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Old May 05, 2007, 12:03 PM // 12:03   #21
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Quote:
Originally Posted by The Great Al
Issama - why does your Elem res sig daze the person, but a mesmer one interrupts enemies?
I didnt have the time to add everything, but the idea was it gives greater scalling for hp and energy. dazed and weakened comes from it being an air skill and you're zapping them back

Easily removed like other conditions anyway.
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Old May 05, 2007, 06:51 PM // 18:51   #22
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Quote:
Originally Posted by The Great Al
OhCrapLions has the only good ideas in this thread so far - resses that are class specific, but not entirely devastating to either you or the person being ressed.

Issama - why does your Elem res sig daze the person, but a mesmer one interrupts enemies?

Also, why are Eles getting the worst Resses? 3 seconds of burning does so little damage. A res shouldn't cost more energy for one class than the other just because that class has more energy, it should actually have a greater effect. 25e + exhaustion + a 5sec cast for probably one of the weaker resses.

If a res is going to cost 2.5 as much energy, and cause exhastion, it better well be 3x better than the rest. But, without taking the casting times/energy cost/recharge on any of them into consideration, the Ele one still isn't one of the best.
I made them the worst because they are a universal image of pure outright dmg. The idea of the ele res was that you get a lot of energy back and a great amount of health with an ele with great energy management.
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Old May 06, 2007, 12:27 AM // 00:27   #23
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These are really interesting ideas, in keeping with things like the Death Pact Signet for the rit. Hard res - but with a heavy price.
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Old May 06, 2007, 01:13 AM // 01:13   #24
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Originally Posted by Red_Dragon56
So far the Necro ones are making me ache. I doubt mine will be any better though.

Necro-Blood Magic
5 Energy 10 recharge 3 cast time
Blood Embrace
Sacrafice 25% of your health revive target ally. That ally has has the same amount of health as you sacraficed and no energy.
i have to say i like it
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Old May 06, 2007, 04:05 AM // 04:05   #25
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Quote:
Originally Posted by OhCrapLions
These skill are weird. But I like the idea. /Signed

Heres my take on it.

Necromancer:
Reverse Rebirth
Soul Reaping
10eng 3sec 10rech
Spell. Sacrifice 25% of your current health and energy. If an exploitable corpse and target undead ally are within spell range then target dead ally is revived and teleported to the corpse's location with health and energy sacrificed plus 10... 25% more health and energy. This spell has a 50% chance of failure with 5 Soul Reaping or less.

Ranger:
Annual Bloom
Expertise
10eng 3sec 30sec
Skill. Target ally is revived with 75% health and energy. That same ally may not be revived with this skill for the next 60... 40 seconds. This skill has a 50% chance of failure with 5 Expertise or less.

Warrior:
Valor
Strength
10adren 10eng
Skill. Lose all adrenaline. Revive target ally with health equal to ten times your rank in Strength and adrenaline before all adrenaline was lost. Target ally is also revived with energy equal to your rank in Strength. This skill has a 30% chance of failure with 5 Strength or less.

Elementalist:
Arise From Ashes
25eng 5sec 30rech
Spell. Revive target ally with 200... 300% health of your current available energy. Target ally is also revived with 100% of your current available energy. All allies in the area of revived target are inflicted with Burning for 1... 3 seconds. This spell causes exhaustion. This spell has a 50% chance of failure with 5 Energy Storage or less.
The ele, after the 25 energy cost, will have anywhere from 0 to about 60 energy. Say on average, 50 energy (which is still probably slightly higher, considering this will be used in a battle). Also, even if they have attunes on, that will not take effect until after the spell is cast. So this will result in about 150 health for the person, and for most professions, full energy.

The warrior res has the potential, and probability, for the target to have more health, and a decent amount of energy. The Ranger one is by far the best....the only downside is that they can't get re-ressed by you within 10 seconds of the res recharging! Necro also has a decent chance for more health. No way should the Ele one be 25e and exhaustion, it's just simply not better than the others.
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Old May 06, 2007, 05:25 AM // 05:25   #26
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Quote:
Originally Posted by The Great Al
The ele, after the 25 energy cost, will have anywhere from 0 to about 60 energy. Say on average, 50 energy (which is still probably slightly higher, considering this will be used in a battle). Also, even if they have attunes on, that will not take effect until after the spell is cast. So this will result in about 150 health for the person, and for most professions, full energy.
You have made a very extreme scenario, I never have to deal with so little energy on my ele, but that is the general idea. This res is really only useful to other mage classes as they can all benefit greatly by energy storage.


Quote:
The warrior res has the potential, and probability, for the target to have more health, and a decent amount of energy. The Ranger one is by far the best....the only downside is that they can't get re-ressed by you within 10 seconds of the res recharging! Necro also has a decent chance for more health. No way should the Ele one be 25e and exhaustion, it's just simply not better than the others.
The point of all my reses is that only that class and that class alone can make use of it to other classes associated with that profession. Also, they are all templates for an idea, I put like 5 seconds into thought for balancing only running a few scenarios in my head before finalizing it. Now that I think about it, a more solid form of dmg could be added upon res.

Necro: This will be difficult to detect as it looks like a normal minion spell with its corpse exploitation and can add up to a more frantic gameplay up to the slow necros.

Mes:echoable and "interrupts" death, now mesmers have another way of being dicks. And if your skilled enough (which this profession demands) you can be a very powerful res tool.

Ranger:I couldnet think of anything without relating it to beat mastery... so I had to go with flowers. shits broken, anet, if you use my skil please make it not so broken.

Warrior: obviously meaningless to mage classes to use uness they somehow manage to obtain an abhorrent amount of adren. ment to be used on other warriors and paragons

sin:it took me like 20 mins to come up with this, sins arnt relaly the "resing" type. I noticed alot of the auto-death the jerk AI likes to use.this effectivly nullifies it.

derv:I cant think of anything and i play a derv :(
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Old May 06, 2007, 01:08 PM // 13:08   #27
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/signed for a resurrect skill for a profession, the paragon and the ritualist have, cannot remember if a dervish has one.
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Old May 08, 2007, 12:45 AM // 00:45   #28
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Hm... I like this kind of brainstorming

"Save yourself!"
Shout. Resurrect target party member with 10..40% health and 0 energy. For 10 seconds, target party member will move 33% faster, but you will move 90% slower.
(Tactics)

Ranger
Immortal land.
Trap. Next time a party member dies in the area, Immortal spring is triggered and that party member will be resurrected with 20..75% health and 100% energy. Immortal spring ends after 600 seconds. While activating this skill you are easily interrupted.
(Wilderness Survival)

or...

Animal Sacrifice
Skill. Your pet loses half its health. Resurrect target party member with your pet's current health and 0 energy.

Necro:
Animate Corpse
Skill. Exploit target ally's corpse and animate it. All of target skills will be disabled until target ally is is resurrected or killed. Deaths while under the effects of this Skill do not incur a Death Penalty.
(Death Magic)
.This skill requires the corpse of the ally to be unexploited.
.The 'resurrected' player would be a moving corpse, with the grayed color skin of exploited corpses.
.She will also count as a minion and have increasing health degeneration.
.Resurrection skills will be able to target The 'animated' corpse and truly resurrect it, reactivating her skills.
.Actually, the animated corpse would be only taget of skills that can target minions and resurrection skills.
.This would be able to target ally corpses (not only party members) but, of course, since you can't resurrect them, it would only bring back fighting NPCs. with no skills.

Mesmer
Burden of culprit.
Hex. For 10 seconds, this hex does nothing. When the hex ends, one party member is resurrected with 1..5% health and energy of target foe per each second the hex was on target foe.
(Inspiration)
.That is, is the hex is not removed soon, at inspiration 12, after 10 target ally will be resurrected with 50 of the health and energy of the foe, and that health and energy will be deducted from him.
.But is the hex is removed in one second, only 10% health and enery would be deducted and used.
.The resurrected ally will be random.

Vital Energy
Resurrect target ally with 20% health and 100% energy. You'll have -14..4 energy degeneration while activating this skill.
(Energy storage)

Assassin.
Way of immortality.
Enchantment. While you maintain this enchantment, next time target party member dies you shadowstep to target party member location and target party member is resurrected with 25..45% health and 25% energy.
(Shadow arts)
.This do not save form DP, though.

Dervish.
Spell. Lose all enchantments. Resurrect target ally with 3..10% health and 1..3 points of energy for each enchantment removed in this way.
(Earth prayers)
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Old May 08, 2007, 02:31 AM // 02:31   #29
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Quote:
Originally Posted by foo
...what would they be?

necro:
5/20/15
resurrect target dead ally with 25% health and no energy. you die, and your corpse is animated to an unbound bone horror at your level. this minion can not be bound.

ranger:
10/15/5
resurrect all nearby dead allies with 25% health and no energy. while activating this skill you are easily interrupted.

warrior:
5/10/0
target touched ally is resurrected with 25% health and no energy. you suffer from -5 armor while in this map (stacking).

ele:
5/25/30
target ally is resurrected with 25% health and your energy. lose all energy. next time that ally dies, a rain of fire hits its location, causing 100 point of armor ignoring damage each seconds, for 5 seconds, to all allies in the area.

mesmer:
1/25/15
resurrect target ally with 25% health and no energy. for 15 seconds, both of you suffer -4 energy degeneration.

dervish:
resurrect target ally with 25% health and no energy. every time this ally is adjacent to you, you lose all enchantments.

assassin:
0.25/15/45
target foe is hexed with <skillname>. if this foe dies within 5 seconds, a nearby ally is resurrected with 25% health and 25% energy.


how about it? what skills would you make?


I like them, the all remind me Of magic the gathering spells. not every profession should have res but if they do have a spell for them it hurts the caster in some way. to be honest all the spells are on target just need some rewording
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Old May 08, 2007, 04:39 AM // 04:39   #30
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Quote:
Originally Posted by TreeDude
Way too over powered for PvP. Maybe only nearby allies. Not bad though.
Yeah, that was my least favorite of the 3. Just wanted to make a rez that requires a Necro to sacrafice himself. Nearby allies does sound better though.

Quote:
That is pretty good. Most others in the thread just scare me.
Quote:
i have to say i like it
Thank you!
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Old May 08, 2007, 05:33 PM // 17:33   #31
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Just combining some of the ideas I have read here into what I think would work.

Elementalist:
Burning Reviaval... 15/6/15 While casting this spell, you are set on fire and crippled for 6 seconds. Ressurect target ally with 100-200% health and 20-50% energy of your current energy.

Warrior
8 adrenal, 4 sec cast - Ressurect target ally with health equal to 10x your rank in strength and energy equal to your rank in strength. While using this skill you have -40 armour.

Ranger
The easilly interuptable mass res is fine.

Mesmer
Signet of Ether Revival - 5/10 - Lose all your current energy. Ressurect target ally. All foes in the area of target ally gain 2-5 energy, and target ally is healed for 10 health per energy gained by foes.

Dervish
10/4/10 Lose all enchantments - Ressurect target ally, for each one lost target ally gains 5-20 health and 1-2 energy.

Necromancer -
25/5/15 Ressurect target ally with 5-10% maximum health and energy for each minion under your conroll. If you controll no minions, only affects unexploited corpses and resurects for 10% health and energy.

Cant think of a sin one
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Old May 08, 2007, 05:55 PM // 17:55   #32
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everyone is ignoreing mine lol i thought they were pretty good except for ele lol. i really like my sin rez
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Old May 08, 2007, 09:13 PM // 21:13   #33
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This thread basically exemplifies what Anet doesn't understand about Elem spells. If you are going to make a res cost nearly twice as much as the rest of them, it should be twice as good. Either buff it up or keep the cost down to what the other classes have. Almost all of the Elem resses in this thread are the most expensive, and some of the worst resses posted. Even giving someone 200% of your energy as health, will normally give what, around 100 health?



That dervish one is terrible, the tank one is pretty good.

Last edited by The Great Al; May 08, 2007 at 10:26 PM // 22:26..
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Old May 08, 2007, 11:01 PM // 23:01   #34
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Quote:
Originally Posted by tenshi_strife
everyone is ignoreing mine lol i thought they were pretty good except for ele lol. i really like my sin rez
everyone seems to like my ideas lol

I revised my Elementalist res:

Elementalist:
Arise From Ashes
25eng 5sec 30rech
Spell. Revive target ally with 300... 500% health of your current available energy. Target ally is also revived with 50% of your current available energy. All allies in the area of revived target are inflicted with Burning for 3... 9 seconds and are damaged by your current energy. This spell has a 50% chance of failure with 5 Energy Storage or less.

Changes:
+more health, less energy
+no exhaustion
+stronger burning
+unblock able damage in a very large radius.

Things I didn't change and why:
e/c/r
I wanted to add some sort of high damage in a large radius that was related to energy storage. But if it costs less then its going to be way too powerful, this spell is borderline broken to me without the exhaustion. So keeping a high cost, cast time, and recharge time without making it and elite were a necessary evil.

I still cant think of a Dervish res that isn't stupid.
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Old May 09, 2007, 12:01 AM // 00:01   #35
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that one's good, the 5 second casting time would give everyone enough warning to get the hell out of the area.
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Old May 09, 2007, 12:01 AM // 00:01   #36
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I think what a lot of people are forgetting is that these are resurrects for classes who don't have them, and aren't normally associated with the theme of resurrecting (to life... not unlife! )

Since they are not one-time signets and they don't require you to invest anything into a secondary, they SHOULD come with a heavy cost. That's why a lot of people are making skills that others claim 'suck.' It's to make it viable, but at the same time NOT take the "primary" role away from those normally associated with it (Monk, Rit and to a lesser degree Paragon.)

NOT to make a "Rez skill comparative to the other classes."

With that in mind...

Necromancer - commonly associated with giving of oneself (sacrificing), stealing from others or working through the remains of the dead.

a) For the Greater Good (Blood) Steal 50...20 Health from up to 1..3 allies in the area, target ally is resurrected with the stolen health and 0 energy.

b) Second Fate (Curse) Target foe is hexed with Second Fate for 10..20 seconds. If target foe dies while hexed, a random party member is resurrected with your 50% your current health and -2 Health Degeneration for 20...10 seconds.

c) One Foot in the Grave (Death) Exploit a random corpse. Target ally is resurrected with 25% health and no energy. Target resurrected ally is crippled for 20...10 seconds and affected greater by Holy damage. (so I had to make a "shambling zombie" skill... sue me! )

---

Elementalist - Wielding the power of Nature itself, one knows that great knowledge only comes with a greater price. They are commonly associated with explosive skills that do damage quickly, sometimes with lasting results as well as indirect skills that hinder foes.

a) Jumping Jack Flash (Air) Target Ally is resurrected with 25% health and 25% energy. Target ally suffers blindness for 20...10 seconds. This skill causes exhaustion.

b) Hell Hath No Fury... (Fire) Target Ally is resurrected with 10...50% Health and 25% energy. For 20...10 seconds, whenever target ally is struck with fire damage, they are set on fire for 3...1 seconds.

c) Icy Grip of Death (Water) Target ally is resurrected with 25% Health and 0 Energy. For 20...10 seconds target ally moves 66...33% slower.

d) Earth Scorned (Earth) Target ally is resurrected with 25...50% Health and 25% Energy. For 20...10 seconds, whenever target ally is not moving, they suffer a -40...20 armor penalty.

---

Warriors - Masters of battle, and weapons, they lead from the front with a sharpened blade. They are commonly associated with burst damage skills, armor boosts and conditions.

a) "You aren't done yet!" (Strength) Shout. Resurrect 1...3 nearby allies with 25% Health and 0 Energy. Each ally resurrected this way suffers a -40 armor penalty for 20...10 seconds.

b) "You're dead when I say you're dead!" (Tactics) Shout. Resurrect 1..3 allies in the area with 50% Health and 25% Energy. After thirty seconds, all allies brought back to life this way die. (No dual death penalty, similar to Vengeance.)

---

Dervish - A front line brawler that bring with them the blessings of the Gods. They are commonly able to take on a variety of foes through use of many enchantments.

a) Power, for a Price (Mysticism) Lose All Enchantments. Resurrect 1...7 dead allies in the area with 25% Health and no energy. For 30 seconds you can only be effected by a number of Enchantments equal to 7 minus the number of allies resurrected this way.

b) Skin of Thorns (Earth Prayers) Resurrect target ally with 25% Health and 0 Energy. For 30...15 seconds, you suffer -4...2 Health degeneration while moving or attacking.

c) Death's Chill (Wind Prayers) Resurrect target ally with 25...50% Health and 0...25% Energy. All allies take cold damage equal to half the current health of the ally resurrected this way. The resurrected ally is unaffected by the cold damage.

---

Mesmer - Subtle, yet powerful. These characters are commonly associated with denying the enemy their skills and energy, as well as the ability to attack or cast spells.

a) Spoon Fed (Fast Casting) Lose 20...10 energy. Target ally is resurrected with a Health percentage equal to 2...5 times the energy you lose, and no energy.

b) Ether Twist (Inspiration) Resurrect target ally with 10...40% Health and 0...20% energy. For 10...5 seconds You suffer -3...2 Energy Degeneration and a random foe gains +3...2 energy Regeneration.

c) Distraction (Domination) Resurrect target ally with 20...50% Health and 0...20% Energy. For 20...10 seconds, the next 2..1 skills used by You and Target Resurrected Ally take an additional 20...10 seconds to recharge.

d) Once more, with feeling (Illusion) Lose 50% of your current Health. Target ally is resurrected with 25...75% Health and 10..50% Energy. For 20...10 seconds you have a +0...25% chance to block all incoming attacks and spells.

---

Assassin - Quick and deadly, blink and they're gone.. and you may be dead. They are commonly associated with the ability to sidestep to or from foes, as well as producing a high amount of damage and conditions quickly.

a) Revealed Weakness (Critical Strikes) Resurrect Target ally with 10...25% Health and 0 Energy. For 10 seconds, the next attack by 5...2 foes in the area results in a critical hit.

b) Scorpion's Price (Deadly Arts) Resurrect Target ally with 25...50% Health and 0...10% Energy. For 20...10 seconds you are crippled and suffer -4...2 Health Degeneration.

c) "Earn This!" (Shadow Arts) Shout. Target ally is resurrected with 25...50% Health and 0...25% Energy. 2..1 Foes sidestep to your location and you are crippled for 10...5 seconds.

---

Ranger - Mysterious and talented. This profession typically has a reputation of being a Jack-of-All-Trades as well as creating global effects and spreading conditions.

a) From Kujo, with love. (Beast Mastery) Your pet loses 10...50% current Health. Target Ally is resurrected with Health equal to that lost by your pet.

b) Practice Makes Perfect (Expertise) Nature Ritual. Resurrect 1...7 allies in the area with 20...45% Health and 25% Energy. When this spirit dies, all allies resurrected this way also die, but do not incur additional death penalties. This spirit dies after 20...45 seconds.

c) Tagging Out. (Wilderness Survival) Trap. When Tagging Out ends, a random ally in the area is resurrected with 25% Health and 0 Energy. If an ally dies before the trap ends, the resurrected ally is resurrected with 25...50% Health and 0...25% Energy. Tagging Out ends after 30...60 seconds. While activating this skill, you are easily interrupted.

---

Notes:

-For most skills the 20...10 listed duration is just an example, this may not reflect what I'd actually intend.

-Some skills appear more geared towards PvE than PvP.

-With a lot of these skills, they are almost detrimental to use at lower levels and fairly powerful (with consequences) at the higher end.

-The Energy Cost, Casting Time and Recharge are left off. These can be understood to be what would make the skill more balanced (it's hard enough to think up a name and an effect after all! )

Last edited by Does-it-Matter; May 09, 2007 at 03:41 AM // 03:41..
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Old May 09, 2007, 03:00 AM // 03:00   #37
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wow all i got to say is your rezs are kinda funky but you get an A++ on your names ^^
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Old May 09, 2007, 02:58 PM // 14:58   #38
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/not signed

Being able to dual-profession is a neat idea from ANet, making it realtively easy to get a balanced character that can do what you want him to do. Of 90 possible dual-professions, 48 include a hard res.

But there has to be good reasons to be a Rit, Mo, or Paragon, and hard res is one of them. I'd say keep it as is.
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Old Jan 07, 2008, 11:39 PM // 23:39   #39
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Wink Resurrect skills for the rest 7 classes

Resurrect skills for the rest 7 classes

now only monk, ritualist and paragon have reusable resurrect skills
it so inconvenient in pve and a little bit unfair, so i want to suggest some resurrection skills for the rest 7 classes

warrior:
Wake up signet:
Signet. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.You have -40 armor while using this skill.(Tactics)
5c, 10r

ranger:
natural resurrection:
Skill. Resurrect target party member. Target touched party member is returned to life with 25% Health and zero Energy. For 10 seconds, that ally gain +3...9 Health regeneration.While activating this skill, you are easily interrupted.(Wilderness Survival)
5e, 3c, 10r

necromancer:
summon allie:
spell: Sacrifice 25% maximum Health.Target party member is resurrected and become a level 0....10 Animate Revived Horror. After 10 seconds, the Horror tranform back to the party member.(death magic)
10e, 5c, 15cr

mesmer:
Soul domination:
Spell. Resurrect target party member. Target party member is returned to life with 50% Health and zero Energy. All of target's skills and your skills are disabled for 15.....6 seconds.(domination magic)
10e, 6c, 15r

elememtalist:
Ether resurrection:
Spell. Resurrect target party member. Target party member is returned to life with zero Energy and 1...5 life for each point of Energy you have. this spell causes Exhaustion(energy storage)
10e, 6c, 15r

assassin:
shadow resurrection:
Spell. you lose all but 5...41 Health. target party member is resurrect with zeor energy and life equal to your life lost by this way, You and target party member Shadow Step to each other's location.(shadow art)
10e, 5c, 15r

dervish:
Mystic resurrection:
Enchantment Spell. Resurrect target party member. Target party member is returned to life with 50% Health, zero Energy and enchanted with Mystic resurrection for 15 seconds. If this enchantment ends prematurely, that ally will die
10e, 5c, 15r

i am looking forward to hear your comments
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Old Jan 07, 2008, 11:47 PM // 23:47   #40
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No. Having this would mean they would have to incorporate these skills into PvE mobs. Could you imagine fighting a mob in which every enemy has a res like this and then having to put up with the after affects?

Also, the Necro one looks like a PvP exploit/gimmick waiting to happen.

The assassin one would phase out Rebirth.

The Dervish one would lead to a-holes in AB battles who res and then end enchantments over and over again, like with that Divine Favor elite res that is sometimes used that way, only this would be worse.
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