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Old May 27, 2007, 09:17 AM // 09:17   #1
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Lightbulb More random skill ideas !! (oh joy!)

Elementalist:

Earth Magic:

Tremor, Spell
10 energy / 2s casting time / 10s recharge
Target foe and all adjacent foes take 10...85...100 earth damage.
If any of them were moving, they are knocked down for 2 seconds.
50% chance of failure with Earth Magic 4 or less.

Boulder, Spell
10 energy, 2s casting time 8s recharge
Send out a large Boulder that rolls along the ground. Target foe and any foes in the Boulder's path are struck for 8...60...80 earth damage.

Fire Magic:

Gift of the Titans, Enchantment Spell.
15 energy / 3s casting time / 30s recharge
For 5...27...30 seconds, you are enchanted with Gift of the Titans.
You cannot be set on fire, and any foe striking you in melee combat, and all adjacent foes, take 5...29...35 fire damage and are set on fire for 1...3...4 seconds.

Air Magic:

Stormchild, Elite Enchantment Spell
25 energy /5s casting time / 30s recharge time / -2 energy reg upkeep
While you are enchanted with Stormchild, you deal 20...160...200 lightning
damage once every 2 seconds to a random foe within earshot.
Stormchild ends if you move, are knocked down, or use a non-Spell skill.
When Stormchild ends, it is disabled for 120 seconds, and all your other
skills are disabled for 3...1...1 seconds for every second it was active.
50% chance of failure with Air Magic 8 or less

Mesmer

Illusion Magic:

Skill Twisting, Spell
10 energy / 1s cast time / 12s recharge time
Target foe takes 2...6...7 damage for each point energy cost of the highest cost skill that foe has equipped, but gains 1...4...5 life for each point energy cost of the lowest cost skill equipped.

Domination Magic:

Fevered Frenzy, Hex Spell
10 energy / 2s casting time / 20s recharge time
For 5...10...12 seconds target foe and all nearby foes are hexed with Fevered Frenzy. They attack 25% faster, but take 50% more damage from all sources.

Dervish

Mysticism:

Avatar of Kormir, Elite Form Spell
15 energy / 2s cast time / 30s recharge time
For 10...62...75 seconds you cannot use attack skills, your attacks are ranged and whenever you use a skill all other party members within earshot gain 5...20...25 health and 0...2...3 energy.
This skill is disabled for 120 seconds.

Scythe Mastery:

Whirlwind Sweep, Scythe Attack
10 energy / 15s recharge time
Lose one enchantment and strike all adjacent foes for +5...12...15 damage.
If you lost an Enchantment this way, any foe struck will also be knocked down for 2 seconds.

More to come as I brainstorm on ...
(Edit - missed a few little things in my enthusiasm)
(Edit2: removed Haunting Memories because it's only causing kneejerk reactions)

Last edited by ClanYumemiru; May 27, 2007 at 10:12 PM // 22:12..
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Old May 27, 2007, 01:58 PM // 13:58   #2
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Hmmmmmm have to say there are not many comments on the thread.
So i''ll be the first one.
For the Ele skills i like them, the personal favorite is Gift of the Titans an StormChild.
For the Mesmer skills they are good but im not a mesmer player.
And for the Dervish skills they are nice Avatar of Kormir is a wel thought skill.

So i hope to see more of your skills they are made by someone who knows a thing or 2 about the game and i like that.
So brainstorm on ^^
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Old May 27, 2007, 02:04 PM // 14:04   #3
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with skill twisting shouldn't enemy health gain go down?

Stormchild sounds like fun
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Old May 27, 2007, 02:21 PM // 14:21   #4
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Very good job...
Stormchild would be sweet...Skill Twisting sounds like a real skill because it's so well balanced-looking...You don't get much balance in this forum.
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Old May 27, 2007, 03:25 PM // 15:25   #5
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Quote:
Originally Posted by vergerefosh
with skill twisting shouldn't enemy health gain go down?
Yes - it does.

It deals 2-7 damage per point of energy cost of the highest cost skill equipped. (for a 15-cost skill this means 30-105 damage)
Target gains 1-5 life per point of energy cost of the lowest cost skill equipped (so if target has a signet equipped, which costs 0 energy, target gains nothing and loses a lot)

That make sense again ?
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Old May 27, 2007, 05:00 PM // 17:00   #6
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Ritualist

Channeling Magic:

Wrathful was Janthir, Item Spell
25 energy 3s cast time 30s recharge time
Hold Janthir's Ashes for 5...24...30 seconds, while you hold his ashes, you walk 20% slower.
Once every 4 seconds all foes within earshot that are activating skills or attacking are knocked down, and you lose 5...1...1 energy for each foe
affected.

Spirit Conflagration, Spell
20 energy, 2s cast time, 45s recharge
Destroy all allied spirits within earshot.
Target foe and all foes in the area take 20...45...50 fire damage (maximum 200) for each spirit destroyed and are set on fire for 1...4...5 seconds.

Elementalist:

Air Magic:

Thunderbolt, Spell
10 energy, 1s cast time 8s recharge
Strike target foe for 8...65...80 lightning damage.
Damage from Thunderbolt has 25% armor penetration.

Earth Magic:

Stoneglass Shard, Spell
5 energy, 1s cast time, 3s recharge
Send out a Stoneglass Shard that deals 8...28...33 earth damage and inflicts Bleeding for 3...6...8 seconds if it hits.

Water Magic:

Ice Storm, Elite Spell
25 energy, 2s cast time, 15s recharge
Create an Ice Storm at target's location.
For 10 seconds, any foes in that area take 20...45...50 cold damage each second, and an additional 10...22...25 cold damage each second if they are not attacking or activating skills.
Ice Storm causes Exhaustion.

Paragon:
Command:

Balthazar's Voice, Elite Shout
10 energy, 30s recharge
Target foe and all adjacent foes become Dazed for 5...16...20 seconds.
If any of them were casting a Spell, they are interrupted.
This skill has only half range.

Lyric of Lyssa, Elite Shout
15 energy, 60s recharge
for 3...8...10 seconds, all allies within earshot have +1...3 health regeneration and +1 energy regeneration, and all foes within earshot have -1 health regeneration and -1 energy regeneration.

Song of Dwayna, Elite Shout
10 energy, 30s recharge
For 1...5 seconds, each party member within earshot gains 5...20...25 health every second.

Melandru's Call, Elite Shout
15 energy, 30s recharge.
All allied pets within earshot are resurrected and fully healed, and for 5...12...15 seconds, they receive a +33% movement speed, +33% attack speed and +25% damage bonus.

Grenth's Call, Elite Echo.
10 energy, 30s recharge time
For 5...12...15 seconds, whenever a Shout or Chant ends on target ally, all nearby foes are struck for 10...45...50 cold damage and this Echo is renewed.

Call to the Abyss, Elite Chant
15 energy, 3s cast time, 10s recharge
Summon a level 6...24...28 random Torment Demon which joins your party as an Ally which turns hostile on your party after 10...25...30 seconds. Your party does not gain experience or loot from slaying this monster.

Last edited by ClanYumemiru; May 27, 2007 at 05:49 PM // 17:49..
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Old May 27, 2007, 06:08 PM // 18:08   #7
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Default Even MORE skills!

Necromancer

Death Magic:

Tombstone, Binding Ritual
15 energy, 3s cast time, 60s recharge
Summon a level 1...6...7 Tombstone.
All summoned creatures within Tombstone's range gain +1...6...7 health regeneration.
Resurrection skills take twice as long to use within earshot of Tombstone.
Tombstone is destroyed after 30...110...120 seconds.
When Tombstone is destroyed, all summoned creatures within earshot of it are destroyed, and all corpses exploited.

Animate Hulking Horror, Spell
15 energy, 3s cast time 15s recharge
Exploit nearest corpse to create a level 1...19...23 Hulking Horror.
Hulking Horror moves 33% slower, but knocks down any foe with its attacks.

Animate Titan Horror, Elite Spell
25 energy, 3s cast time, 45s recharge
Exploit nearest corpse to create a level 3...21...25 Titan Horror.
When Titan Horror dies, it is replaced by 1...3...3 level 0...13...17 Tormented Horrors.

Soul Reaping:

Soul Harvesting, Enchantment Spell
10 energy, 1s cast time, 10s recharge.
For 60 seconds, whenever any non-spirit creature dies within earshot, you gain 0...3...4 energy.

Last edited by ClanYumemiru; May 27, 2007 at 06:17 PM // 18:17..
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Old May 27, 2007, 06:30 PM // 18:30   #8
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More cool sounding skills
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Old May 27, 2007, 07:13 PM // 19:13   #9
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wow almost all those skills are imbalanced no skill and GW should be non elite and easily doing 200 damages look at the ingame blance now and base alot of your skills of that and Avatar of Kormir would be fun but think about adding a tiny offensive side posibly a damage type change like in AoG

-tombstone would be abused by creating low lvl one and killing
-hulking horror is horridly strong KD is way way to powerful and it is not even elite come on
-ice storm is way way to strong with a good aoe KD and that you could deal 750 damage with one elite X_x
-haunting mems has the potential for too much damage
-wirlwind sweep once again KD is to powerful to just throw into any skill
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Old May 27, 2007, 08:03 PM // 20:03   #10
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Exclamation

Quote:
Originally Posted by placebo overdose
wow almost all those skills are imbalanced no skill and GW should be non elite and easily doing 200 damages
Two words: Meteor Shower. That's over 300 damage for a non-elite.
(And if you think it's hard to get out: Glyph of Sacrifice)

To use Spirit Conflagration to DEAL that max 200 (fire) damage requires:
- You have 4 spirits out (minimum cost: 20 energy, 12 seconds cast time)
- you manage to cast it

And it costs you ALL allied spirits within earshot. ALL.
Additionally, it's elemental damge, and Fire to boot, which is relatively easy to defend against (did someone say "Ward against Elements" ?)

Quote:
look at the ingame blance now and base alot of your skills of that and Avatar of Kormir would be fun but think about adding a tiny offensive side posibly a damage type change like in AoG
I HAVE based my skills on existing ones. As far as possible (with a few exceptions) I've tried to compare them to the skills as listed on the wiki resource pages, and tried to make sure that they remain in line with those.

Quote:
-tombstone would be abused by creating low lvl one and killing
To what effect ? Oh yes, I kill all opposing minions in one fell swoop if the opposing team isn't paying attention. Otherwise, I'm just busy pissing off my own MM support. Yes, that will make me popular

Quote:
-hulking horror is horridly strong KD is way way to powerful and it is not even elite come on
It moves 33% slower so you can easily kite and/or avoid it; lead it into a Barbed Trap and you'll be laughing as it stumbles across the battlefield doing nothing but use up a minion slot for the opposing MM.
Additionally, melee minions attack only once every 3 seconds. Maybe a good point to remember

Quote:
-ice storm is way way to strong with a good aoe KD and that you could deal 750 damage with one elite X_x
Sandstorm compares quite favorably to Ice Storm. The conditional on Ice Storm is easier to avoid, and it causes Exhaustion, which, BTW, Sandstorm doesn't. The only AoE KD's currently available are Earthquake and it's Factions clone Dragon's Stomp - 25 energy, 3 second cast time and another load of Exhaustion. Yes, a really potent combo - to get your Elementalist cleaned out.
Again, this is elemental damage, which is subject to a wide range of reduction effects.

Quote:
-haunting mems has the potential for too much damage
This is the only point I will concede. I'll have a look at it later and revise it. I guess I got a little too carried away with the plight of the Mesmer, and even its elite status is no excuse.
EDIT: Better to delete it altogether from the ideas -done & dusted.

Quote:
-wirlwind sweep once again KD is to powerful to just throw into any skill
It only knocks down at the cost of an Enchantment - so please factor the cost and cast time of that into the equation as well.

Last edited by ClanYumemiru; May 27, 2007 at 10:17 PM // 22:17..
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Old May 27, 2007, 08:26 PM // 20:26   #11
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Quote:
Originally Posted by ClanYumemiru
Mesmer


Illusion Magic:
Haunting Memories, Elite Spell
25 energy / 3s cast time / 15s recharge time
Target foe takes 6...25...30 damage for every equipped Attack, 10...30...35 damage for every equipped spell and 6...25...30 for every equipped signet.
u mite aswell have

Mesmer Nuke:
50 energy / 5sec cast time / 15sech recharge
Targetted Foe And 1Ajacent Foe Takes 250-100DMG
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Old May 27, 2007, 10:46 PM // 22:46   #12
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Angry Ahem!

Quote:
Originally Posted by Barrett
u mite aswell have

Mesmer Nuke:
50 energy / 5sec cast time / 15sech recharge
Targetted Foe And 1Ajacent Foe Takes 250-100DMG
This is a good example of what I was emphatically not trying to do; I realize that Mesmers are not Elementalists, and should not be treated as such, I realize that to get a point across in a forum requires a certain level of eloquence as well as a basic understanding of both spelling and grammar (for what it's worth, please note English is NOT my first language, thank you very much) and regarding the current subject, at least a basic understanding of game rules and skill phrasings would be very welcome.

Oh, and to boot, I've given it more thought, and the original respondent who pointed out the deficiences in that specific idea was correct - and since I have no adequate (secondary) revision in my head, I've pulled the entire idea.

Back to brainstorming for more ideas ...
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Old May 28, 2007, 06:35 AM // 06:35   #13
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Knockdown is a powerful effect, and cannot be arbitrarily thrown around. As to a minion having a knockdown, I think the Flesh Golem could use a Bull's Charge effect- KD on fleeing foes. But easily triggered, spammable KDs with no or negligible drawbacks = lose. Remember that paying for an attack skill with an enchantment is a sacrifice in RA, but nothing at all in more organized templates.
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Old May 28, 2007, 07:23 AM // 07:23   #14
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How long have you been playing?

200% of these skills are overpowered. And appearantly, you don't even know the lore of GW.

Wrathful was Janthir? Was Janthir even a human?

Paragon worships Balthazar and Dwayna, and none of the other gods.

I am seriously disgusted.
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Old May 28, 2007, 08:27 AM // 08:27   #15
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Angry

Quote:
Originally Posted by lightblade
How long have you been playing?

200% of these skills are overpowered. And appearantly, you don't even know the lore of GW.

Wrathful was Janthir? Was Janthir even a human?

Paragon worships Balthazar and Dwayna, and none of the other gods.

I am seriously disgusted.
OK, quick review for you, from the top of the thread even (ain't I nice) because all I heard was some aimless whining.
Can you prove or disprove Janthir's status ? No you can't. Neither can I, so I made a little leap of judgement and included it, period.
Oh, a Dervish "only" worships Melandru and Dwayna (Earth and Wind, remember) yet has all 5 divine avatars ... your point with the Paragon was ?

OK, skill review:

Tremor 10/2/10, Earth - runs parallel to Fireball for damage (and areas), only 3s longer recharge, conditional KD - fits well in the Earth line.
Fills a gap, too. Not too many usable offensive 10-cost Earth spells.

Boulder 10/2/8, Earth - OK, this was a bit of haha's - damage is between that of a 10-cost and 5-cost spell with the added effec of possibly hitting more than one foe if they get in its path. Oooh, dangerous.

Gift of the Titans - Sliver Armor, an existing skill, compares favorably to this in energy cost and activation time (Sliver Armor is 10/1/30, max duration 11-12 seconds, but offers block%, and deals damage if you are hit with either a spell or an attack. Know thine skills.)

Stormchild - OK, it is VERY powerful. When it works. But a 5-second to cast, must-be-maintained Enchantment that immobilizes the caster, disables itself and all other skills when it ends/is removed ?? do you have any idea how much enchantment removal there is in GW and how often you get it slung at you ?

Skill Twisting - your problem here is ? I found it to fit a Mesmer's style and ability quite well - it requires a little thought to use, and you never know what you're going to get from it ...

Fevered Frenzy - just an idea for a nice skill to help out those poor Mesmers that everyone agree needed a little extra ...

Avatar of Kormir - what more can I say ? You trade your attack skills for the ability to deal damge at range and to buff your party buddies for its duration.

Whirlwind Sweep - Whirlwind/Teinai's Wind are more effective than this - more damage, equal cost, 8s recharge.
The only thing that might be good to change about it would be either to make it easily interruptible, or place a condition on the KD like Whirlwind's. Duly noted.

Wrathful was Janthir - trade 20% movement speed for a KD against attacking/activating foes once every 4 seconds, with a stretch maximum of 7 times (by which time the fight will be long over, the Ritualist carying it long dead, or the ashes dropped - kiting gets hard with a movement speed penalty)

Spirit Conflagration -already picked complaints on this one apart in another post. Still wish I'd called it "Spirit Combustion" though.

Thunderbolt - damage falls between Lightning Strike (5/1/5) and Lightning Orb (15/2/5) - and at 8s recharge I don't see a problem. Again, it's a gap filler in Air Magic like Tremor is for Earth.

Stoneglass Shard - Basically a Stone Dagger in damage that inflicts Bleeding. Daggers pump out two, and you can keep spamming them, this has a 3s recharge on it.

Ice Storm OK - THIS is a potential meanie capable of inflicting serious damage - but then, so does Sandstorm, and its conditional is a whole lot more annoying than Ice Storm's.

Voice of Balthazar - a half range shout ? Uh - yeah ... right where my 'gon should be! Absolutely! :-D

Lyric of Lyssa - OK, a rather powerful party buff, especially given the handicap it places on opposition. But, effects work both ways ...

Song of Dwayna - another short-lived party wide buff with a long recharge.

Melandru's Call - it. works. on. PETS.

Grenth's Call - A different version of Blazing Finale - except this one is Elite and deals Cold damage. And ?

Call to the Abyss - stop to think about this one. OK, so you get to call a bigass, random type, Torment Demon to fight for you. Maybe you can get two! Awesome! But then you have to DEAL with them as well as they turn hostile (no, you can't ask your Ritualist to toss something like Signet of Binding on them since they "join your party as an Ally") - how long before you beg the carrier of this skill to PLEASE STOP USING IT because you want to get on with it ?

Tombstone - nice MM/spiritbomber buff. But you'd better manage it properly. Ideally, you want to be in range, but out of earshot of it. See if you can figure out why.

Hulking Horror - ok, correction - "When Hulking Horror hits a stationary foe that foe is knocked down." - that was my original intention, but I see I didn't put it in. My apologies.
For the rest, it's a terrible minion because they shamble along - you can't carry them from fight to fight, and even in a fight they're rather easily avoided. Clumsy things. Brrr. (But fun when they work)

Titan Horror - OK, so basically a Flesh Golem that leaves no corpse, spawns up to three minions when it dies which you may or may not have capacity to support, costs 25 energy at 45 cycle time. For an Elite.

Soul Harvesting - kind of to bridge the gap on SR after the recent change. It's an Enchantment, and like all of them, it can be removed quickly and rather effortlessly.

OK, that's all of them.
And another question - to what standards are you holding me ?
If you are holding me to higher ones than you hold GW or its creators (which I suspect, and otherwise you're pretty ignorant when it comes to skill effects), you really ought to think again:

- I do not get paid for this.
- I do not work for A.net.
- I know that posting skills _here_ doesn't make them any more official or canon than any of the other broken proposals or ideas floating in this forum.

Here's my offer - you can discuss the points you don't like, and why, or I'll just treat you like I do with all the buffoons that complain about not having everything at once - I ignore them.
-EOF-

Last edited by ClanYumemiru; May 28, 2007 at 08:36 AM // 08:36..
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Old May 28, 2007, 09:47 AM // 09:47   #16
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ok all in all i like your skills but voice of balth is a bit powerful..... not much but dazed to everyone = ouch. but other than that cool beans man
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Old May 28, 2007, 10:53 AM // 10:53   #17
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Quote:
Originally Posted by ClanYumemiru
OK, quick review for you, from the top of the thread even (ain't I nice) because all I heard was some aimless whining.
Can you prove or disprove Janthir's status ? No you can't. Neither can I, so I made a little leap of judgement and included it, period.
Oh, a Dervish "only" worships Melandru and Dwayna (Earth and Wind, remember) yet has all 5 divine avatars ... your point with the Paragon was ?
On your Dervish point, you are dead wrong. Read the lore again, they worship ALL of the 5 gods. Paragons on the other hand, only worship Balthazar and Dwayna.

Taking a look at your skills, some do look overpowered. Even your reasons don't make sense lore-wise.

Tremor: Shouldn't be on par anywhere near Fireballs damage, since your skill description does not state a projectile. Also, it has a conditional KD. At 15 Earth, it should have around 90 damage for its effect (remember, Earth is support, unlike Fire which is for damage).

Boulder: Unlikely that GW could support that on its engine, instead it could launch a boulder for the stated damage, all adjacent foes are struck for less damage (I'm thinking along the lines that magic pulled the boulder up and threw it from the air a la Meteor).

Gift of the Titans: Problem is the burning condition and AoE, which in itself adds 14 DPS on top of the repeated activations of the skill. It absolutely punks Sliver Armor by a long shot.

Stormchild: The kind of skill that shouldn't exist. It's unbalanced as is, and using the mechanics you've posted, it wouldn't be able to be balanced.

Fevered Frenzy: Reduce to adjacent, increase to 15 energy. This is very similar to "Victory or Death!" which only occurs after a certain amount of time in certain PvP matches, and being in Domination, would only help fuel Domination spikes.

Avatar of Kormir: Can't be done under the current engine.

Whirlwind Sweep: An enchantment for a Dervish is not a worthy enough cost for being a non-elite Earthshaker. Though it has to hit, I'm not sure whether it's got the right cost or not.

Wrathful Was Janthir: Increase the energy lost to 2 or 3 at 15 Channeling, add the clause that it gets dropped if you can't pay the energy.

Spirit Conflagration: No skill costs 20 energy, and in its current form does not provide enough reason to bring it anywhere. Also, Ritualists don't have any sort of fire-based magic. Re-work it to fit lore.

Thunderbolt: If it's meant to not be a projectile, decrease damage. If it's meant to be a projectile, then it looks alright.

Stoneglass Shard: Not entirely sure where the synergy is... It's fine as is, but there's no reason to bring it. Ever.

Ice Storm: No, just no. Water is not meant for mass area damage over time, especially when you've got slowdowns to maximise damage potential. ESPECIALLY when it lasts 10 seconds. Teams with Deep Freeze and this would wipe out anything within seconds.

Voice of Balthazar: Overpowered by a huge margin. Regardless of range. Not sure why you'd have daze so easily applicable when ArenaNet doesn't want that (it's a caster killer, and should be hard to apply).

Lyric of Lyssa: Needs to be reworked, as the worst effect, the -1 energy regen, lasts a mere 10 seconds max. Does not add much pressure, if any, and it's elite.

Song of Dwayna: I think "Incoming!" has more use than this.

Melandru's Call: Paragons have nothing to do with animal companions, and the +25% damage buff is HUGE. Not sure how you'd fit that in the Paragon skill set lore-wise.

Grenth's Call: Remove the renewal. There's plenty of ways to remove the shouts and chants early if the team is built for it, leading to large spikes on opposing enemies. Possibly tone down the damage.

Tombstone: Signet of Creation for Necromancers? It's probably better to raise armor instead. And because its a spirit, it doesn't affect other spirits.

Animate Hulking Horror: instead of when it attacks, have it when it attacks a moving foe and reduce the movement penalty to 15% or 25%.

Titan Horror: Even if you can't support the minions, it destroys your oldest ones anyway. This makes a minion army much more resilient, though I'm not sure if its overpowered or not.

Your Meteor Shower comparison is weak, as it takes 12 seconds to deal it's damage, and has only 3 opportunities to do so. Not only that, but it's got a 5 second activation time and 90 second recharge.
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Old May 28, 2007, 11:55 AM // 11:55   #18
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Quote:
Originally Posted by Kale Ironfist
On your Dervish point, you are dead wrong. Read the lore again, they worship ALL of the 5 gods. Paragons on the other hand, only worship Balthazar and Dwayna.

Taking a look at your skills, some do look overpowered. Even your reasons don't make sense lore-wise.
Before I start off responding to your points - thank you for your post. This is the kind of post that I appreciate, even there's no agreement. Better living through intelligent discussion!

I'll do a lore reread ASAP - I must have missed it. Mea culpa!

Quote:
Tremor: Shouldn't be on par anywhere near Fireballs damage, since your skill description does not state a projectile. Also, it has a conditional KD. At 15 Earth, it should have around 90 damage for its effect (remember, Earth is support, unlike Fire which is for damage).
Hmm ... how about if the damage dropped to 8...55...70, only dealing damage to target foe, keeping the conditional KD to foe & adjacent ?

Quote:
Boulder: Unlikely that GW could support that on its engine, instead it could launch a boulder for the stated damage, all adjacent foes are struck for less damage (I'm thinking along the lines that magic pulled the boulder up and threw it from the air a la Meteor).
You mean something like this:

Boulder, Spell
10 energy 2s cast time, 15s recharge
Launch a Boulder at target foe. Target foe is struck for 10...72...90 earth damage, and all foes adjacent to the target are struck for 5...40...50 earth damage.

Quote:
Gift of the Titans: Problem is the burning condition and AoE, which in itself adds 14 DPS on top of the repeated activations of the skill. It absolutely punks Sliver Armor by a long shot.
Sliver Armor triggers on more conditions - spells, ranged attacks, melee attacks.
However, you are right in that it still looks rather formidable.

Gift of the Titans, Enchantment Spell
15 energy, 2s cast time, 20s recharge
For 5...12...15 seconds you are enchanted with Gift of the Titans and cannot be set on fire.
Every foe striking you in melee combat is set on fire for 1...3...4 seconds.

Quote:
Stormchild: The kind of skill that shouldn't exist. It's unbalanced as is, and using the mechanics you've posted, it wouldn't be able to be balanced.
It's also an intensely weak skill for all its strength.
It's long activation time, its Enchantment status and dismissal conditions, and what happens AFTER it gets ended, create a tradeoff. How long are you willing to maintain it, and can you deal with its aftereffects.
Yes, it is a FORMIDABLE weapon, however, with a number of fatal flaws.

Quote:
Fevered Frenzy: Reduce to adjacent, increase to 15 energy. This is very similar to "Victory or Death!" which only occurs after a certain amount of time in certain PvP matches, and being in Domination, would only help fuel Domination spikes.
Sounds good.

Quote:
Avatar of Kormir: Can't be done under the current engine.

Whirlwind Sweep: An enchantment for a Dervish is not a worthy enough cost for being a non-elite Earthshaker. Though it has to hit, I'm not sure whether it's got the right cost or not.
Av of Kormir - I don't know. Lots of things deemed impossible have happened over the past 20-22 months I've been playing.

Whirlwind Sweep, Scythe Attack:
10 energy, 15s recharge
Lose an enchantment. Strike all adjacent foes for +5...12...15 damage, and if you lost an enchantment this way, any foes that were attacking are knocked down.

That better ?

Quote:
Wrathful Was Janthir: Increase the energy lost to 2 or 3 at 15 Channeling, add the clause that it gets dropped if you can't pay the energy.
Wrathful was Janthir, Item Spell
25 energy 3s cast time 30s recharge time
Hold Janthir's Ashes for 5...24...30 seconds, while you hold his ashes, you walk 20% slower.
Once every 4 seconds all foes within earshot that are activating skills or attacking are knocked down, and you lose 10...5...4 energy for each foe affected.
If you reach 0 energy, you automatically drop Ashes of Janthir.

Quote:
Spirit Conflagration: No skill costs 20 energy, and in its current form does not provide enough reason to bring it anywhere. Also, Ritualists don't have any sort of fire-based magic. Re-work it to fit lore.
Spirit Storm
15 energy, 3s cast time, 45s recharge
Destroy all allied spirits within earshot.
Target foe and all nearby foes take 20...45...50 lightning damage (maximum 180) for each spirit destroyed and are Weakened for 3...8...10 seconds.

Quote:
Thunderbolt: If it's meant to not be a projectile, decrease damage. If it's meant to be a projectile, then it looks alright.
Not meant to be a projectile.

Thunderbolt, Spell
10 energy, 1s cast time, 8s recharge.
Inflict 7...62...70 lightning damage on target foe. Damage from Thunderbolt has 25% armor penetration.

Quote:
Stoneglass Shard: Not entirely sure where the synergy is... It's fine as is, but there's no reason to bring it. Ever.
I'm afraid THAT applies to more skills Hmm.

Stoneglass Shard, Spell
5 energy, 1s cast time, 8s recharge
Send out a Stoneglass Shard that deals 7...25...30 earth damage to target foe and inflicts Bleeding on target and all adjacent foes for 3...6...8 seconds if it hits.

Quote:
Ice Storm: No, just no. Water is not meant for mass area damage over time, especially when you've got slowdowns to maximise damage potential. ESPECIALLY when it lasts 10 seconds. Teams with Deep Freeze and this would wipe out anything within seconds.
DOH! of course. (Talk about one colossal brainfart) OK, that one gets scrapped, PRONTO!

Quote:
Voice of Balthazar: Overpowered by a huge margin. Regardless of range. Not sure why you'd have daze so easily applicable when ArenaNet doesn't want that (it's a caster killer, and should be hard to apply).
Increase cost to 15, affect only target, keep half range ?

Quote:
Lyric of Lyssa: Needs to be reworked, as the worst effect, the -1 energy regen, lasts a mere 10 seconds max. Does not add much pressure, if any, and it's elite.
10 seconds in combat can be LONG - additionally, the party-wide buff it affords can really skew balance towards affected party.

Quote:
Song of Dwayna: I think "Incoming!" has more use than this.
"Incoming" last only 1...3 seconds IIRC; what about make it last 1...9...10 seconds for 5...8...10 health per second ?

Quote:
Melandru's Call: Paragons have nothing to do with animal companions, and the +25% damage buff is HUGE. Not sure how you'd fit that in the Paragon skill set lore-wise.
Correct. I couldn't figure out anything else for this one and ended up with this.
Hmm..

Melandru's Call, Elite Shout
10 energy, 30s recharge
The next 1...4...5 projectile attacks made by each party member move 100% faster and inflict +2...6....7 damage

Quote:
Grenth's Call: Remove the renewal. There's plenty of ways to remove the shouts and chants early if the team is built for it, leading to large spikes on opposing enemies. Possibly tone down the damage.
Grenth's Call, Elite Echo.
10 energy, 30s recharge time
For 5...12...15 seconds, whenever a Shout or Chant ends on target ally, all adjacent foes are struck for 8...30...35 cold damage

Quote:
Tombstone: Signet of Creation for Necromancers? It's probably better to raise armor instead. And because its a spirit, it doesn't affect other spirits.
Hm. Interesting idea, hadn't thought of that.

Tombstone, Binding Ritual.
15 energy, 3s cast time 60s recharge
Summon a level 1...6...7 Tombstone.
All undead minions within its range receive +5...16...20 armor
Resurection skills take twice as long to activate within earshot of Tombstone.
When Tombstone is destroyed, all undead minions within earshot of it are destroyed, and all corpses exploited.
Tombstone dies after 30...110...120 seconds.

Quote:
Animate Hulking Horror: instead of when it attacks, have it when it attacks a moving foe and reduce the movement penalty to 15% or 25%.

Titan Horror: Even if you can't support the minions, it destroys your oldest ones anyway. This makes a minion army much more resilient, though I'm not sure if its overpowered or not.
Animate Hulking Horror:
25 energy, 3s cast time 30s recharge
Exploit the nearest corpse and animate a level 1...17...21 Hulking Horror.
Hulking Horror moves 25% slower.
Any moving foe struck by its attacks is knocked down.
You may not have more than 1...3...3 Hulking Horrors at any one time.

And yes, Titan Horror is strong, but you get 3 Bone Horrors by another name for it in return - which may not be what you need at that time ... additionally, its 25 energy cast cost and 45s recharge makes it compare unfavorably against Flesh Golem (10/3/30), which leaves an exploitable corpse and can be reraised easily.

Quote:
Your Meteor Shower comparison is weak, as it takes 12 seconds to deal it's damage, and has only 3 opportunities to do so. Not only that, but it's got a 5 second activation time and 90 second recharge.
Small correction: it takes 9 seconds (drop meteors at 3s, 6s and 9s after cast), and the default recharge is 60 seconds.
(You are right though)

I hope I've adressed your points adequately - thank you for your reply!

Last edited by ClanYumemiru; May 28, 2007 at 12:06 PM // 12:06..
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Old May 28, 2007, 12:10 PM // 12:10   #19
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How about a Mesmer domination skill that makes a creature turn against his allies for x amount of seconds and causes exhaustion? When I first started Guild Wars, I thought the Mesmer would have more mind controlling abilities. I couldn't see this being abused with exhaustion and a long recast timer.
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Old May 28, 2007, 12:18 PM // 12:18   #20
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Quote:
Originally Posted by Sante_Kelm
How about a Mesmer domination skill that makes a creature turn against his allies for x amount of seconds and causes exhaustion? When I first started Guild Wars, I thought the Mesmer would have more mind controlling abilities. I couldn't see this being abused with exhaustion and a long recast timer.
There are a number of issues that prevent this from being usable.

The first problem is that skills are linked between play modes. Any skill that has X effect in PvE also has X effect in PvP - where such a skill would create a lot of implementation/balance problems, even more so than in PvE.

However,the idea has some merit - what would you think of this:

Illusion Magic:
Ghostly Illusion, Elite Spell
25 energy, 4s cast time, 60s recharge time
Create a Ghostly Illusion of target foe for 10...25...30 seconds, which joins your party as an Ally.
Ghostly Illusion has the same level and skills as the foe copied.
When Ghostly Illusion dies or is destroyed, you lose 25...12...10 energy.
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