time 1, Recharge 20
All adjacent foes to 20...60 water damage and are knocked down

Last edited by Infinity^; Jun 29, 2006 at 01:13 PM // 13:13..
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Old Jun 28, 2006, 04:56 PM // 16:56   #269
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Quote:
Originally Posted by Infinity^
Monk (smite) or Mesmer (domination)
Smite Healing:
Energy 10, Cast Time 3, Recharge 60
For 5...11 seconds, whenever target foe would give health to an ally, that ally recieves the equivalent in damage instead.
You mean completely reverse all healing? In the space of 1 second a person can be healed for 500 health from multiple sources. Time this right and you've got an instant death spell. Imagine if you gave that skill to PvE monsters. That would royally screw you by messing up your monk henchie's AI. The more she "heals" you, the more she "heals" you.

I love your mesmer skill though. I recall there actually is a whole thread devoted to a straight energy giving mesmer spell, but that was a while ago and I can't figure out what to search for.

To everyone else, do we really need so many elites? Can't your imaginations stay within the borders of balanced normal skills?
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Old Jun 28, 2006, 06:00 PM // 18:00   #270
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Justification

Monk enchantment

Skill: Protection
-Upkeep 1 energy
-Casting cost 10 energy
-Casting time 1
-Recharge time 1

While you maintain this enchantment everytime your energy drops below 3 you gain 1-5 energy and you loose 4-20 life.
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Old Jun 28, 2006, 07:11 PM // 19:11   #271
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Manipulate Corpses

Necromancer Spell (Death Magic)

15 energy
1/2 cast time
10 recharge

Sacrifice 17% max health. All corpses in the area are exploited, and any wells or animated undead in the area end. (50% fail chance with death magic 5 or less)
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Old Jun 28, 2006, 07:52 PM // 19:52   #272
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Aura Of Pain {elite necromancer death magic enchantment}

For 90 seconds any foe entering youre agro circle instantly dies and turns into a sausage.
energy: 25 recharge: 60 cast time: 2

this shall own teh noobs
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Old Jun 28, 2006, 07:58 PM // 19:58   #273
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Boon Of Minions RT (spawnin magic)

for 10- 100 seconds whenever you create a minion it splits into 2 minions at lvl 18 (this spell causes exhaustion)


energy: 30 cast time: 5 secs recharge time:100 seconds
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Old Jun 28, 2006, 08:02 PM // 20:02   #274
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mantra of confusion (mesmer illusion)


for 20-40 seconds whenever you are target of spells the foe attacking you suffers from confusion* for 10-30 seconds.

*a new condition i made upmove 60% slower and fall down every 5 seconds





Axe Of the jackal (war axe mastery)


Adrenaline 10

cast time 2

if target was allready dazed that darget suffers from bleeding confusion and deep wound for 7-20 seconds.
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Old Jun 28, 2006, 08:07 PM // 20:07   #275
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animate bone monk

death magic for necro


animate a level 0-15 undead monk that will heal you and youre party aswell as youre undead (spell casues axhaustion)

energy 30 recharge 30 cast time 6
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Old Jun 28, 2006, 08:10 PM // 20:10   #276
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animate afflicted elementalist (necro death magic elite)

animate your own afflicted elementalist to fight by youre cause (colours may vary)
levels 0-15


energy 30 recharge 25 cast time 6
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Old Jun 28, 2006, 08:13 PM // 20:13   #277
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Quote:
Originally Posted by Rainman
mantra of confusion (mesmer illusion)


for 20-40 seconds whenever you are target of spells the foe attacking you suffers from confusion* for 10-30 seconds.

*a new condition i made upmove 60% slower and fall down every 5 seconds
So basically with earthbind or stonefist gloves, you can keep something entirely paralyzed for 30 seconds?
Oh wait, you would be able to, if only spells and attacks were the same thing.
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Old Jul 13, 2006, 04:52 PM // 16:52   #278
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Blizzard (elite)
Water Magic
20s Recharge
15e
3s cast time

Summon a Blizzard at target foes loacation. For 10 seconds, foes in Blizzard move 10-40% slower and take 40 damage per second.
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Old Jul 13, 2006, 05:40 PM // 17:40   #279
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Quote:
Originally Posted by Merry Madrigal
In honor of the World Cup:

DIVE

Self-skill only. You drop to the ground and flop around for 5 seconds. One player on the opposing team is immediately removed from the battle.
Ruthless Headbutt [elite skill]
10e, 0c, 20s
Opponent is knocked down and dazed for 3-10 seconds and takes 20-80 damage. (Strength)



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Old Jul 13, 2006, 05:46 PM // 17:46   #280
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(ELITE) Quanzong Aura
15 energy
casting time 2 seconds
recharge 25
You deal 10.. 40 holy damage to any nearby foes every second for 3..13 seconds, you move 25% faster for 3.. 13 seconds, you cannot be knockedown (100% failure if you have less than 10 smiting prayers) When spell ends you cannot cast any spell for 13.. 3 seconds.
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