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Old Jul 14, 2006, 04:04 AM // 04:04   #301
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Elementalist:
Burn-Out
Casting Time: 3 Energy: 10 Recharge time: 10
Your next fire magic skill does double damage, but after that no fire magic can be used until this skill is recharged.
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Old Jul 14, 2006, 01:53 PM // 13:53   #302
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yeah sry unholy guardian, i thought you meant that we could have two of the same skill on at the same time , yeah the skill is overpowered, should be 2-5 energy regen, not 8 and it shouldn't last more then 10-12 sec max
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Old Jul 14, 2006, 01:56 PM // 13:56   #303
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This skill should be placed in the Droknar's Forge run...
Police Ticket
Energy: 5
Recharge: 45
Make this an Enchantment...
For 20 seconds target foe moves 50% slower.
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Old Jul 14, 2006, 02:09 PM // 14:09   #304
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Rock fall [elite]
energy: 15
recharge: 30
Set a trap what triggers automaticly after 90 seconds.
all adjc. foes to this traps take 80 blunt damage are dazed for 10 seconds and knocked down. all nearby foes take 40 piercing dmg and are blinded for 5 secs
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Old Jul 14, 2006, 02:29 PM // 14:29   #305
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Zidane Headbutt [ELITE]
(Strength) You deal 35 damage, and your target is crippled for 3..12 and you deal extra 35 damage if your target is not moving and you knockdown your target for 1..4 seconds if he is not moving.
costs 6 adrenaline but you loose all adrenaline when using this attack.
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Old Jul 14, 2006, 02:41 PM // 14:41   #306
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Wield Fire
Elementalist - Fire Magic
Skill
Energy 5
Cast time 1/4 sec.
Reuse 15

If target touched foe is burning they are set on fire for 3...8 seconds.

Basically if you use it on an enemy that's already burning, you just prolong the burning. Notice that this is a skill, not a spell.

Energy Pour
Mesmer - Domination
Hex
Energy 15
Cast time 1 sec.
Reuse 20

Target foe suffers -8 energy degeneration for 1...5 seconds.

Reverse BiP, in a sense. Take that, bonder!
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Old Jul 14, 2006, 02:44 PM // 14:44   #307
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HAHA. Zomg. Zidane's Heabutt, Truly you are the king of comedy.

Truly....


No lies.

My skill:

Mantra Of Retribution/Retaliation: Energy: 10 Recharge: 20
Stance. For (35...78) seconds, the next time you would be interrupted, you are not interrupted, and all adjacent foes take (15...55) Chaos Damage. (Attib: Domination Magic)
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Old Jul 14, 2006, 02:48 PM // 14:48   #308
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Quote:
Originally Posted by unholy guardian

Armor of Undead-(10 energy 3 cast time 30 second recharge)- Enchantment spell. Exploit the nearest corpse to gain you undead armor which boosts you armor level by 10-25 for 4-17 seconds.

i think that's at least pretty balanced, but it seems someone thought of a bone sheild, hmm o well lol maybe you could have um both :P.
I like these ideas, both the armor and the sheild Ideas, but what about instead of a duration, they had the degen of minions. so you would have to heal your armor and sheild or it would go away.
I dont know, just an idea.

Here is one of mine.
Bonespur (necromancer skill in the blood attribute line)
Sacrifice 10% health to cause bone spurs to sprout from your body for 3-15 seconds. Any melee attackers who strike you are stricken with -1 health degen for each successful hit. When Bonespur ends you gain 30-70 health.
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Old Jul 14, 2006, 02:56 PM // 14:56   #309
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Mind Crush (Elite Earth Magic Spell)
C-1 E-10 R-20
Target foe is knocked down and suffers 10-40 Earth Damage. If you have more energy than target foe, that foe is knocked down for an additional 4 seconds. This spell causes exhuastion.

Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20
For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds.

Trick Shot (Elite Bow attack, Marksmanship)
C-1/2 E-15 R-10
Shoot an arrow which cannot miss, cannot be obstructed, and cannot be blocked or evaded. Trick shot strikes for 3-11 damage only and interupts target foes skill. Interupted skill is disabled for 20 seconds.

Counter Throw (Skill, Deadly Arts)
C-1 E-5 R-15
If target touched foe is attacking, they are knocked down and suffer 20-60 earth damage.

Samurai Slash (Attack Skill, Swordsmanship)
C-1/2 E-5 R-10
This attack cannot be evaded. If it is blocked all attack skills are disabled for 8 seconds. If Samuria Slash hits it deals 3-15 damage, and you gain 1-4 adrenaline.
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Old Jul 14, 2006, 03:53 PM // 15:53   #310
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Necromancer:
Armor of Chains:enchantement, energy:10, cast:2, recharge:45.
For 11-24 sec you have armor of chains on you, armor of chains give you +30 armor against physical attack and + 20 armor against elemental attacks, while you have this enchantement on you move 20% slower
Curses

Mesmer:
Illusion of Fear: hex, energy:10, cast:1, recharge:10.
Target foe attacks 80% slower for the next 8-18 sec
Illusion Magic

Monk:
Spear of Health: spell, energy:10, cast:1, recharge:5.
Shoot a spear of health in front of you to target ally, the spear of health will go from you to target ally and everyone between you and that target ally in a line, including yourself and target will be healed for 40-120 health.
Healing Prayers

Monk:
Aura of Power enchantement, energy:10, cast:1, recharge:30.
Create an aura of power around you (same ranger as heal area), for 6-17 sec every ally inside that aura will gain 6-14 damage reduction and will deal 6-14 more damage from attacks.
Protective Prayers.
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Old Jul 14, 2006, 04:01 PM // 16:01   #311
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Quote:
Originally Posted by Peewee
Quick Fingers (Stance, Expertise)
C-N/A E-5 R-20
For 2-8 seconds your bow attacks fire 50% faster. When Quick Fingers ends you suffer from weakness for 21-14 seconds.
uuum a bit weak, the stance should last for a bit longer time like 5-16 sec, coz thats a long weakness, the other skills are nice..
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Old Jul 14, 2006, 04:15 PM // 16:15   #312
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Quote:
Originally Posted by bulletsmile
uuum a bit weak, the stance should last for a bit longer time like 5-16 sec, coz thats a long weakness, the other skills are nice..
At 50% increased attack speed, that isn't weak. That is one hell of a spike. And the downside is a condition that you can remove in various ways. Heck, if you're part necro, you can even transfer it to the nearest enemy warrior.
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Old Jul 14, 2006, 04:29 PM // 16:29   #313
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It's not like you're running away with 12 pips though. See the description I put in: it slows you down by 66%. So it's rather an out of combat skill or if you have ppl tanking you. otherwise they will chop you down real quick.
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Old Jul 14, 2006, 04:43 PM // 16:43   #314
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Quote:
Originally Posted by prism2525
It's not like you're running away with 12 pips though. See the description I put in: it slows you down by 66%. So it's rather an out of combat skill or if you have ppl tanking you. otherwise they will chop you down real quick.
That would go great with an earth ele tank build. But that would pretty much make warriors obsolete.
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Old Jul 14, 2006, 06:39 PM // 18:39   #315
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Elite : Ecstacy (Mesmer)
All target foe's spell casts 2 times faster but requires 4 more energy. This hex lasts for 10-25 seconds.

Steal Enchantment (Mesmer)
Steal target foe's enchantment with exact benefits. If it is an enchantment that takes up energy regenration, it would last until the enchantment caster stops the enchantment.

Invert Health ( Ritualist ) recharge :20 sec
Heal yourself the amount of health you have left.

Last edited by Underman; Jul 14, 2006 at 07:13 PM // 19:13..
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Old Jul 14, 2006, 07:06 PM // 19:06   #316
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Quote:
Originally Posted by Underman
Invert Health ( Ritualist )
Heal yourself the amount of health you have left.
I like the idea, but it would have to take either a good bit of energy or have a heck of a recast time, because with even a sixteenth of your max health you just have to use it four times to be back to full.
Edit: and at half health you would just have to use it once, and if you have a high max. health...

Last edited by ZonerZ; Jul 14, 2006 at 07:08 PM // 19:08..
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Old Jul 14, 2006, 07:18 PM // 19:18   #317
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Necromancer:
Bone Coil
Casting time: 5 Energy: 10 Recast time: 10
A chosen foe attacked by an undead minion of the caster may only fight undead for 8-12 seconds.
Raised Curses increases duration by 1 second.
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Old Jul 14, 2006, 07:47 PM // 19:47   #318
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ranger

atribute: expertise
name: trapping kit
type: preparation
cost: 5 energy
cast: 2 secs
rec: 20 secs
desc: the lenght of condititions done by your next 1...4 traps is increased by 10...25%
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Old Jul 14, 2006, 07:51 PM // 19:51   #319
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Glyph of sacficial awaking
enegry 0
recharge 20
cast 1
The next skill you use has +2 attp but takes 16 seconds to recharge
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Old Jul 14, 2006, 08:16 PM // 20:16   #320
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Quote:
Originally Posted by bulletsmile
yeah sry unholy guardian, i thought you meant that we could have two of the same skill on at the same time , yeah the skill is overpowered, should be 2-5 energy regen, not 8 and it shouldn't last more then 10-12 sec max

np
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