Jul 30, 2010, 06:00 PM // 18:00
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#81
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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Quote:
Originally Posted by RedDog91
every single skill posted by every user is over powered...
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If so, then tell us why x skill is overpowered so that the person who created it (or someone else) can fix it.
Im also going to go ahead and state that the skills functions that i came up with earlier were for PvE use. I dont know, nor do i care, how the would affect PvP.
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Jul 30, 2010, 06:33 PM // 18:33
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#82
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Reminder
Just a reminder to stay on topic. If your not going to be even slightly serious about this thread, please do not post. I've already asked a moderator to skim over and edit any posts he/she deems unproductive to this thread.
If you think a skill(s) are imbalanced, your free to share your opinion, but i only ask that you please quote the skill and suggest how to more effectively balance it instead of saying how completely awful it is. Supportive criticism helps create more balanced and innovative ideas.
Submission from Raising the B A R:
-Double Hex Spell
Mesmer - To Be Assigned
"Lyssa's Wisdom" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Double Hex Spell: For 1...9...10 seconds, you and target foe are both hexed with Lyssa's Wisdom. While under this hex, both creatures cannot cast spells on one another but take double damage from each other's attacks. When this hex ends, both creatures gain 2...8...9 energy.
Attn: Ashley, i keep sending you the email but it keeps coming back. Please send another email with your submissions. TY
Last edited by Mia Clemons; Jul 30, 2010 at 07:01 PM // 19:01..
Reason: Added submitted skills from email
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Jul 30, 2010, 06:49 PM // 18:49
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#83
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Quote:
Originally Posted by Mia Clemons
If you think a skill(s) are imbalanced, your free to share your opinion, but i only ask that you please quote the skill and suggest how to more effectively balance it instead of saying how completely awful it is. Supportive criticism helps create more balanced and innovative ideas.
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Don't create a thread offering the illusion of free discussion only to force people to follow one method of input.
By knowing it's flaws you can now think of solutions with greater accuracy. Look at the necromancer skills, there are better elites for both minion masters and condition/pressure necromancers.
I'm sure you can suggest some improvements of your own. That was the goal of your thread, no?
Last edited by ZenRgy; Jul 30, 2010 at 06:51 PM // 18:51..
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Jul 30, 2010, 07:39 PM // 19:39
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#84
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by ZenRgy
Don't create a thread offering the illusion of free discussion only to force people to follow one method of input.
By knowing it's flaws you can now think of solutions with greater accuracy. Look at the necromancer skills, there are better elites for both minion masters and condition/pressure necromancers.
I'm sure you can suggest some improvements of your own. That was the goal of your thread, no?
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Agreed, this weekend i'll be going back and re-working a lot of my posted skills and hopefully asking others that have submitted through email to edit theirs. Thanks for the input.
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Jul 30, 2010, 11:40 PM // 23:40
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#85
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Lion's Arch Merchant
Join Date: Mar 2008
Guild: [DVDF]
Profession: P/
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Hmm i just think Anet should add some skills that never made it into the game Some of which could be elite. that would make a fresh change =)
I think some of the skill descriptions look nice as they are.
http://wiki.guildwars.com/wiki/List_of_removed_skills
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Jul 31, 2010, 04:55 PM // 16:55
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#86
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Frost Gate Guardian
Join Date: Jul 2009
Profession: R/
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Fine... srsnss from me now :P
Anthem of Havoc - Elite Paragon Skill - Leadership
Chant
15 energy
2 second cast
20 second recharge
Elite Chant. All allies within earshot deal +10...30...40 damage on their next attack and have a 40...50...60% to land a critical hit.
Commander's Shielding - (Elite?) Paragon Skill - Leadership
Stance
6 adrenaline
15 second recharge
Stance. For 3...7...8 seconds you gain +5...9...10 armor for each party member within earshot (maximum +60). No effect if there are less than 2 party members within earshot.
Flurry of Spears - Elite Paragon Skill - Spear Mastery
6 adrenaline
4 second recharge
Elite Spear Attack. Throw up to 2...3...3 spears at target and adjacent foes. These spears do 40...30...20% less damage.
^ dunno how that one would work out though, it's just a paragon barrage/triple shot.
Fingers of the Vampire (or uncut fingernails, whichever) - Necromancer Skill - Blood Magic
Enchantment Spell
10 energy
1 second cast
30 second recharge
Enchantment Spell. For 45 seconds, whenever you use a touch skill on a foe, that foe and all adjacent foes begin bleeding for 10...17...20 seconds and you steal 3...7...8 health from each foe affected.
Last edited by Caw521; Jul 31, 2010 at 05:00 PM // 17:00..
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Jul 31, 2010, 07:17 PM // 19:17
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#87
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Krytan Explorer
Join Date: Sep 2006
Profession: Mo/
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Necro
Death Magic
Homunculus Signet 15e 2s/c 30s/r
Signet. For 10 seconds the next time a enchantment is removed from you a masterless lvl 1...12 undead replica of you will spawn. If you get enchanted before this signet runs out the undead will bound to you. There can only be one undead replica at a time.
Undead mini me
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Jul 31, 2010, 10:12 PM // 22:12
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#88
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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"Animate Ally"
Death Magic Elite
15e 3s/c 30 recharge
Spell. You reanimate target fallen ally with all of their skills and 300 health. Spell ends if target ally is resurrected.
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Aug 01, 2010, 11:29 AM // 11:29
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#89
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Wilds Pathfinder
Join Date: Jun 2008
Location: Look up.
Guild: Kurzick Conflagration Unit [KCU].
Profession: W/
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Quote:
Originally Posted by jazilla
"Animate Ally"
Death Magic Elite
15e 3s/c 30 recharge
Spell. You reanimate target fallen ally with all of their skills and 300 health. Spell ends if target ally is resurrected.
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Wait, why would you rather use this instead of an actual res?
However if it was 1 sec cast it might have some use
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Aug 01, 2010, 02:45 PM // 14:45
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#90
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by To Chicken To Die
Necro
Death Magic
Homunculus Signet 15e2s/c 30s/r
Signet. For 10 seconds the next time a enchantment is removed from you a masterless lvl 1...12 undead replica of you will spawn. If you get enchanted before this signet runs out the undead will bound to you. There can only be one undead replica at a time.
Undead mini me
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Why does a signet have an energy cost?
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Aug 02, 2010, 03:39 AM // 03:39
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#91
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Wilds Pathfinder
Join Date: Dec 2006
Profession: E/Me
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http://www.guildwarsguru.com/forum/c...ighlight=dance
i think thats the thread
ELEMENTALIST-Energy Storage
"The Elemental State"
Energy: 100e
Casting time: 2 sec
Recharge: 120 seconds
Elite Spell: 100 energy, 120 recharge, 2 sec cast- For 1..15 seconds, you enter the elemental state, you move 25% faster and all elemental spells you cast cost no energy and have 50% less recharge time, all elemental spells cast 50% faster ,you can not lose energy or regain energy while in this state. All elemental spells do 50% more damage. When this enchantment ends, you lose your remaining energy and half of your energy bar is filled with exhaustion and you lose half of your remaining health. You may not cast any other enchantments while under this one, all current enchantments are removed and you cannot be the target of any enchantments under this enchantment.
Overpowered? The after effects are harsh
ELEMENTALIST-Fire Magic
"Circle of Fire"
Energy: 25e
Casting time: 2 second
Recharge: 15 seconds
Elite Spell:-Surround target foe and all near target foe with a circle of fire surrounding target foes adjacent area around foe for 5...10 seconds. If target foe attempts to leave the area through the fire, target will take 40...150 damage and burn for 1..10 seconds. Fire damage
Thought it would be unique
ELEMENTALIST-Water Magic
"Water Rider"
Energy: 25e
Casting time: 1 second
Recharge: 10 seconds
Elite Spell:Summon water and ride on it for 10 seconds.(You control it yourself), as you move the water will turn to ice. After this stance is over, the ice will shoot out in spikes in deal 10..100 damage to all foes near the ice. You move 25% faster during this.
Last edited by Lawliet Kira; Aug 02, 2010 at 03:50 AM // 03:50..
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Aug 02, 2010, 10:10 PM // 22:10
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#92
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Krytan Explorer
Join Date: Jan 2007
Profession: W/
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Assassin - Critical Strikes
Critical Blossom(Elite)
Energy Cost: 10
Recharge: 12 second(s)
Skill Description: Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Critical Blossom strikes for +20...40...45 damage. You keep hitting with this skill until you no longer land a critical hit.
Notes: Animation: Death Blossom over and over. Maybe add a chance to critical x% or something. Recharge time/damage taken/energy cost can be adjusted to whatever so its balanced.
Last edited by Spike Stritter; Aug 02, 2010 at 10:19 PM // 22:19..
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Aug 02, 2010, 11:19 PM // 23:19
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#93
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Lion's Arch Merchant
Join Date: Mar 2008
Guild: [DVDF]
Profession: P/
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Elementalist - Earth Magic
"There is no escape" (Non-Elite)
Hex spell
Energy Cost: 10
Casting Time 1 second
Recharge: 15 seconds
Target foe and all ajacent foes take 5..70 Earth damage and knocked down, when foes stand up they become hexed with There is No escape for 2 - 15 seconds Target foe's cannot flee.
Think of the farming posibilities ! It would be like a un nerfed old school ele farmer !
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Aug 03, 2010, 06:13 AM // 06:13
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#94
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Frost Gate Guardian
Join Date: Jul 2009
Profession: R/
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Quote:
Target foe's cannot flee.
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Maybe something like, "Target foes move 90% slower"? And it should be an elite if it had those effects
Electrocute - Elite Elementalist Skill - Air Magic
Elite Spell
15 energy
1 second cast
20 second recharge
Elite Spell. Target and adjacent foes take 40...85...100 lightning damage. If target foe is hexed with water magic, that foe is knocked down, target and adjacent foes take an additional 15...30...40 lightning damage, and are dazed for 1...3...3 seconds. You are exhausted.
Hailstorm - Elite Elementalist Skill - Water Magic
Elite Spell
15 energy
3 second cast
45 second recharge
Elite Spell. Invoke a hailstorm at target and nearby foe's location. Every second for 10 seconds, the hailstorm deals 12...45...60 cold damage, and any foe activating a spell is knocked down. You are exhausted.
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Aug 03, 2010, 05:25 PM // 17:25
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#95
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Hailstorm is pretty OP but if you made it like every 2 seconds i think it would be pretty viable as an elite.
Big Elementalist submission from Ashley:
Elementalist - Air Magic
"Tempest" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: Create a Tempest at target foe and nearby foe's location that lasts for 10 seconds. Foes caught in this spell are unaffected by shouts and chants and take 5...35...40 lightning damage each second. This spell causes Exhaustion.
Elementalist - Air Magic
"Shine Plasma" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Spell: Target foe and all adjacent foes take 5...50...58 lightning damage. After 3 seconds, foes near target foe's initial location take 10...80...85 lightning damage and are blinded for 3...6...7 seconds. This spell has 25% armor penetration.
Elementalist - Air Magic
"Typhoon" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 30 seconds
After-cast delay: 3/4 second
Elite Spell: For 3 seconds, all foes in the area of your original location take 5...35...40 cold damage and 8...42...50 lightning damage each second. This spell causes Exhaustion.
Elementalist - Fire Magic
"Pyroclasm" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Spell: Create a Pyroclasm at target foe and nearby foe's location for 1...2...2 seconds. Every second, foes in range take 7...95...115 fire damage each second and begin burning for 1...4...5 seconds. This spell causes Exhaustion.
Elementalist - Fire Magic
"Heat Wave" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 5 seconds
Elite Spell: Projectile: deals 20...56...65 fire damage to target foe and adjacent foes. Affected foes are burning for 2...6...7 seconds. Foes already on fire take an additional 20...65...75 fire damage.
Elementalist - Water Magic
"Drench" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Hex Spell: Target foe and nearby foes take 10...39...45 cold damage. For 5...9...11 seconds, affected foes take 50% less damage from fire damage and 50%...90...100% more damage from lightning damage.
Elementalist - Earth Magic
"Gravity Pull" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Hex Spell: For 6...13...15 seconds, target foe and adjacent foes are immune to earth and lightning damage but are knocked down whenever they take earth damage. This spell causes Exhaustion.
Ranger - Wilderness Survival
"Endurance" (Elite)
Energy: 15
Casting Time: 5 seconds
Recharge: 45 seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (15...30...45 lifespan). All allies within this spirits range take 5%...20%...25% less elemental damage. All elemental damage this spirit takes is reduced by 50%.
Necromancer - Curses
"Conjure Plague" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Hex Spell: Target foe is hexed with Conjure Plague for 20...10...8 seconds and has -0...2...2 health degeneration. If this hex lasts its full duration, target foe and adjacent foes suffer from Bleeding, Poison, Disease, Weakness, Blindness, and Daze for 10 seconds.
This next one probably needs to be rebalanced a little so feel free to edit the numbers.
Monk - Smiting Prayers
"Holy Retribution" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Enchantment Spell: For 5...14...17 seconds, target other ally takes 5%...35%...41% less damage from undead creatures. Every time that ally takes damage from an undead creature, that creature takes 3...12...15 holy damage. Your skills are disabled for 8 seconds.
Keep the ideas coming
Wow, had a lot of email submissions yesterday. Sorry i didnt get on last night to post
Submission from B A R B A B Y:
Mesmer - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 2...6...7 seconds, target foe's next 1...2...2 skills fail and cause Exhaustion. When this hex ends, foe suffers from Weakness for 10 seconds.
I LOVE this next submission! Thank you Aubrey!
Submission from Aubrey:
Warrior - Strength
"Gladiator's Strength" (Elite)
Energy: 5
Recharge: 15 seconds
Elite Skill: For 1...5...6 seconds, you ignore the effects of Cripple, Blindness, Bleeding, and Deep Wound. Your attacks cannot be blocked and you cannot block attacks. (NOTE)
NOTE: This does NOT remove the conditions, only ignore's their effects for the duration of this skill. (i.e. No degen from bleeding, no slowing from cripple, etc) Once this skill is over, the effects resume. Also, the duration of the conditions is not stopped either.
Submission from Little Dude:
Warrior - Tactics or Strength
"Test of Might" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 15 seconds
Elite Double Hex Spell: Half-range spell: You and target foe are both hexed with Test of Might. For 1...8...9 seconds, you and target foe gain +20 base armor and cannot block each other's attacks. If either creature casts a spell, that creature takes 20...70...81 damage and this hex ends early. (NOTE)
NOTE: +20 Base armor is making it so both creature's have Warrior level armor. Hence, if a warrior uses this skill, both of them would have the same armor rating (not including other skills/conditions that alter that)
My submission:
Monk - Protection Prayers
"Graceful Wish" (Elite)
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 4 seconds, target other ally has a 25% chance to block melee attacks and is healed for 5...30...37 health whenever hit by a melee attack. If this enchantment ends early, that ally is healed for 10...60...72 health. Your protection prayers are disabled for 2 seconds.
Elementalist - Air Magic
"Sparkling Armor" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 20 seconds
Elite Enchantment Spell: Lose all enchantments. For 2...8...9 seconds, whenever you are hit by a melee attack, your attacker is blinded for 0...6...8 seconds and takes 5...20...25 lightning damage.
Not sure if this next one needs to be balanced. If it does, then just increase the recharge, etc
Ranger - Marksmanship
"Sniper Shot" (Elite)
Energy: 10
Attack Time: 3 seconds
Arrow Speed: 3x Faster then normal
Recharge: 8 seconds
Elite Bow Attack: If this attack hits, target foe takes +10...38...42 damage and is knocked-down. This attack cannot be blocked and cannot be used on foes within nearby range. This attack has 25% armor penetration.
Last edited by Shayne Hawke; Oct 30, 2010 at 02:41 PM // 14:41..
Reason: Please do not double-post.
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Aug 04, 2010, 05:53 PM // 17:53
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#96
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by Mia Clemons
Ranger - Wilderness Survival
"Endurance" (Elite)
Energy: 15
Casting Time: 5 seconds
Recharge: 45 seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (15...30...45 lifespan). All allies within this spirits range take 5%...20%...25% less elemental damage. All elemental damage this spirit takes is reduced by 50%.
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Not to troll, and I understand that these will never be implemented, but by definition a Nature Ritual effects all creatures in range, friend and foe, so this skill must either become a Binding Ritual in the Ritualist line, or effect foes as well
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Aug 04, 2010, 06:48 PM // 18:48
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#97
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Frost Gate Guardian
Join Date: Jul 2009
Profession: R/
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Quote:
Originally Posted by Mia Clemons
Mesmer - Domination Magic
"Fatigue" (Elite)
Energy: 10
Casting Time: 3 seconds
Recharge: 30 seconds
Elite Hex Spell: For 2...6...7 seconds, target foe's next 1...2...2 skills cause Exhaustion. When this hex ends, target foe gains 8...3...2 energy.
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Well, Arcane Languor makes this inferior, but it's in FC, so I guess other professions could use this to some effect, but I doubt they'd wanna carry around a 3 second casting time elite around with that kind of end effect. :P
Repulsive Aura - Elite Necromancer skill - Death Magic
Enchantment spell
10 energy
1 second cast
30 second recharge
Elite Enchantment Spell. Every second for 8 seconds, all nearby foes take 5...17...20 damage and are poisoned and weakened for 4...8...9 seconds. End Effect: all nearby foes take 5...17...20 damage and suffer from bleeding for 7...11...12 seconds and you are poisoned for 10 seconds.
Snakebite Shot - Elite Ranger Skill - Wilderness Survival (I hate the npc Snakebite, but he looks cool ^^)
Elite Bow Attack
15 energy
25 second recharge
Elite Bow Attack. Deals +10...34...42 damage. Inflicts Bleeding and Crippled condition for 5...10...12 seconds. Inflicts Deep Wound for 5...10...12 seconds if target foe is below 50% health. No conditions applied if you are hexed or enchanted.
Last edited by Caw521; Aug 04, 2010 at 06:53 PM // 18:53..
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Aug 05, 2010, 09:36 AM // 09:36
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#98
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Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
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Assassins Speed: Critical Strike
Elite Attack
15 Energy
1/2 second cast
10 second recharge
Must Follow a Offhand Attack. You strike at target foe 3 times. If first strike is successful hits for +9..13..17 damage. If Second Strike i successful you deal +17..25..34 damage. If the third strike is successful you deal +34..41..48 damage and inflict a deep wound...you are exhausted.
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Aug 05, 2010, 06:43 PM // 18:43
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#99
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by WarcryOfTruth
Not to troll, and I understand that these will never be implemented, but by definition a Nature Ritual effects all creatures in range, friend and foe, so this skill must either become a Binding Ritual in the Ritualist line, or effect foes as well
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Lol, no problem, i overlooked that part. Thanks for the correction. I'll re-edit it later.
Quote:
Originally Posted by Caw521
Well, Arcane Languor makes this inferior, but it's in FC, so I guess other professions could use this to some effect, but I doubt they'd wanna carry around a 3 second casting time elite around with that kind of end effect. :P
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It is inferior, thanks. I'll re-work it to make it more elite worthy.
Submission from Akido:
He asks that viewers balance this skill as needed.
Assassin - Shadow Arts
"Aura of Darkness" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 60 seconds
Elite Enchantment Spell: For 25 seconds, you take 6%...26%...30% less damage from foes in nearby range. Whenever you are struck by a melee attack skill, your attacker takes 5...26...32 shadow damage. This enchantment ends early if you use a non-Assassin skill or hit with an attack skill.
Submission from Diabolical:
Ranger - Beast Mastery
"Trust One Another" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 30 seconds
Elite Skill: For 10 seconds, You and your pet attack 15% faster. After 10 seconds, you and your pet are healed for 40...120...140 health and each lose 0...3...4 conditions and hexes. (NOTE)
NOTE: Lose 1 condition then 1 hex, etc. Functionality resembles Peace and Harmony
My submission:
Dervish - Mysticism
"Mystic Aura" (Elite)
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Enchantment Spell: For 1...7...9 seconds, you have a 50% chance to block attacks while attacking in melee and a random nearby foe takes 5...32...38 damage every time you hit with a scythe attack.
Mesmer - Illusion Magic
"Mark of Insanity" (Elite)
Energy: 5
Casting Time: 1/4 second
Recharge: 20 seconds
Elite Hex Spell: Target touched foe and up to 2 adjacent foes are hexed with Mark of Insanity. For 2...14...16 seconds, affected foes have a 25% chance to fail with their skills. Every time one of their skills fail in this way, all adjacent foes take 15...75...85 damage.
Paragon - Leadership
"Victory Chant" (Elite)
Adrenaline Cost: 8 strikes
Casting Time: 1 second
Recharge: 20 seconds
Elite Chant: For 10 seconds, party members in earshot deal 25% more damage to foes below 15%...45%...50% health. Initial effect: You lose all adrenaline.
Necromancer - Blood Magic
"Vampiric Aura" (Elite)
Blood Cost: -33% health
Energy: 10
Casting Time: 2 seconds
Recharge: 20 seconds
Elite Enchantment Spell: Each second for 3 seconds, party members within earshot steal up to 8...22...28 health from up to 3 adjacent foes. Ends early if that ally is above 80%...93%...99% health. Your skills are disabled for 5 seconds.
As always, keep the ideas coming
Sorry to Jedi Ninja for not posting yours! Email marked you as spam
Submissions from Jedi Ninja:
Elementalist - Water Magic
"Tidal Wave" (Elite)
Energy: 15
Casting Time: 2 seconds
Recharge: 45 seconds
Elite Spell: Target foe and all foes in the area of target foe are struck for 15...80...89 cold damage and are knocked down for 2 seconds. This spell causes Exhaustion.
Mesmer - To be Assigned
"Drunken Stupor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 4...15...18 seconds, target foe takes 5...26...30 damage and is knocked down every 4 seconds. Your non-Mesmer spells are disabled for 10 seconds.
Necromancer - Death Magic
"Animate Dying Solider" (Elite)
Energy: 5
Casting Time: 3 seconds
Recharge: 15 seconds
Elite Spell: Exploits a fresh corpse. Animate a level 1...14...17 Dying Soldier. If this minion dies as a result of a foe's attack or spell, that foe and all adjacent foes take 20...80...95 damage.
Keep em coming
Last edited by Shayne Hawke; Oct 30, 2010 at 02:42 PM // 14:42..
Reason: Please do not double-post.
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Aug 06, 2010, 05:05 PM // 17:05
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#100
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Quote:
Originally Posted by Mia Clemons
Mesmer - To be Assigned
"Drunken Stupor" (Elite)
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Hex Spell: For 4...15...18 seconds, target foe takes 5...26...30 damage and is knocked down every 4 seconds. Your non-Mesmer spells are disabled for 10 seconds.
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This is fitting in Illusion it seems, and Mia, I have a few more ideas, I'll post them soon
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