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Old Dec 04, 2010, 02:55 PM // 14:55   #201
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Monk - Protection
The Calm Before The Storm (Elite)
Energy Cost: 15
Casting Time: 1
Recharge: 60 seconds
Skill Description: For 2...5...10 seconds all creatures within earshot cannot move, attack or use any skills and for the duration of this skill they are unaffected by all damage, hexes, enchantments and conditions.
Notes: The timer of each hex/enchantment/condition on a creature during the skill is paused and continues its duration at the end of the skill.
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Old Dec 04, 2010, 04:03 PM // 16:03   #202
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In God We Trust! Monk - Divine Favor
Energy Cost: 10
Casting Time: 1/4
Recharge: 45seconds

Skill Description: Elite Enchantment Spell (4.....6 seconds). Target ally is immune to conditions and hexes and gains 1....3 energy every second this enchantment is active.
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Old Dec 05, 2010, 05:49 AM // 05:49   #203
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Originally Posted by Ulfur Dreksbane View Post
Monk - Protection
The Calm Before The Storm (Elite)
Energy Cost: 15
Casting Time: 1
Recharge: 60 seconds
Skill Description: For 2...5...10 seconds all creatures within earshot cannot move, attack or use any skills and for the duration of this skill they are unaffected by all damage, hexes, enchantments and conditions.
Notes: The timer of each hex/enchantment/condition on a creature during the skill is paused and continues its duration at the end of the skill.
so let me get this straight....

1) All creatures within earshot cant move (0_o)
2) They cannot attack....or use skills...lol
3) They cant take damage and are cured of all hexes and conditions
4) No clear explanation with notes

I always encourage supportive criticism but i cannot find humor or seriousness in this suggestion. If this was an honest attempt at submitting an idea i recommend you review past submissions and modify it. I.e. "cannot move" is not implemented in Guild Wars, instead, make move 90% slower.
However, this skill is so far from implementation that i suggest you come up with other ideas. If you are uncertain, please message me your skill first so i can help you make it more realistic.


Now, time for some email submissions i've neglected over the last week.



Protector's Wish - Monk - Protection Prayers
Energy: 10
Casting Time: 3/4 second
Recharge: 20 seconds
Elite Enchantment Spell: For 5 seconds, target other ally takes 10%...46%...52% less damage from spells and has a 50% chance to block attacks.
Submitted by: | Everlasting Monk |


Stage Fright - Mesmer - Illusion Magic
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Hex Spell: If target foe is not attacking or using a spell, for 3...13...15 seconds, target foe and all nearby foes use skills 100% slower and suffer from -3 health degeneration.
Submitted by: The True Ele


Blaze - Elementalist - Fire Magic
Energy: 5
Casting Time: 1 second
Recharge: 5 seconds
Elite Spell: (Projectile) A fiery blaze quickly flies towards target foe. If it hits, target foe is burning for 1...4...5 seconds. If target foe was already burning, target foe takes 20...56...65 fire damage and this skill recharges 50% faster.
Submitted by: The True Ele


Envy - Ritualist - Spawning Power
Energy: 10
Casting Time: 3/4 second
Recharge: 30 seconds
Elite Binding Ritual: Create a level 1...10...12 Spirit of Envy. This spirit attacks 25% faster when near another summoned creature. This spirit deals 5...25...30 damage and can only target hostile summoned creatures. This spirit dies after 30 seconds.
Submitted by: I Haz Spirits


Thanks for the submissions!
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Old Dec 05, 2010, 06:37 AM // 06:37   #204
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Panic Attack - Mesmer - Illusion Magic

10 energy
2 second cast
15 second recharge

Elite Hex Spell. For 3...7...8 seconds, target foe suffers -1...4...5 health degeneration and attacks 33% faster, but has a 75% to miss and deals -5...22...25 damage with attacks.

Unsuspecting Agony - Mesmer - Illusion Magic

5 energy
1 second cast
6 second recharge

Elite Hex Spell. For 3 seconds, target foe suffers -1...3...3 health degeneration. End Effect: target foe takes 10...82...100 damage and suffers from a deep wound for 5...6...7 seconds. Fails if Fast Casting <8 or if target foe uses a skill.

Sunburn - Elementalist - Fire Magic

5 energy
1 second cast
8 second recharge

Elite Hex Spell. For 5...17...20 seconds, whenever you use fire magic on target foe, that foe takes 10...42...50 fire damage, begins burning for 1...3...4 seconds, and bleeds for 5...11...12 seconds. Hex ends if you use water magic on that foe.

Some random fitting name - Monk - Smiting Prayers

5 energy
1 second cast
10 second recharge

Elite Hex Spell. Also hexes foes nearby your target. For 10...22...25 seconds, whenever a hexed foe is healed, your party members are also healed for 15...51...60 and lose one condition.

Last edited by Caw521; Dec 05, 2010 at 06:45 AM // 06:45..
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Old Dec 05, 2010, 01:59 PM // 13:59   #205
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Future Promise! Monk - Divine favor
Energy Cost: 5
Casting Time: 1/4
Recharge Time: 5

Skill Description: Elite Enchantment spell. For 2 seconds, target ally is enchanted with Future Promise, when this enchantment ends, Target other ally is healed for 30,..102,..120 health and removes 1 hex and 1 condition.
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Old Dec 05, 2010, 02:53 PM // 14:53   #206
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Originally Posted by Caw521 View Post
Some random fitting name - Monk - Smiting Prayers

5 energy
1 second cast
10 second recharge

Elite Hex Spell. Also hexes foes nearby your target. For 10...22...25 seconds, whenever a hexed foe is healed, your party members are also healed for 15...51...60 and lose one condition.
I think you could probably exploit this with Karei's Healing Circle, Heal Area, and Healing Ring. It'd be interesting, though.

Edit: also, would be fun to combine with Illusion of Pain and Drain/Shatter Delusions.

Last edited by fr.aodhan; Dec 05, 2010 at 04:05 PM // 16:05..
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Old Dec 06, 2010, 08:02 AM // 08:02   #207
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Avatar of Kormir! Dervish - Mysticism
Energy: 15
Casting Time: 2
Recharge Time: 30

Skill Decription: Elite Form. (10,..74,..90) You Attack 33% faster. All your Attributes are boosted by +2 while under the effects of this Form. This skill is disabled for 120
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Old Dec 06, 2010, 11:41 PM // 23:41   #208
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Riot - Paragon - Leadership
15 energy
20 second recharge

Elite Shout. for 10...15...17 seconds, allies in earshot move and attack 33% faster and deal +10...25...30 damage with attacks. Ends on an ally if they are blocked. Ends on all allies if an ally dies.

Ghostly Freeze - Elementalist - Water Magic
5 energy cost
1 second cast
10 second recharge

Elite Enchantment Spell. For 5...17...20 seconds, you move 10% faster, and enemies nearby you take 10...22...25 cold damage each second and are crippled for 5 seconds.

Entangling Net - Ranger - Wilderness Survival
5 energy
8 second recharge

Elite Skill. Slow Projectile. Deals 5...42...50 piercing damage. Inflicts Crippled (1...8...10 seconds), Bleeding (3...21...25 seconds), and Poison (5...17...20 seconds).
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Old Dec 09, 2010, 04:55 PM // 16:55   #209
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Originally Posted by Mia Clemons View Post
so let me get this straight....

1) All creatures within earshot cant move (0_o)
2) They cannot attack....or use skills...lol
3) They cant take damage and are cured of all hexes and conditions
4) No clear explanation with notes

I always encourage supportive criticism but i cannot find humor or seriousness in this suggestion. If this was an honest attempt at submitting an idea i recommend you review past submissions and modify it. I.e. "cannot move" is not implemented in Guild Wars, instead, make move 90% slower.
However, this skill is so far from implementation that i suggest you come up with other ideas. If you are uncertain, please message me your skill first so i can help you make it more realistic.
Probably should have been a bit clearer, sorry. Was about to go catch a bus so I rushed a bit. Yes, perhaps 90% movement speed would be better description. The hex/condition cure is only temporary. As soon as the spell ends, the hexes/conditions and their remaining duration comes back into effect. My idea with this skill was to allow players to use it during an extremely chaotic situation so the players would have a few seconds to think about how to deal with it. The monk can figure out who he needs to prioritize healing, the party leader can give instructions regarding sudden tactic change, target call-out, etc.

I probably should have renamed the skill "Eye of the Storm". Imagine the battle as passing through the middle of a hurrican a hurricane. First there is constant chaos going on but when you enter the middle there's brief period of calmness before going out the other side back into the chaos.

Last edited by Ulfur Dreksbane; Dec 09, 2010 at 05:02 PM // 17:02..
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Old Dec 09, 2010, 05:07 PM // 17:07   #210
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Originally Posted by Ulfur Dreksbane View Post
Probably should have been a bit clearer, sorry. Was about to go catch a bus so I rushed a bit. Yes, perhaps 90% movement speed would be better description. The hex/condition cure is only temporary. As soon as the spell ends, the hexes/conditions and their remaining duration comes back into effect. My idea with this skill was to allow players to use it during an extremely chaotic situation so the players would have a few seconds to think about how to deal with it. The monk can figure out who he needs to prioritize healing, the party leader can give instructions regarding sudden tactic change, target call-out, etc.

I probably should have renamed the skill "Eye of the Storm". Imagine the battle as passing through the middle of a hurrican a hurricane. First there is constant chaos going on but when you enter the middle there's brief period of calmness before going out the other side back into the chaos.


I know what your trying to do here, but in all honesty the thought of a battle coming to a brief holt like that would be more annoying (and boring) than fun. Thats without all the complications this skill brings with it.
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Old Dec 13, 2010, 07:38 AM // 07:38   #211
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Chorus of Angels - Paragon - Motivation
Energy: 10
Casting Time: 1 second
Recharge: 15 seconds
Elite Chant: For 20 seconds, the next time each ally within earshot uses a Shout or Chant, that ally and all adjacent allies are healed for 50...140...165 health and lose 1 condition. Affected allies lose this Chant if affected by this skill's healing.

NOTE: Basically, if an ally is healed by Chorus of Angels, then even if they were under its effects, they would lose it. thus preventing automatic continuous party-wide healing. Feedback?
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Old Dec 13, 2010, 05:09 PM // 17:09   #212
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I know what your trying to do here, but in all honesty the thought of a battle coming to a brief holt like that would be more annoying (and boring) than fun. Thats without all the complications this skill brings with it.
Well then the simple answer is to bring a different skill then. This is simply a "in case of an emergency" skill.
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Old Dec 17, 2010, 01:45 AM // 01:45   #213
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Amnesia - Mesmer - Domination

10 [energy]
2 second [cast time]
12 [recharge]

Elite Hex Spell: For 0...6...7 seconds, if target foe uses a non-adrenaline attack skill or casts a spell, that skill recharges 33% longer and target foe suffers -3 degeneration for the remainder of this hex. If foe uses an adrenaline attack skill, target foe loses all adrenaline and Amnesia ends. *If this spell is interrupted, takes +10...9...8 seconds longer to recharge.*

This skill makes enemies forgetful of their skills and training during combat. It has the capability of turning the tides of battle through its single-target disabling of the back-line. It also has versatility as even the front line can suffer from its effects.

Whadda ya think? xD

Last edited by Sirius Bsns; Dec 17, 2010 at 01:48 AM // 01:48..
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Old Dec 18, 2010, 02:52 AM // 02:52   #214
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Originally Posted by Sirius Bsns View Post
Amnesia - Mesmer - Domination

10 [energy]
2 second [cast time]
12 [recharge]

Elite Hex Spell: For 0...6...7 seconds, if target foe uses a non-adrenaline attack skill or casts a spell, that skill recharges 33% longer and target foe suffers -3 degeneration for the remainder of this hex. If foe uses an adrenaline attack skill, target foe loses all adrenaline and Amnesia ends. *If this spell is interrupted, takes +10...9...8 seconds longer to recharge.*

This skill makes enemies forgetful of their skills and training during combat. It has the capability of turning the tides of battle through its single-target disabling of the back-line. It also has versatility as even the front line can suffer from its effects.

Whadda ya think? xD
I think.... I forget o.O


Wastrel's Sloth - Mesmer - Inspiration Magic

5 energy cost
1/4 second cast
8 second recharge

Elite Spell. If target foe is not moving or attacking, that foe and adjacent foes lose all adrenaline and 3...9...10 energy.

Fakeout - Warrior - Tactics

5 energy cost
12 second recharge

Elite Skill. For 5...11...12 seconds, your next melee attack misses, but the following melee attack deals +5...25...30 damage and causes knockdown.
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Old Dec 18, 2010, 04:43 AM // 04:43   #215
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I think.... I forget o.O


Wastrel's Sloth - Mesmer - Inspiration Magic

5 energy cost
1/4 second cast
8 second recharge

Elite Spell. If target foe is not moving or attacking, that foe and adjacent foes lose all adrenaline and 3...9...10 energy.

Fakeout - Warrior - Tactics

5 energy cost
12 second recharge

Elite Skill. For 5...11...12 seconds, your next melee attack misses, but the following melee attack deals +5...25...30 damage and causes knockdown.
Sloth looks pretty OP'd. I think it'd be more awesome and balanced if it were to have this functionality:

energy: 10
cast: 2
recharge: 20

(Elite Hex Spell.) For 0...9...10 seconds, target foe loses 1 adrenaline and 3 energy for every second foe does does not attack or cast a spell.
*This functionality would be counter able by attacking or casting spells, but this can also punish them with Backfire or Empathy stacked upon on them [especially if they aren't removed quickly!].*

First ever Healing hex! Check it out:

Dwayna's Disfavor- Monk - Healing Prayers
energy: 5
cast time: 1/4
recharge: 15
(Elite Hex Spell.) For 0...3...4 seconds, each time foe attacks or casts a spell, it heals targeted ally for 5...24...33. All Hexes and conditions inflicted by foe expire 0...33...36% faster.
*This heals nearly as much as Healing Hands, but with a twist. Since it only lasts half the time as HH, Disfavor's recharge is scaled a bit better to accommodate this. The hex/condition utility is versatile and strong enough to help cope with strong hexes like Diversion and Shame as well as Blind, Weakness, Cripple and Daze.*
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Old Jan 07, 2011, 06:27 PM // 18:27   #216
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Smile New Year Skills!

Marksman's Proficiency - Ranger - Expertise
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Preparation: For 2...8...10 seconds, whenever you shoot an arrow, you shoot 2 arrows. This preparation ends early if you use a skill.


Molten Destruction - Elementalist - Fire Magic
Energy: 15
Casting Time: 2 seconds
Recharge: 8 seconds
Elite Spell: Molten Lava erupts at your location. Every second for 3 seconds, all adjacent foes take 7...70...79 fire damage. Any foes already Crippled begin Burning for 1...3...3 seconds.


Sanctuary - Monk - Divine Favor
Energy: 5
Casting Time: 1 second
Recharge: 10 seconds
Elite Enchantment Spell: For 3 seconds, target other ally has +2...7...8 health regeneration and gains 5...28...34 health every second. This enchantment ends early if you use another skill on target ally.


Call of the Undead - Necromancer - Death Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 15 seconds, for every animated undead you control, you have +1 health regeneration (Max 1...4...5) and the next time you animate a creature, it has 15 seconds of +2...7...8 health regeneration.


I know its been a while since i've submitted anything. Hope everyone had a Happy New Year!
Time to submit some new ideas!
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Old Jan 10, 2011, 07:23 PM // 19:23   #217
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Exclamation Few submissions.....

Few of my own skills....

Chaotic Reversal - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 20 seconds, the next time you are the target of an enemy skill that steals energy or health, that skill fails and is disabled for 4...9...12 seconds and you steal 2...13...15 energy and 5...43...48 health.


Elemental Aura - Elementalist - Energy Storage
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 1...8...9 seconds, you are unaffected by all hostile Elementalist spells. This enchantment ends early if you use a non-Elementalist skill.


Please keep them coming!

Last edited by Mia Clemons; Jan 12, 2011 at 06:45 PM // 18:45.. Reason: Moved to separate Post: Not similar to new skills
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Old Jan 10, 2011, 07:30 PM // 19:30   #218
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*****New Game Mechanic*****

Specialized Vision


Description: A type of visual aide that the player sees, the actual effect depends on the profession. A character only gains this vision if it is their primary profession(debatable?). Further details of this mechanic regarding implementation have yet to be explored or created. Examples below:

Examples:

Elementalist: Can see all Elementalist and other AoE spells (including Ward, Well, and other AoE Spells) as a transparent yellowish tint. Ex: Savannah Heat would appear as normal but the actual Area of Effect would be clearly visible. Allowing them to easily navigate the battlefield without getting caught in a spell.

Necromancer: Can see all exploitable corpses as a greenish tint around the body. Also, all allied undead creatures have a light blueish tint surrounding the body.

Warrior: To be assigned (I don't play Warrior often so i don't know what would be helpful to Warrior)

Monk: Not sure of what would help Monks in the battlefield. Undead could have their own tint? To be further explored.

Assassin: Can see a light purplish tint around foes that have hexes or conditions. (Not too practical but at least its something for now)

Mesmer: Can see casting bars (or maybe numbers) above foes' heads if they are casting spells that take 1 second or longer to cast. The idea is for Mesmers to quickly switch to a target that is taking a long time to cast a spell.

Ritualist: Can see a quick transparent text display of any allied spirit that dies. The idea is to allow Spirit Masters the immediate knowledge of which spirits have just died in order to formulate a counter strategy.

Dervish: To be assigned.

Paragon: Displays a number above the characters head that represents the number of allies within earshot for a shout to affect. The idea is to give feedback to the player on how much energy (or adrenaline) that the player can expect to receive after using a shout/chant.


Any feedback is welcome and if you have suggestions for improvement or implementation, please do so!




Few of my own skills....

Chaotic Reversal - Mesmer - Inspiration Magic
Energy: 10
Casting Time: 2 seconds
Recharge: 15 seconds
Elite Enchantment Spell: For 20 seconds, the next time you are the target of an enemy skill that steals energy or health, that skill fails and is disabled for 4...9...12 seconds and you steal 2...13...15 energy and 5...43...48 health.


Elemental Aura - Elementalist - Energy Storage
Energy: 10
Casting Time: 2 seconds
Recharge: 30 seconds
Elite Enchantment Spell: For 1...8...9 seconds, you are unaffected by all hostile Elementalist spells. This enchantment ends early if you use a non-Elementalist skill.


Please keep them coming!
I like the idea of this new game mechanic and would actually make things alot easier on the battlefield, but it would take ages to add that to the game im thinking.

Btw monks could see a number (of enchantments) above foes perhaps? something like.
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Old Jan 14, 2011, 05:30 PM // 17:30   #219
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More skills......


Fear - Ritualist - Communing
Energy: 5
Casting Time: 1 second
Recharge: 20 seconds
Elite Binding Ritual: Create a level 1...13...15 Spirit of Fear. This spirit's attacks deal no damage but steal 1...2...2 energy with each attack. This spirit attacks 25% faster if there are no other nearby allied spirits. This spirit dies after 30 seconds.


Energy Transfer - Elementalist - Energy Storage
Energy: 5
Casting Time: 2 seconds
Recharge: 25 seconds
Elite Enchantment Spell: Every second for 5 seconds, you lose 1...4...5 energy and target other ally gains 1...4...5 energy. This enchantment ends early if your energy drops below 50% or target ally's energy is above 90%. This spell causes Exhaustion.


Piercing Strike - Assassin - Dagger Mastery
Energy: 10
Attack Speed: Normal
Recharge: 15 seconds
Elite Dual Attack: Must follow an Off-Hand Attack. If target foe is under the effects of an enchantment and a condition or hex, this attack strikes for +5...31...40 damage and has 20% armor penetration. This attack is always a critical hit. This skill recharges 50% faster if target foe was knocked-down.


More to come.....
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Old Jan 19, 2011, 10:02 PM // 22:02   #220
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Wink More Spirit and Ranger skills

Suggested by I Need More Spiritz:


Neutrality - Ranger - Wilderness Survival
Energy: 10
Casting Time: 3 seconds
Recharge: 45 seconds
Elite Nature Ritual: Create a level 1...8...10 Spirit. All non-spirit creatures within range of this spirit cannot move faster or slower than normal. This spirit dies after 8...17...19 seconds.
(The idea is similar to Muddy Terrain but it also prevents the slowdown effect from Snares such as Cripple and Water hexes)


Equality - Ritualist - Restoration Magic
Energy: 15
Casting Time: 1 second
Recharge: 45 seconds
Elite Binding Ritual: Create a level 1...12...13 Spirit of Equality. Whenever a foe within range of this spirit loses a condition, all allies within earshot of this spirit lose a condition and gain 5...22...26 health. This spirit loses 30 health every time an ally loses a condition in this way. This spirit dies after 10...27...30 seconds.

NOTES: Allies are not healed unless they lose a condition.


Thank you for submitting!
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