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Old Nov 17, 2006, 06:16 AM // 06:16   #21
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Some seriously unbalanced skills here...

So, in the spirit...

"PWNED" Non-elite skill. cost 0, recharge 0. Stance. When you make an attack, even if the attack misses, you cause blind, dazed, poison, disease, cripple, weaken, burning, deep wound and bleeding for 10..60 minutes. You also hex your foe with 'Mark of the pwned', which causes target's spells to fail and attacks to miss, and energy degeneration of -100 for 5..10 hours. 'Mark of the pwned' cannot be removed by any spell or effect, and the foe must quit for it to be removed.

Last edited by Metasynaptic; Nov 17, 2006 at 06:21 AM // 06:21..
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Old Nov 17, 2006, 06:42 AM // 06:42   #22
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"Shut it" 8 adren war shout strenth
for the next 3 to 15 seconds the next shout fails. would effect allies and enemies only one shout would be blocked.
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Old Nov 17, 2006, 07:38 AM // 07:38   #23
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Some great ideas all!!

Here are some more of mine.

Warrior - Stance - Blind Fighting - 10energy 1sec 20sec : For 5..15 seconds while blind you have a 90% chance to hit with attacks. - Tactics

Assasin - Enchantment - Phantom Striker - 10energy 1/4sec 5sec : Shadow step to target foe. When phantom Striker ends you return to where you activated the skill. Phantom Striker ends when you land with an attack. - no attribute

Elemental - Enchantment - Energize! - 15energy 1sec 30sec : For 5..15 seconds all allies attacks deal lightning damage and have 20% sundering. - Air magic

- Hex - Flood Waters - 20energy 2sec 30sec : Target foe moves 10% slower for 5..15 seconds and takes +5..20 damage from lightning attacks. - Water magic

- Hex - Water Colum - 15energy 1second 20sec : Target suffers 1..4 health degen for 5..15seconds - Water magic

- Spell - Rain sheath - 5energy 2sec 20sec : For 3..20seconds allies can not be set on fire. - Water magic

- Enchantment - FireShield - 20energy 1sec 30sec : For 5..20seconds any foe striking you with a melee attack is set on fire for 1..4 seconds. - Fire magic


Keep them coming!!
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Old Nov 17, 2006, 08:31 AM // 08:31   #24
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Glint's Claw {e} 5e 8r
Elite Scythe Attack. If Glint's Claw hits you deal +10..34 damage.
If target was below 25% health, this skill recharges immediatly.
(Attrib: Scythe Mastery)

Glint's Claw would have the same effect as Lyssa's Assault does with the claw scythe instead of whatever the scythe is suppose to be that appears when you use Lyssa's Assult. The attack speed would also be the same as Lyssa's Assult.

Balthazar's Finale 15e 4s 25r
Enchantment Spell. If damage drops your Health below 25%, Balthazar's Finale ends. When Balthazar's Finale ends all adjacent foes take 30...102 holy damage, you gain 8..18 Health for each foe successfully hit by this enchantment.
(Attrib: Mysticism)

Spell effect would be a circle with an image of Balthazar yelling in the middle with ornate symbols circling the outside of his portrait. The circle would be infront of the player and the sound effect would be a roar sound.

Balanced? Overpowered?

Last edited by Quid Pro Quo; Nov 17, 2006 at 08:33 AM // 08:33..
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Old Nov 17, 2006, 02:32 PM // 14:32   #25
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great ones quid. I think you should tweak balthazar's finale a bit though. Maybe make it 1...3 energy per foe hit. That way it gives you the ability to make a comeback, or 'go out with a bang' which is what I think you were going for. having it heal for an amount competes with skills like faithful intervention, or the monks divine intervention.

Crom - Rain Sheath looks good, but it should be all allies 'in the area' otherwise it would be incredibly over-powered. It should be like a ward, only with a rain effect inside it. and with Energize! make it 'target' ally, not all allies.
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Old Nov 17, 2006, 02:38 PM // 14:38   #26
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One pointer...
Balthazars Finale does sound good but how long does this one last then?
Or is it something like Illusion of Weakness that gets triggered?

If it's the latter then this would be massive on a D/Me
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Old Nov 17, 2006, 05:01 PM // 17:01   #27
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Oh Sh*t!!! {e} signet (no attrib) (0E, instant cast, one time use)

When ur parents, ur girl/boyfriend comes home, it will minimize ur game and open ..... u guessed right...a spreadsheet... LOL

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Old Nov 17, 2006, 05:14 PM // 17:14   #28
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Feast Of Souls {E} Spell, 25 nrg, 60 recharge (death magic)
Exploit target corpse. 1...3 level 0...7 undead allies are animated. These expire after 13...30 seconds. You gain double soul reaping from each undead minion summoned by this spell.
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Old Nov 17, 2006, 05:32 PM // 17:32   #29
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Monk: Blessing 15 e, cast time 2, recharge 20
All allies in the area are healed for (x...50 health). Any undead foe near an ally is struck for (x...50) holy damage.

I'm a firm believer in the old school "healing prayers hurt undead" thingamajig. Also, possibly strengthen healing and damage, but make damage hurt any undead(including allies).
But that's just my two cents
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Old Nov 17, 2006, 06:32 PM // 18:32   #30
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Okay, I have a couple at the moment

Elementalist: Superheat - Spell - Fire Magic- 10 Energy, 1 Second Casting Time, 15 Second Recharge Time - Target foe is struck for 30-70 fire damage. If target foe is holding an item, that foe suffers an additional 30-70 fire damage and they drop their item

Necromancer: Well of Sacrifice - Elite Well Spell - Death Magic - 15 Energy, 2 Second Casting Time, 10 Second Recharge Time - Exploit the nearest corpse to create a Well of Sacrifice. For 6-12 seconds, any Conditions suffered by all allies within the Well of Sacrifice are transferred to you

Last edited by Kriel Drache; Nov 17, 2006 at 06:34 PM // 18:34..
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Old Nov 17, 2006, 08:08 PM // 20:08   #31
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Invisibility: Mesmer Illusion Spell - Your target becomes invisible and untargetable by anyone for (1...8) seconds. 10e, 1/4 cast, 15 recharge

Elite verison of invisibility would also include: Foes adjacent to target are dazed for 5 seconds.

Ether Companion: Mesmer Illusion Spell - Summon an illusion of a great beast to aid in combat. At Illusion Attributes 1 and 2 this spells summons an ether Skale. At 3-5 this spells summons an ether Stag. At 6-8 this spell summons an ether Wolf. At 9-11 this spell summons an ether Tiger. At 12-14 this spell summons an ether Phoenix. And at 15 and above this spell summons the Ghostly Hero himself. The ether companion lasts for (15...60) seconds. 20e, 3 cast, 45 recharge

Disguise Spell: Mesmer Fast Casting Enchantment Spell - Your next (1...4) spells are un-interruptible and appear as a different random spell from your skill bar when your casting activation is viewed by other players. 5e, 2 cast, 20 recharge

Illusion of Death: Mesmer Illusion Enchantment - When you cast this enchantment, you die. After 10 seconds you are ressurected at full health and energy. Deaths caused by Illusion of Death do not cause death penalty. 15e, 1 cast, 20 reacharge

Last edited by Helcaraxe; Nov 17, 2006 at 09:25 PM // 21:25..
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Old Nov 17, 2006, 10:50 PM // 22:50   #32
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Quote:
Originally Posted by Crom The Pale
Some great ideas all!!

Here are some more of mine.

Warrior - Stance - Blind Fighting - 10energy 1sec 20sec : For 5..15 seconds while blind you have a 90% chance to hit with attacks. - Tactics
this one looks overpowered, make it a 50% chance to hit, and a 30 to 45 seconds recharge.
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Old Nov 17, 2006, 11:01 PM // 23:01   #33
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Unoriginal Was Dark Helmet
Communing

15 Energy/2 Second Cast Time/45 Second Recharge

Create a level 1...7 Spirit. For 10...22 seconds, any hex on a nearby ally is removed, and the spirit takes 30 damage.
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Old Nov 17, 2006, 11:19 PM // 23:19   #34
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If we are gonna bring Spaceballs into this...

"Keep Firing Assholes!" Shout 5e, 20r (Command)

Allies within Earshot attack 33% Faster and deal 25% less damage for 5...15 seconds. Ranged attacks are unaffected by the damage reduction.
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Old Nov 17, 2006, 11:38 PM // 23:38   #35
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Quote:
Originally Posted by Helcaraxe
great ones quid. I think you should tweak balthazar's finale a bit though. Maybe make it 1...3 energy per foe hit. That way it gives you the ability to make a comeback, or 'go out with a bang' which is what I think you were going for. having it heal for an amount competes with skills like faithful intervention, or the monks divine intervention.
Well in my experiences when my health has dropped below 25% I was in a very bad situation where I was going to die no matter what. The idea for this is to give you that extra health to either ressurect a fallen ally or stack on that last bit of damage before you die.

As for it competing with Faithful and Divine Intervention, I don't believe it would because of the low health gain. If you had enough foes around you to heal you for any ammount that would be higher or just as high as Faithful or Divine then you are probably screwed anyway which goes back to what I said before.

Quote:
Originally Posted by Emik
One pointer...
Balthazars Finale does sound good but how long does this one last then?
Or is it something like Illusion of Weakness that gets triggered?

If it's the latter then this would be massive on a D/Me
Yeah it would just be on trigger which is why the rechange is so long, energy cost is so high and cast time is so long.

Thanks for the compliments.
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Old Nov 18, 2006, 06:21 AM // 06:21   #36
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*bump* we need to keep this thread alive and kicking.

and since I posted I guess I have to come up with a skill.

Bubble of Life: Monk Healing Enchantment - For 10 seconds target other ally gains (5...45) health per second. This enchantment ends if that ally becomes the target of a hex or condition. 10e, 1 cast, 5 recharge.
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Old Nov 18, 2006, 10:29 AM // 10:29   #37
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Monk- Wind of Rejuvenation [E]- For 5 seconds, target ally and nearby allies are healed for 5...10 health per second and 5-10 additional health for each second this spell has been in effect.
15 en/2S cast/20s rc

Last edited by Dead_Metal_Zero; Nov 18, 2006 at 10:42 AM // 10:42..
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Old Nov 18, 2006, 03:23 PM // 15:23   #38
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-- Warrior --
Bull rush
Energy: 10. Recharge 20.
Stance. For 2..8 seconds, you move 25% faster, you cannot be knocked down and any adjacent foes will be knocked down. When this stance ends you'll be dazed and weakened for 8..2 seconds.
Bull rush ends if you are not moving.
(Attribute: Strenght)

Use? Someone cast an AoE skill that triggers when knocked down and the warrior runs all over the place knocking down people, XD.
So you must cast while moving in order to actually use it.

--Ranger--
Secret Attack
Elite Pet Attack. The pet will deal its unique attack depending on pet type.

Secret Call
Elite Shout. The pet will use its unique non-ofensive skill.

The attack and the skill will be different depending on pet groups, not for each one. 'Walking birds' will have one (Moa, Crane, Flamingo), 'Slithering reptiles' will have another (Lizard, Crocodile) and such.
This two skill would require any way for PvP characters to choose pets (maybe in creation or in the isle of the Nameless)

Be one
15 Energy, 2s Activation, 10s Recharge.
Elite Form. For 15...63 seconds, your pet dies an cannot be resurrected, you gain 33% our your pet's current HP (maximum to 160HP), you deal melee damage of the same type of your pet does and all your Pet Attacks will act as Melee attacks. When this skill finishes your pet will be resurrected with full health if you are alive. This skill is disabled for 120 seconds.
(Attribute: Beast Mastery)

There would be one form for each pet type, not pet themselves. Cranes, Flamingos, and Moas would share one form, same for Crocodiles and Lizards, and all the cats.

-- Necromancer --
Animate Corpse
Energy: 15 Casting 2s Recharge: 5seconds
Spell. You exploit nearest non-boss, non-unique non-unique creature corpse to raise the same creature at level 1...14. It will be only able to attack and will not use any skill.
(Attribute: Death Magic)

Animate Zombie
Energy: 25 Casting 2s Recharge: 15seconds
Spell. You exploit nearest non-boss, non-unique reature corpse to raise the same creature at level 1...12. It will be able to use all his non-monster and non-elite skills.
(Attribute: Death Magic)

Animate Undead
Energy: 15 Casting 2s Recharge: 45seconds
Elite spell. You exploit nearest non-boss, non-unique creature corpse to raise the same creature at level 2...18. It will be able to use all his non-moster skills.
(Attribute: Death Magic)

I call unique monsters: Shiro, Glint, Rotscale, and basically any monster at level 29 or greater :P.
Re-animated creatures will have brighter completely desaturated skins. They'll look like in greyscale, and a bit brighter.
They will never leave exploitable corpses.

-- Mesmer --
'Catchy lines'
Energy: 15. Cast:3 Recharge:20
Enchantmet. While you maintain this enchantment, any ally withing earshot of the target will copy shouts, chants, echoes and their remaining durations, if any, from any other adjacent ally or foe.

-- Paragon --
'Get Out of Face! ... NOW!!!'
Energy: 15 Recharge: 60
Elite shout.
After two seconds, foes not moving or moving slower than normal will be affected during 1..5 seconds like this:
All foes within earshot suffer from -1 health degeneration.
All foes in the area suffer from -2 health degeneration.
All nearby foes suffer from -5 health degeneration.
All adjacent foes suffer from -10 health degeneration.
(Attribute: Leadership)

This spell will only affect standing still creaures and slowed down ones, any other creature moving in the AoE will not be affected.
The text balloon will show 'Get out of my face!' after the two seconds, another will appear and show 'NOW!!'
To put it simply, See the 'Get out of my face!' and RUN.
Remember that each -1 HP degen means -2HP per second, that is,
The maximum effect at rank 12 woul be... 10*5*2=-100HP
Why too much? Increase recharge to 90 or 120, and/or time to 1..3 or 1..4 seconds, .
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Old Nov 18, 2006, 11:20 PM // 23:20   #39
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Quote:
Originally Posted by Helcaraxe
this one looks overpowered, make it a 50% chance to hit, and a 30 to 45 seconds recharge.
Its really not over powered when you concider that a War/Monk could use mend ailment for 5e every 5sec and remove blind or any condition. This stance only works if blind but would have no effect on hexes like price of failure and blured vision.

Here are two more skills.

Elementalist : Ball Lightning - 20e 2sec 60sec - Send a ball of lightning at target foe, when it hits all enemys nearby take 25..75 lightning dmg and are hexed with Static Shock for 3..15 seconds, while hexed with static shock they suffer 5..15 lightning dmg every time they attack.

Necromancer : Invoke Lich - 10e 4sec 20sec - Resurect dead ally. That ally has Aura of the LIch on them for 5..60sec.(has half health/energy take half dmg from all sources) When Aura ends the ally dies, deaths of this maner do not incure death penalty.

Keep them coming!!
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Old Nov 19, 2006, 12:26 AM // 00:26   #40
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Some Necro Skills to play with...
Bone Spear
5e | 1c | 5r Skill (Death)
Deal 15…54 physical damage to the target, and cause Bleeding for 1…15 seconds. You suffer Weakness for the next 10 seconds.

Armor of Bones
15e | 2c | 25r Enchantment Spell (Death)
For 20 seconds, increase your AL by 5…25, and any foe attacking you will suffer Bleed for 1…5 seconds.

Blood Bath
10e | 2c | 15r Enchantment Spell (Blood)
For 15 seconds, you gain +1…3 hp regen for every foe nearby that is suffering from Bleeding.

Servant to the Master
10e | 3c | 15r Spell (Death)
Scarifies 15% of you HP, and resurrect a fallen target ally with 25…75%hp. For the next 20 seconds, all damage you receive are half, with the other half suffer by the risen ally.

Dance of the Bones
25e | 3c | 20r Spell (Death)
Exploite all nearby corpses, and for each corpses exploite this way, will animate one level 1…10 Bone Marionette (up to max of 8). Bone Marionette start with health degen of 7.

Vampiric Kiss
10e | 2c | 12r Skill (Blood)
Touch Target foe to steal 15…50hp, and cause foe to Bleed for 1…8 seconds.

Vampiric Embrace
10e | 1c | 12r Skill (Blood)
Touch Target foe suffer 1…7 hp degen, and you gain 1…7 hp regen. This last for 5 seconds, and only if target foe remain in touch distance.
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